• Naked on Pluto Bots

  • Visualising Elastic Versailles

    Naked on Pluto is a text adventure game, it’s world is comprised of descriptions, populated by bits and pieces of text from your facebook profile while the space is largely left to your interpretation and imagination. There are some ways of visualising it though. We have been archiving versions of the game world every hour…

  • Golden Medallions and in-game programming

    Once the low level code for a Naked on Pluto bot is written in Scheme, it’s added by the game using secret commands which program the game inside itself, while it’s running. This means the game can be changed while people are playing it – which makes it much easier to add new things without…

  • Naked on Pluto goes to São Paulo

    (Originally posted here) Naked on Pluto has been selected for FILE festival São Paulo 2011 which, in addition to some funding from the Finnish Promotion Centre for Audiovisual Culture (AVEK) allows us to develop the game for an art gallery installation setting. I’ve been reacquainting myself with bot programming, and trying some experimental and dangerous…

  • Modular decoration in action (GX)

    First pass at getting plant/human messaging working based on the game design I was working on earlier in the month. The borders are built from the modular decoration drawings I posted yesterday.

  • Modular decoration (GX)

    More sketching, this time for use in the game rather than concept design:

  • Un-lazy-fying clojure

    I’m finding Clojure has a similar feel to C++ about it – it requires a higher degree of understanding of the underlying implementation than I think is probably optimal. Partly this could be because it’s a new language – but it’s also what makes it interesting. A common problem I’m having is running out of…

  • Clip Kino

    Last week I attended a Clip Kino event at Alto University’s Media Factory. Clip Kino is a concept to use online video as a focus for events and talks via informal screenings. The ease of access of vast amounts of online video makes this a fast way to research ideas, and doing it in small…

  • Game designin’ (GX)

    Before I can make full use of the characters in Germination X, I need to think about the game itself, the social aspects – and how this interacts with the theme of companion planting. This could be a very rich area to play around with, but it needs to start as simple as possible. I’m…

  • “Emotional colours” in Germination X

    Most of the work on Germination X over the last two weeks has been upgrading FAtiMA to the new modular version developed for Lirec. This uses a little more memory than the previous version, so I’m only running one spirit in the game at the moment. I’ve also made a fix for Internet Explorer which…