Research in Artificial Intelligence – Adding “Heritage” To Evolutionary Algorithms

This blog is about my journey as an indie game developer. But I do other things too: last year I finished my Master’s degree with a thesis on artificial intelligence. In my defense I talked about a new algorithm concept of my own design, and how it improved over existing implementations. I also secretly intended the design of this algorithm to be usable in my next game project, which I am currently working on.

So with this justification and with my last paper on the subject published, I will briefly talk about my Master’s research in the article, and why I think I may never take a job involving “academia research” again.

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Why My Indie Game Company Isn’t Incorporated

I’ve made “Dust Scratch Games” over two years ago. This was and still is a “sole-proprietorship,” a special type of business label. When I started, I also considered the idea of incorporating this game company. This is still something that eats away at me from time to time.

While I fully intended to jump into incorporation this month, I decided at the last minute to cancel and stick with what I have now. I thought a lot to reach my current decision. I suspect many other startup entrepreneurs are in the same boat, and not many resources online give a point of view appropriate for my situation. This article outlines my logic and reasoning, and I hope it guides other game developers when they decide what to do for themselves.

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My Games During Black Friday + Unity3D Files For 3D Cel Animation

It’s that time of year. Black Friday eve, when North American shoppers all eagerly seek the best value for their dollar. Also, American Thanksgiving.

As expected, my two games “Unfinished – An Artist’s Lament” and “Drew and the Floating Labyrinth” are both on sale this year at only $1.94 on Steam. This sale lasts until December 1, although you can expect a certain “winter sale” to repeat these prices soon. If you don’t like Steam, both IndieGameStand and MacGameStore should have similar prices at similar times in the next week or so. This is my first time having games available on Steam during the infamous Winter Sale, I hope “Unfinished” will break its first milestone of 1,000 copies by next week.

More importantly, I’ve posted tutorial videos and given talks about my unusual technique of using 2D animation in 3D space, which I like to call “3D Cel Animation.” Many people have asked directly for the Unity3D files, and I finally got around to uploading them. You can find them on my GitHub account, which I now hope to update more often in the coming years. These files should work with Unity3D personal addition, v5.0 and higher, and contains the complex layout of perspective planes around an object with a script for the camera to determine which plane to make visible. You’ll have to do the drawings yourself, and I hope to see what other people come up with soon.

Look below to watch some of the old videos I put up to remind you of the process.

 

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Bad Game Design (By Example)

I’ve released two indie games in the last year: “Drew and the Floating Labyrinth” and “Unfinished – An Artist’s Lament.” I’ve taken (and helped teach) University classes in game design. I have a large collection of games, some played and some not, but am familiar with their advances and can point out good and bad elements in each. All together, I think I have a good understanding of good practices in game design and making a fun and/or meaningful experience.

However, understanding is different from doing. While some players do appreciate my games, they have many flaws that have been pointed out. The gravity of these flaws on the overall experience would be lost on me had I not released my games to the public and received feedback. So in this post, I’ll go over some of the lessons I’ve learned in how NOT to do game design, using my games as examples. I hope this will be useful to me in the future, and I hope it provides insight to new indies and students as they build their first games.

unfinished_gameplay

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