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Joined May 26, 2006
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The Twilight Realm
August 01, 2012
Ascended - Fight or Flight
October 30, 2012
Tempust - F4D 2013 Demo
January 20, 2014
April 30, 2014
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Aircraft AI Example
April 25, 2007
Lightdash Example
February 14, 2008
Zelda-Style Saving Example
March 08, 2008
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Generated Experiences in Video Games
Posted on June 15, 2014 at 17:24

Man, it's like everyone suddenly gets busy during the summer. Everyone was so active before and during 64DSC, so what happened?

Anyway, after watching E3 this week (which was pretty cool I might add), I got this wave of inspiration to work on some of my tougher games. And then I started thinking of ways to improve the player experience through experimentation and replayability. And then I realized that the games with the longest play time or the best replay value are those that are never the same each time the player picks up the game.

First we have Minecraft, which sparked a trend of random generation in games. We have Starbound and No Man's Sky, which take this to a new level, promising no two worlds will ever be the same. A game that doesn't use randomness but still alters the player's experience is Left 4 Dead's AI algorithm. Several games are meant to adapt to the player, thus losing predictability and increasing replay value.

But the question I'd like to ask today is:
If you could generate any element of a video game, what would it be?

Let's not limit this to random generation either. Let's say a game has the power to memorize your playstyle, and alters your experience that way. How would you go about it?

Personally, I love the idea that the game tracks how you play, and alters AI to account for this, so that an overly defensive player may find themselves confronted with enemies designed to break walls. I want to see cases where a game's elements are intelligently altered rather than fully randomized to force you out of your comfort zone and into the fire. I'm attempting to capture this in one of my games now.

How about you guys?

64Digits Completition 2014 - Entry
Posted on June 04, 2014 at 16:38

Seems we have a good enough number of people interested to get this show on the road. Those of you who remember last year's Completition might remember how things played out. You enter an unfinished game (or start one from scratch) and keep everyone else up to date with progress blogs (which I deem mandatory but there's no real punishment aside from not getting to show off). This year will be no different except in lenience. Further details below.

Progress Checks

Progress checks will happen every two weeks. Participants must post a progress blog AND/OR a screenshot before or during this progress check, which will last the entirety of the weekend it falls on. I will make a blog during these progress checks, showing a compilation of what people have accomplished during that two weeks.

I'm not going to penalize anyone for not meeting this progress check, but I'd highly recommend participating in it as it helps boost activity and builds interest in your game as well as others'.


There aren't many rules and nobody's going to get disqualified for anything, but I just want to answer a few questions before they're asked.

- You are allowed to work on existing games, no matter the level of completeness.
- You are allowed (and encouraged) to post screenshots, videos, and demos.
- Given the nature of the Completition, you're not required to do everything within the event period.
- You are allowed to use content you didn't make yourself, as long as you have permission from the creator.
- Finally, please don't be stingy. Comment on others' work. Play some demos, give some advice. We're creators and we need this sort of thing.

How to Enter

Just like last year, this is public entry. Leave a comment telling us a little about the game you're entering. Tell us the name, show us a screenshot, and tell us what you plan to do with the game. Now is the time to set some realistic goals, such as play time, core mechanics, and stretch goals.

There's no cutoff for late entries but any entries that happen during the competition period must still be made on this blog (don't worry about bumping), using the same format as the other entries.

If you're having trouble deciding what game to work on, post them here and ask others which game they want to see. You'll have to give a description and screenshot for those too, but I'll still keep track of the entries.

List of Participants

Powerful Kyurem with Eraser
Mega with Exile
Kunedon with Magical Castle 2
Charlie Carlo with Credence Filter
SpectreNectar with Witch Hunt
hel with Multimirror
Kilin with I Love Egg Simulator
colseed with Walk
Mairu with Sandwich Preacher
Gordy with The Grove
spike1 with Moldy Apples
Cosine with Space Colony
Iasper with Project Sanguine
Purianite with Project Flügel
Pirate-rob with ???

The event will begin on Saturday, June 7th, 2014
and will end on Sunday, August 3rd, 2014

The start time is up to your interpretation, but the end time will be at 11:59 PM GMT, during which I'll round up all the finished games, consolidate them in a single ZIP file, and say a few words of praise.
But there's nothing stopping you from starting now. I just thought that giving people a few days would be better than "HEY GUYS WE'RE STARTING RIGHT THIS SECOND GET HYPE".

64Digits Completition Feeler Blog
Posted on June 02, 2014 at 13:06

Judging by the site's recent activity, this definitely isn't a good time for another event. But I've had quite a few people asking when the next Completition was. Even though I wanted to give people a break from the last comp, so far it's mostly been those participants who have approached me. Also, it's been a month since 64DSC ended, and I like making use of my summer.

So for those of you who weren't around this time last year....

The Completition is an event where everyone gets together and makes games solely for the purpose of finishing something. The goal of every participant is to pick a game that they can realistically finish within the allotted time. The thing that sets this apart from other competitions (aside from no prizes) is that you can enter any game, no matter its progress, as long as you think you can finish it, or at least make substantial progress that puts you that much closer to finishing it. Because of this, there are no rules on when you're allowed to start, but the event will still end at a specific time, at which point I'll compile the games and put up a file containing all of them.

If for some strange reason you have no unfinished games that you're ready to send into the world, you're free to start a new one. Additionally, those who entered 64DSC might want to consider entering their competition games.

Last year we had something like 17 entrants and 6 people who finished, giving us a 35% finish rate, more than double the average of most competitions. I want to see if we can get a similar number, so please leave a comment here if you're interested in participating in a prizeless event with a bunch of people who are trying to finish their games.

Additionally, if someone else had a competition planned this summer, speak up now. As far as I'm aware, there are no competitions planned until Scary 4 Digits 2014.

If you need incentive for participating, you may want to check out Cesque's Fire Point, which has seen a large amount of success on GameJolt and therefore on review sites such as RockPaperShotgun (here's one such review).

This is just a feeler blog to see if it'll be worth taking up a couple months of your summer. Hopefully we can get a decent roster before I go in-depth on how the event will work, and what changes I'm making this year. Please note that I'm not promising the bundle this time, which fell through last year due to some communication issues.

- Kilin

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