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<rss version="2.0"><channel><atom:link rel="hub" href="http://tumblr.superfeedr.com/" xmlns:atom="http://www.w3.org/2005/Atom"/><description>Marc Flury’s game design/programming journal.  Documents the development of Super Bongo Fury and future projects.

   dipdipdip</description><title>blogblogblog</title><generator>Tumblr (3.0; @maffy)</generator><link>http://blog.dipdipdip.com/</link><item><title>The Beatles: Rock Band is at zero bugs and lookin' Pretty Damn Good</title><description>&lt;p&gt;Phew.  Here at Harmonix, we’re tantalizingly close to finishing up The Beatles game.  Lots of new info and a trailer of the game was released today at E3 (check out the link in the previous post).&lt;/p&gt;
&lt;p&gt;With The Beatles wrapping up, I should have lots more time/energy to focus on Super Bongo Fury this summer.  I’m thinking of a stay-cation this month to really push things forward.&lt;/p&gt;</description><link>http://blog.dipdipdip.com/post/116511688</link><guid>http://blog.dipdipdip.com/post/116511688</guid><pubDate>Mon, 01 Jun 2009 20:27:14 -0400</pubDate></item><item><title>The Beatles Rock Band (Official Site)</title><description>&lt;a href="http://www.thebeatlesrockband.com/"&gt;The Beatles Rock Band (Official Site)&lt;/a&gt;</description><link>http://blog.dipdipdip.com/post/116508270</link><guid>http://blog.dipdipdip.com/post/116508270</guid><pubDate>Mon, 01 Jun 2009 20:20:00 -0400</pubDate></item><item><title>GDC, SBF Gameplay Movie</title><description>&lt;p&gt;Returned from last week’s GDC, highlights for me included the &lt;a href="http://www.gamasutra.com/php-bin/news_index.php?story=22941"&gt;Noby Noby Talk&lt;/a&gt; and, of course, the &lt;a href="http://www.gamasutra.com/php-bin/news_index.php?story=22946"&gt;Experimental Gameplay Sessions&lt;/a&gt;.&lt;/p&gt;
&lt;p&gt;It’s been a long time since my last Super Bongo Fury update.  It’s so tempting for an introverted obsessive type like me to hold things back until they’re polished and finished.  But this blog is supposed to document my design/development &lt;i&gt;process&lt;/i&gt; and I should be delivering the goods, even if they currently look and sound like shit.&lt;/p&gt;
&lt;p&gt;So here’s a movie of some very early prototype-level gameplay.  It does an OK job of showing how the simplest mechanics work.  Right now, I’m pursuing a few new directions that take advantage of the unique multiplayer environment, beyond the simple beat matching you see here.&lt;/p&gt;
&lt;p&gt;&lt;a href="http://dipdipdip.com/images/sbf/egw/level0.avi"&gt;&lt;img src="http://dipdipdip.com/images/sbf/egw/level0.png" width="400"/&gt;&lt;/a&gt;&lt;/p&gt;
&lt;p&gt;(click the image above to watch the movie)&lt;/p&gt;</description><link>http://blog.dipdipdip.com/post/91449575</link><guid>http://blog.dipdipdip.com/post/91449575</guid><pubDate>Mon, 30 Mar 2009 23:57:49 -0400</pubDate></item><item><title>Driving Me Backwards</title><description>&lt;p&gt;&lt;img alt="Thank You For Playing" src="http://dipdipdip.com/images/sr2kxx/perf1/stage4.png" height="300" width="400"/&gt;&lt;/p&gt;
&lt;p&gt;I just resuscitated an old website about an old project: &lt;a href="http://sr2kxx.dipdipdip.com"&gt;Space Rock 20XX&lt;/a&gt;.  It was a pretty weird idea and pretty much a failure.  But a fun an interesting failure.  It’s strange to read the “artist statement” I wrote back in 2004 and find myself up against many of the same problems, now with Super Bongo Fury.&lt;/p&gt;
