Archive for the 'SBIB' Category


The First Talk of Project

Well, it’s about time that I start talking about my project on this – this is the main reason for this re-emergence of my blawg anyway.

Now, my project for those of you who don’t know (and I wager that everyone who read this does) is a four player, networked first person shooter with usb applications made in unity focused around the concept of betrayal.

That’s a mouthful, isn’t it just? So in order to explain, I’ll go through element by element.

Four Player – Well, I’ve wanted to do something that was multi-player for forever – I wanted something more than a game and I certainly wanted it to be more of a sociable activity than a one player experience – I always intended to do an exhibition piece and I think you can make more of a connection with people in a short time. So, in some regards, it’s an exhibition design choice. The fact that’s it’s four player will come in a bit – just not now. Also, it should be known that I wanted my last project to be multi-player and was (thankfully) told to stop it because that was silly.

Networked – Because of the visualization of the project, and the fact that it was an exhibition piece, it had to be networked. Also, screw net code. I’m new to any sort of multiplayer and the idea of internet play scares me a lot. Tell you the truth, this is the part I’m least confident about.

First Person Shooter – Again, this is an experience choice more than it is anything else. This game could work in third person, and it could even work in something like a 2D platformer. But nothing gets a user involved quite like first person. People instinctively get involved when they see through a character’s eyes – and I want to draw people in as fast as possible. Also, I have to say, I’m not overly confident in my modeling skills (and as such have already outsourced to my wonderful and far more capable ladyfriend) and we can minimize exposure to crap textures by putting the user in that model.

USB – Now this is a bold and dangerous choice, and I can say now, first on the chopping block should deadlines loom. I wanted to get players more involved in the game, and this is a problem with video games. The medium manages to simultaneously cause a great level of suspended disbelief in players but they are very aware of their actions being fictitious – I wanted to add some real world consequence – as such I’m intending to make a usb tazer glove that will shock ‘killed’ players in order to make them aware that they’ve died.

Unity – I’m coding in Unity, and while this seems like a logical choice based on the lack of alternatives – we must remember that as of a couple of days ago, the Unreal 3 engine was released as a free indie tool. I’m quite scared of it, tell the truth, and I do have more experience in Unity. So, that’s that. In a long range thing, I suppose their could be potential for an Xbaux indie game – with cruel game score achievements like ‘Morally Reprehensible – Betray 30 players you have alliances with’ or ‘Nice but Dim – get betrayed 30 times’.

Betrayal – And here is the crux of the biscuit – my game is an investigation into the nature of trust and betrayal between friends or strangers – when removed of (most) consequence – how will people react? Are they willing to do things in a video game that they wouldn’t do in real life? And what does that actually say about them? I think it’s about as interesting a topic as I could explore. I can say for a fact that my next major blawg will be over my opinions on the matter.


That’s it for the meantime, it’s half three, after all. For the mean time, everyone should visit – and see lots more exciting projects. That’s everything for now. Auf Wiedersehn.


Oh yes, and it’s called S.B.I.B.