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[blog] Everyone’s offended these days

Stephen Fry has deleted his Twitter account after backlash from an incident I can only describe as very British. He vaguely explains:

…let us grieve at what twitter has become. A stalking ground for the sanctimoniously self-righteous who love to second-guess, to leap to conclusions and be offended – worse, to be offended on behalf of others they do not even know. It’s as nasty and unwholesome a characteristic as can be imagined.

There’s a bit of a semantic trick in his post, and it took me a couple reads to pick up on it.

[blog] We have always been at war with UI

A familiar story: company makes product, product becomes wildly popular, company royally fucks product up.

The most recent example of this is TimelineGate, but it’s something I’ve had on my mind for a while. Thus I present to you a list of complaints about personally-inconvenient UI changes, carefully disguised as a thoughtful essay.

[blog] Writing

This month Vladimir brings us:

Er, hmm, maybe do a piece on what your writing process is like (because yay meta).

Indeed. This could only be more meta if I described the process I used for writing this article specifically.

So here’s the process I used for writing this article specifically.

[blog] I made pretzels

@amazingant has bought a day of my time, and requested that I spend it on:

Cook something! Don’t make one of those meal-in-a-box (or can) things (e.g. hamburger helper, “manwich” sandwiches, etc.), no frozen dinners, and heating something with the stove or oven must be involved.

Don’t worry, I do know what “cook” means! It includes baking, right? I’m going to say it includes baking.

[blog] Heteroglot: #16 in Pascal, #17 in Inform 7

I was thinking about doing a problem for heteroglot — my quest to solve every Project Euler problem in a different programming language. (They’re adding new problems much more quickly than I’m solving them, so so far I’ve made negative progress.) Then I discovered I’d already done two, but never wrote about either of them. Oops! Here’s a twofer, then.

This post necessarily gives away the answers, so don’t read this if you’d like to solve the problems yourself.

[blog] Shut Up, Paul Graham: The Simplified Version

As often happens when you say something controversial, there have been some very adventurous interpretations of the essay I just wrote about economic inequality. I thought it might help clarify matters for the undecided if I tried to write a version so simple that it leaves no room for misinterpretation.

I wrote a LiveJournal post so preposterous that even Hacker News didn’t swallow it. I’m painting this as ‘controversial’, which only makes sense if you accept that I am roughly as important as the entire rest of the Internet. Rather than step back and wonder if I might be wrong, I wrote this patronizing Playskool edition, to give the unwashed masses a second chance at appreciating my brilliance. Please admire my generosity.”

No doubt even this version leaves some room. And in the unlikely event I left no holes, some will say I’m backpedalling or doing “damage control.” But anyone who wants to can test that claim by comparing this to the original.

It is literally unthinkable that my ideas are bad.”

[blog] You should make a Doom level, part 3: cheating

Part 1: the basics · Part 2: design · Part 3: cheating

Tens of thousands of words later, you’ve watched me build a little world, and hopefully tried building your own. All the way we’ve had to deal with Doom’s limitations. Flat surfaces. No room over room. The world can only move vertically. The only tool we’ve found so far that can get around those restrictions is the sky hack, and even that’s fairly limited.

I’ve saved this for last because it’s more complicated than anything else, by far. It also finally, utterly, breaks compatibility with vanilla Doom. You could apply everything I’ve said so far to vanilla with some tweaking — use line types instead of specials, make a Doom-format map, skip the separate light levels and other tricks. But, this, all of this, is very much ZDoom only.

Finally, the time has come.

It’s time to annihilate all of those restrictions.


[blog] You should make a Doom level, part 2: design

Part 1: the basics · Part 2: design · Part 3: cheating

I assume you’ve read the introduction, which tells you the basics of putting a world together.

This post is more narrative than mechanical; it’s a tour of my thought process as I try to turn my previous map into something a little more fun to play. I still touch on new editing things I do, but honestly, you already know the bulk of how to use an editor. Poke through SLADE’s keybindings (Edit → Preferences → Input) to see what hidden gems it has, click that “Show All” checkbox in the prop panel, and go wild. But please do comment if I blatantly forgot to explain something new.

(Fair warning: NVidia’s recent Linux drivers seem to have a bug that spontaneously crashes programs using OpenGL. SLADE is one such program. So if any of the screenshots seem to be slightly inconsistent, it’s probably because the editor crashed and I had to redo some work and it didn’t come out exactly the same.)

[blog] You should make a Doom level, part 1: the basics

Part 1: the basics · Part 2: design · Part 3: cheating

I love Doom. Or, well, I love Doom 2, which is the game we actually had when I was nostalgia years old.

I love the aesthetic — pixely in a 3D(ish) environment, and consistent in a way that meshes together really well. The classic levels are abstract (occasionally too abstract), but still detailed enough to feel like they could represent real places as long as you don’t think about it too hard. The environment is surprisingly dynamic: there are switches and devices everywhere. That seems to have gotten much rarer over time, as climbing polygon counts have required ever-heavier optimizations on environments, which make it harder to move at runtime.

Plus the engine is really simple, so mapping is really simple, and anyone can make a little world they can then move around in and share with others.

And I think that’s fantastic. Everyone should try making games. They’re a great medium, a way to express nearly any kind of creative idea, no matter what your interests. If you like music (Audiosurf), or art (BECOME A GREAT ARTIST IN JUST 10 SECONDS), or storytelling (Photopia), or programming (TIS-100), or puzzles, or human interaction, or ANYTHING, you can probably find a way to express it with a game. You don’t need to be good at everything. You can focus on one thing, or you can focus on everything, or you can pair up with people who have very different interests. A lot of the existing tools are aimed at programming types (probably since they’re all made by programming types), but they’re only getting better over time.

