<br><br><div class="gmail_quote">On 29 October 2010 17:18, evan.raskob [lists] <span dir="ltr"><<a href="mailto:lists@lowfrequency.org">lists@lowfrequency.org</a>></span> wrote:<br><blockquote class="gmail_quote" style="margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex;">
<div style="word-wrap:break-word"><div>Nice, I see...</div><div><br></div><div>If only coding required typing less code, but with more explosions.</div><div><div></div><div class="h5"><div><br></div></div></div></div></blockquote>
<div><br></div><div>The explosions were certainly good for fixing game balance! </div><div><br></div><div>The underlying idea of this game is essentially rock-paper-scissors. Big &straight shots were supposed to beat high curve balls, counters were supposed to beat the big shots and the curve-balls should beat counters. The issue was that that last relationship didn't quite work so that made gameplay deteriorate. With some re-scaling of the damage and those big circular explosions (which are bigger for hits that end up higher on the building) it now works.</div>
<div><br></div><div>To get back on topic, I think that we are really only happy if we keep stretching ourselves and try on projects a bit harder and a bit more involved than our last. It's quite logical that creating more distractions and difficulties will quickly push us over the edge as that's the very edge we are trying to stretch. Of course the reverse is that a distraction like that might get us un-stuck as well. Overall virtual explosions seem to be about as inspirational, useful and versatile as real ones are the opposite.</div>
<div><br></div><div>How is your own course on Fluxus game-design coming along? Will there be online materials from you or your students to enjoy?</div><div><br></div><div>Yours,</div><div>Kas.</div></div>