&lt;p&gt;I’ve been cranking on SBF for the past two weeks and an update is coming soon.  I also submitted a proposal to show SBF at the &lt;a href="http://www.experimental-gameplay.org/"&gt;Experimental Gameplay Workshop&lt;/a&gt; (at the Game Developers Conference in March).  I would be extremely honored if the proposal gets accepted, but I’m not at all confident it will be.  The good/humbling thing about applying to the EGW is that it forced me to try and close the loop, forced me to see the loose threads and half-baked ideas.  I’m confident there’s a interesting core within SBF, but much is still inchoate.&lt;/p&gt;
&lt;p&gt;So, it’s onward, with renewed vigor.&lt;/p&gt;</description><link>http://blog.dipdipdip.com/post/80314155</link><guid>http://blog.dipdipdip.com/post/80314155</guid><pubDate>Sat, 21 Feb 2009 16:57:00 -0500</pubDate></item><item><title>The Beat</title><description>&lt;p&gt;Last weekend at the &lt;a href="http://globalgamejam.org/"&gt;Global Game Jam&lt;/a&gt;, my team produced “The Beat,” a puzzle game with some rhythmic elements.&lt;/p&gt;
&lt;p&gt;&lt;img alt="The Beat" src="http://dipdipdip.com/~marc/blog/thebeat.jpg" width="420" align="middle"/&gt;&lt;/p&gt;
&lt;p&gt;The Jam was intense and stressful, nearly 48 hours of rapid game design and development with people I’ve never met before!  But the enjoyment our game brought to fellow game jammers and my friends made it worthwhile.  Working with such extreme time constraints is a great way to blow aside mental blocks and summon great productivity.  I’d like to try applying this model to my own projects!&lt;/p&gt;
&lt;p&gt;You can &lt;a href="http://www.jesperjuul.net/download/thebeat_1.1_setup.exe"&gt;download version 1.1&lt;/a&gt; and check it out (requires Java and Windows).  This version contains a few improvements/fixes my teammate &lt;a href="http://www.jesperjuul.net/ludologist/"&gt;Jesper&lt;/a&gt; made after the Jam.&lt;/p&gt;</description><link>http://blog.dipdipdip.com/post/76703517</link><guid>http://blog.dipdipdip.com/post/76703517</guid><pubDate>Sun, 08 Feb 2009 16:54:00 -0500</pubDate></item><item><title>Global Game Jam</title><description>&lt;p&gt;&lt;a href="http://globalgamejam.org/"&gt;GGJ&lt;/a&gt; is this weekend.  I’m participating in the Boston jam, hosted at MIT.  Hopefully I’ll have some good stuff to report by Sunday night.  Also, I’ll post more SBF news soon.&lt;/p&gt;</description><link>http://blog.dipdipdip.com/post/74379646</link><guid>http://blog.dipdipdip.com/post/74379646</guid><pubDate>Fri, 30 Jan 2009 14:39:15 -0500</pubDate></item><item><title>Advanced Visual Beat Editor</title><description>&lt;p&gt;aka Microsoft Excel.&lt;/p&gt;
&lt;p&gt;&lt;img alt="Editor Screenshot" src="http://dipdipdip.com/~marc/blog/editor_081124.png"/&gt;&lt;/p&gt;
&lt;p&gt;One of the nice things about being a one-man team is that I can make my tools as lo-fi as I want.  Each “song” in the game is authored in a spreadsheet, like the one above.  I use a simple Ruby script to convert the Excel files into comma-separated files, which are then directly parsed by the game (this conversion is automatically done as needed when each file is loaded, using timestamp checks).&lt;/p&gt;
&lt;p&gt;As you can see, it’s super minimal.  It just supports quarter notes for each hand, and one set of spoken “lyrics” for each player.  I’ll extend it to support sixteenth notes, tempo changes, etc. eventually, but this simple format allows me to flush out all my tech and write new songs really fast.&lt;/p&gt;</description><link>http://blog.dipdipdip.com/post/61393199</link><guid>http://blog.dipdipdip.com/post/61393199</guid><pubDate>Mon, 24 Nov 2008 19:30:21 -0500</pubDate></item><item><title>News from My Day Job</title><description>&lt;p&gt;My &lt;a href="http://kotaku.com/5070885/mtv-and-apple-corps-join-forces-for-beatles-music-game"&gt;current project at Harmonix&lt;/a&gt; was announced today.  My role is “lead programmer” on our new Beatles game and it’s nice to finally lift the veil of secrecy.&lt;/p&gt;</description><link>http://blog.dipdipdip.com/post/57115324</link><guid>http://blog.dipdipdip.com/post/57115324</guid><pubDate>Thu, 30 Oct 2008 11:07:00 -0400</pubDate></item><item><title>Early Screenie</title><description>&lt;p&gt;&lt;img alt="early screenie" src="http://dipdipdip.com/~marc/blog/sbf_081026.png" width="400" height="400"/&gt;&lt;/p&gt;