And what better way to get your feet wet than one of the oldest forms of homebrew game development: Doom modding.

I thought I’d try something different this month, especially because I keep writing ludicrously long posts (I say, as if this one were any better), and also this month I’m trying to focus on an intersection of gamedev and writing, and also it’s Christmas (???). So here is part 1 of a three-part series on how to build you a world.

[blog] ZDoom on a Wii U GamePad with a Raspberry Pi

Well. That was the idea, anyway. SPOILERS: It didn’t work.

Vladimir Costescu has upped the ante and bought a day of my time this month, requesting:

It would be cool to read about you tinkering with a Raspberry Pi or similar cheap device and trying to get it to do cool stuff (where “cool stuff” is left up to your discretion).

Well it just so happens that I already have a Raspberry Pi. I got it at PyCon US, I think three years ago, when they gave every single attendee a Pi for free. I thought it was super duper cool and I spent a whole afternoon tinkering in their Raspberry Pi lab and then I came home and put it in a drawer forever because I had no idea what to use it for.

At first I thought it would be cool to rig something that would download a random wad from idgames (like vectorpoem‘s WADINFO.TXT) and just launch it and let you play it. A teeny tiny portable Doom box.

Then I realized you’d still need a mouse and keyboard (well, at least a keyboard) to actually play, which is a little bit more cumbersome and detracts from the portability a bit.

But I remembered hearing about a Linux-only project that had managed to interface with the Wii U GamePad. Run ZDoom on a light wireless controller with gyros and everything? That sounds awesome.

So off I went.

[blog] Undertale

Undertale is a very good game.

So you should play it, because I am about to spoil the hell out of it.

No, really. Don’t read this if you haven’t played the game. It won’t even make sense. I’m reflecting on it, so I’m not gonna bother explaining stuff you would know if you’d seen the ending(s).

This is a heavily story-based game. Dissecting the plot without playing it will not entertain you and may ruin your enjoyment of the game later. I’m not kidding.

Okay then.

[blog] The tech diversity blind spot

Twitter recently lost its only black engineer in a management role.

The top-voted comment about this story on Hacker News begins thusly (emphasis mine):

I’ve been working for over 20 years in tech at 10+ different companies around the Valley, and I can count on 1 hand the number of direct coworkers that were black, and on 2 hands the number of coworkers that I indirectly worked with that were black.

I don’t believe this is due to any sort of racism, but rather due to the education system in general. Trying to solve the diversity issue at the hiring end, when the number of qualified candidates is so small, is not the right way to solve the problem. The only way you will hit higher-than-normal diversity numbers is to reduce hiring standards, which is wrong.

This is an interesting thing to say (and upvote) when the article itself said the exact opposite:

In the course of the meeting, [the VP of Engineering] suggests that we begin tracking the ethnicity of potential candidates in the pipeline to understand better where candidates are falling out. I agreed that this is an important metric to track and conveyed that the current data we had indicated that the problem is not just the pipeline. While ethnic and gender data early in the pipeline is incomplete, we do know that in 2013, 4.5% of CS graduates from the top 25 schools were African-American, and 6.5% were Hispanic/Latino.

A chart in the article indicates that in 2014, Twitter’s tech employee population was 1% black and 3% Hispanic.

[blog] Internet novelty: testing personality

This month, Vladimir Costescu has requested (with dollars):

For this month’s funded post, I’d like to see you write about personality typing, with an emphasis on Myers-Briggs / Jungian typology. This means I’d like to see you write mostly about MBTI and dig a bit into cognitive stack theory, but if you happen to have tidbits of knowledge about other methodologies (e.g. Big Five, Enneagram, etc.) already in your mental data banks, it would be cool to hear about them too.

Don’t worry: I don’t know anything about cognitive stack theory, or even what that means. But that’s never stopped me before!

[blog] Copyright is broken

Undertale is a fantastic game. I might even write about it sometime. But not right now.

See, Undertale’s creator said a few weeks ago that taking Undertale commissions is fine, but selling unofficial merch is not. I said yesterday that I think this is kind of uncool, and I was somewhat surprised to get half a dozen people instantly disagreeing with me for various reasons. I thought about this a lot in the shower, and here are some words.

First let me clarify why I think this is uncool. The merchandise I had in mind was buttons and stickers and prints and other physical incarnations of art. You see this kind of stuff sold rather a lot at anime conventions, because it works really well — it combines a popular subject with unique custom artwork. Commissions are all well and good, but they don’t pay very well and there’s a physical limit on how many a single person can do. It’s much more efficient to put more time into a smaller number of things with broad appeal, then sell them as physical objects to a greater number of people.

That’s what I see being disallowed here. Someone could pour days or even weeks into a beautiful illustration, and then not be able to sell it — to be compensated for their hard work. Meanwhile, the free spread of that same illustration online helps keep the source material popular, fueling more sales of the game.

Some people said, well, he might want to sell his own merchandise. My kneejerk reaction is that maybe he should get on that then? He even had a head start, seeing as he knew everything about the game long before it was released. My second kneejerk reaction is that I really doubt artwork competes with itself as strongly as direct copies might; there are plenty of people who will gladly buy many different depictions of the same thing. There’s a cap on how much a given person can spend, sure, but official merch is always wildly popular and I can’t see it seriously being cannibalized by a few indie keychains.

But the more I thought about this, the more I started to wonder: why do we even take for granted that he should have a monopoly on merchandise?