Tag: Blog

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Site Update!

The site got a massive update! Holy crap this was a lot of work...

Most won't be too obvious to notice though, as it's largely behind the scenes. A lot of the HTML and CSS methods were outdated and terrible, so I redid a lot of that nearly from scratch, but kept the same design. I redid the footer and links, as well as added an Everything Else link for miscellanous stuff I do that isn't part of the main blogroll.

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Thursday, 21st November 02019

blog.

The My RPG!! Demo Writeup

That girl is a veteran, skilled love thief,
While I'm a nice and sweet, likable girl...
My feelings they sit, unfulfilled,
Creator, why's it so?

Saturday, 4th May 02019

blog, games, my rpg.

Keep It Simple, Stupid

I haven't talked about Witness to Unity here in a while, and I have a backlog of design/code stuff I think might be interesting to talk about here. So lets see to that~.

Wednesday, 14th December 02016

blog, games, witness to unity.

January 02015, on Witness to Unity

I haven't posted about Witness to Unity in a while. Given the amount of work and general back-and-forth a lot of code can be, I'll try to be a bit more general for this post, covering some design thoughts and some code thoughts.

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Tuesday, 20th January 02015

blog, games, witness to unity.

Criticism of Hash/tags

So I've come to this sudden thought. It's probably obvious, but it's not just Tumblr that creates strife through a misdesigned system. I'm specifically nodding towards Twitter's current "gamer" bickering, but I'm sure this is more general.

Specifically, it seems that things along the lines of tags exist in the minds of users to "belong" to something. People interact because they want to find relevance with other people. Tags aren't designed like that in the minds of the system designers though - they're marketing and branding tools. They're not fit for helping connect people because they don't work the same way people would interact in person.

Initially I thought, Is there something wrong with the internet? Do we need to educate people about using the internet, because humans can't cope with behaving nicely with those they can't see? That's silly, we don't educate people about manners in writing letters or talking on the phone - it's much more general manners that are taught.

The issue isn't that people are using the internet wrong, but that they're encouraged to do things they otherwise wouldn't. It's grown into this ego-stroking machine that is counter to the way interaction has evolved in society. Metadata and numbers and all manner of things are ambiguous indicators of some sort of "difference" you're making in the world. In reality, it means nothing. The only thing that should matter is the intention and interaction between people, but it gets lost in the noise.

This isn't invalidating some of the problems I'm seeing with gaming, it's more about this "activism" that's turning up in response to criticism. The activism isn't necessary. The way the internet is now, it's subtly pushing them to create their own counter-brand instead of considering why they received such criticism...

Thursday, 4th September 02014

blog.

Two Halves' wibbly wobbly history

Long ago, about 02005-07, I produced an RPG known as Two Halves. To this date, it is my only game other people have played. It was released in irregular betas to a community I was a part of.

The story is pretty terrible. The self-insert main character was teleport-kidnapped by a space-army fixated on reviving their demi-god warrior to fight a "demon" alien. The main character was a reincarnation of half of the dead demi-god. Also an internet forum was a real world location.

It's all kind of a mess because I would alter or make additions to the story over time as I was inspired to. It's really obvious when I look at it.

Saturday, 9th August 02014

blog, concept design, games.

On Critical Hits

I haven't talked about Witness To Unity in a long while, or posted on here. Maybe I should do that.

This is going to be a short one though, since I don't really remember the process behind developing this code. I just want to comment on it because I quite like this concept.

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Sunday, 6th July 02014

blog, games, programming, witness to unity.

Squeak Adventure Concepts

This was originally posted elsewhere, like my other blog tagged posts. Unfortunately I don't seem to have the original post any more, so this post simply gives a rough low-down of the concepts I was thinking over here.

Wednesday, 21st May 02014

blog, concept design, sketch, squeak adventure, squeaky.

Bad Design and the Evolution of the Web

In my previous post about Web Design Irks one of the points I discussed was that this fixation on “streamlining” would cause issues with usability. Particularly, by creating an experience that feels streamlined, it negatively affects slower connections and makes linking to the specific state of the page impossible.

What I may have only mentioned in passing was how the fixation on Javascript in general is an issue. Heavy use of javascript to control a page has resulted in the creation of web pages – or worse yet, websites billing themselves as “apps” – that assume the user will never touch the browser’s interface and has a fast enough connection to interact only with the links the design has provided.

In case it wasn’t obvious, I hate Javascript.

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Thursday, 1st May 02014

blog.

Web Design Irks

Sometimes I call myself a web designer. I say sometimes because while I do have the knowledge and qualifications, I don’t create layouts free for use for others or for commission. I am inclined to call myself more a web designer than the people hired to design for major websites though, because the designs I see there just aren’t any good.

There’s a heavy degree of homogenisation in social networks, there has been for several years now, but it’s getting to a level where we simply won’t know how to design otherwise. Already people are more inclined towards quick-fire fleeting content in the form of Tumblr or blogging platforms, as opposed to content orphaned from its metadata to give a sense of timelessness.

Those points aside though, there are some more particular web design irks that are being replicated with increased frequency seemingly only because follow-the-leader is an appealing design strategy. If [successful website] does it, we should too! That sort of ideal. The kind of ideal that ignores your own network’s format or its userbase.

I’m sure those of us familiar with “Web 2.0″ already know about the common tip-offs: heavy use of javascript, whites and blues, Helvetica, sharing buttons, those sorts of things don’t have much to talk about, so I’m going to move on to the things that I feel need more seeing to. Javascript (hopefully) will be out the door as HTML5 becomes more regular and design fads should deal with the other three.

I hope.

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Thursday, 10th April 02014

blog.