&lt;p&gt;Here’s a down-rez’d screenshot of SBF in action.  Hopefully it helps illustrate the basic gameplay.  Each player sits around the edges of the projected image, orientated so they face the center.  The UI is similar to many rhythm/action games.  The “notes” scroll from the center of the display towards each player.  When a note crosses the player’s bongo circle, they pound their respective bongo to “play” the note.&lt;/p&gt;
&lt;p&gt;This is my very rough first pass on the UI and I’ll be posting revisions periodically.&lt;/p&gt;</description><link>http://blog.dipdipdip.com/post/56467406</link><guid>http://blog.dipdipdip.com/post/56467406</guid><pubDate>Sun, 26 Oct 2008 17:49:00 -0400</pubDate></item><item><title>Comments Added</title><description>&lt;p&gt;I used &lt;a href="http://www.disqus.com"&gt;DISQUS&lt;/a&gt; to add a commenting feature.  Thanks to &lt;a href="http://tien.tumblr.com/"&gt;Tien-Ann&lt;/a&gt; for the tip.&lt;/p&gt;</description><link>http://blog.dipdipdip.com/post/55328623</link><guid>http://blog.dipdipdip.com/post/55328623</guid><pubDate>Sun, 19 Oct 2008 16:14:00 -0400</pubDate></item><item><title>Super Bongo Fury</title><description>&lt;p&gt;I’m Marc Flury, professional game programmer (at &lt;a title="Harmonx" href="http://harmonixmusic.com"&gt;Harmonix&lt;/a&gt;) and amateur game designer/programmer (in my bedroom).  This blog contains my game design ideas, updates the world on my current projects, and motivates me to get shit done.  It’s focused on games, so you won’t find my favorite recipes, my heartfelt confessions, or any pics of my plants.&lt;/p&gt;
&lt;p&gt;My current project is &lt;b&gt;Super Bongo Fury&lt;/b&gt; (name comes from the righteous &lt;a href="http://en.wikipedia.org/wiki/Bongo_Fury"&gt;Zappa/Beefheart live album&lt;/a&gt; — thanks to &lt;a href="http://kevanharris.com"&gt;Kevan&lt;/a&gt; for the inspiration).  I’ve had this idea for at least two years, have worked on it spordiacally for about a year, and hope to finish it this fall.  It’s a music/rhythm game for six players, played with six Nintendo bongo controllers:&lt;/p&gt;
&lt;p&gt;&lt;img alt="You need six of these babies to play" src="http://dipdipdip.com/~marc/blog/donkey_konga1.jpg" align="baseline" border="0" height="140" width="205"/&gt;&lt;/p&gt;
&lt;p&gt;The other unique thing is that I’m using a vertically-mounted projector instead of a TV/monitor.  The game display is projected onto the floor and all the players sit around it in a circle, facing each other.  One of my goals is to provide an experience that can’t be had in traditional gaming environments where player(s) all face a vertical screen.  When people sit around a TV in their living room, they’re generally in a semicircle and the TV is the focus of all attention, dominating room.  I want explore designing a game for a more “human” environment.&lt;/p&gt;
&lt;p&gt;I’ll post some schematics and screenshots later this week.&lt;/p&gt;
&lt;p&gt;I’m developing the game on PC/Windows, in C++.  I might release the source code if I decide I’m not too embarrassed by it.  I might figure out how to add comments to this tumblr blog, but for now, you can reach me at marcflury at gmail.&lt;/p&gt;</description><link>http://blog.dipdipdip.com/post/55317379</link><guid>http://blog.dipdipdip.com/post/55317379</guid><pubDate>Sun, 19 Oct 2008 14:19:00 -0400</pubDate></item></channel></rss>
