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Robin Burkinshaw
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Robin Burkinshaw

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Some images of my new little unity3d high score game that I shall be releasing shortly.
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Pete Burkinshaw's profile photo
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Ah! S'ok! I've got them now. Brilliant!
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Robin Burkinshaw

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This is a great bit of parenting. A dad mods Zelda to gender-flip all the pronouns so that his daughter can identify with the protagonist and doesn't get any reinforcement of unhealthy gender roles.
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Wow. That's a lot of work. Even if you do know what you're doing!
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HyperRogue is brilliant, and I've spent most of the day playing it. It's a roguelike on a hyperbolic plane. Which seems to mostly mean the infinite world is larger than it looks. If something disappears off the edge of the screen you'll find it almost impossible to get back to it. The countless borders between lands are all actually straight lines that never cross, even though they appear to curve off the edge of the screen.

But there's other smart stuff it does that has nothing to do with the non-euclidean geometry. It's a combat game without hitpoints. If you hit something first, you kill it. If you end your turn next to something dangerous, it kills you. Basic enemies are easily dispatched on their own, but you need to think ahead when retreating away from groups.

But then, each land has its own unique twists, which you can learn about by right clicking on stuff. Ice walls melt from your body heat. Sandworms can only be killed by trapping them (which I've not yet managed to do). The branches of jungle vines take turns to grow in a clockwise order - you have to reach the centre to destroy them and take their treasure.

The general aim is to collect the gems and other treasures. The more treasures you find and the more enemies you kill, the more types of lands unlock. But the more treasure you pick up in a particular land, the more enemies come to stop you. So there's a balance of grabbing the treasure, then escaping to another land before you get overwhelmed.

(Tip: turn on the 'escher' wall display mode by accessing the options screen with 'v')
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Mohammad AlHuraiz's profile photoRobin Burkinshaw's profile photo
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That's exactly how I just found it, +Mohammad AlHuraiz.
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Robin Burkinshaw

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What's better than placeholder visuals of grey cubes? Grey cubes with lighting!
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Robin Burkinshaw's profile photoTom Francis's profile photo
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What I instinctively tried was collecting Stickies and bringing them to him. Perhaps he could absorb them, with a red glow and a happy little dance, but the interaction attracts the nearest Star to attack him. So you have to put yourself between it and him. And the more stickies you give him, the more stars are alerted at once - though they'd reach you at different times depending on how far off they were when it happened. Perhaps they stop attacking after they collide with something, so you can nudge blocks into their way or take the hit yourself.

Can't think of a totally interface-free way to communicate it, but the minimal approach could be to have no guidance on this, until you give him a Sticky, when a text prompt appears: "1 of 10 absorbed"
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Robin Burkinshaw

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Alice and Kev seems to have been getting some attention again. A reddit posting a few days ago gave it a few hundred thousand more pageviews, and the people who saw it then are now passing the link on to others.

It's possibly good timing, because I've started recently on another Sims thing. But professionally this time, in video form, and funded by Channel 4. I'll have some links to share when it gets properly announced in a week or two.
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Kelly Pruett's profile photoScott Ormsby's profile photoPaul Bennun's profile photoRobin Burkinshaw's profile photo
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OH YES :)
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Have them in circles
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Robin Burkinshaw

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I like the way of thinking that this article explains. Making a distinction between impairment and disability, where being disabled means someone else has disabled you by discriminating against you because of your impairment.
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Well said. I think you are right.
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This by +Jonas Kyratzes says a lot of what I've wanted to say about this Greenlight $100 business. The reaction of those so privileged as to not understand the objection to it is far more alarming than the charge itself.
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Robin Burkinshaw

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I'm taking part in this Ludum Dare #ld48. Theme is "evolution".

I had set myself some limitations before the theme was revealed. I want to do something achievable, so I decided that unless some amazing other idea came to me, I would be making a 2D game with physics, which is what I'm good at setting up quickly, and that it would be a high-score game, to curb my tendency to just make weird new interactions that nobody can figure out what to do with.

So my current plan is for a game about hunting rapidly evolving prey. I'm hoping to give the other creatures a modular structure, so you can see their mutations. If I have time, I might steal +Tom Francis's idea (http://www.pentadact.com/2012-08-25-game-idea-slumber/) for the player avatar to be a growing creature whose capabilities change as the game goes on.

I expect there's going to be a lot of games with a similar idea. Or at least, I sort of hope so. If its all RPG stats or pokemon-style 'evolution', I'll be disappointed.
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How did it go?
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I'm doing Ludum Dare 23 this weekend. The theme is "Tiny World".

I'm planning on doing a game about flying about in a spaceship, sucking up matter, and shooting it out to redistribute it to other planetoids.

I also want to try it with a control method I made for a TIGJam last year, where you move the mouse to create wind. I think that prototype has been broken by a Unity update since then, so I'll first need to update that.

It's all been hexagon maths this morning, so no images yet.
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Robin Burkinshaw's profile photoTom Francis's profile photo
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Unfortunately, I didn't. I spent all Saturday afternoon trying something new for the wind control idea, but it ended up not working nearly as well as the old way. Losing half a day like that was enough to kill the project for me.

But I'm spending this week redoing the old wind control thingy, because I miss being able to show it to people.
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"No Flat Girls"

I read this on the train home yesterday, and it brought me to tears as I thought of similar situations I've been in, where I have similarly kept silent. I have felt guilt over lacking the courage to act, but I've never had someone else to confirm that feeling and challenge me on it, like the author does for her partner in this.
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Ashley Coulter's profile photoHayden Scott-Baron's profile photoRobin Burkinshaw's profile photoKatherine Pitta's profile photo
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If you want to make a change you have to take a stand. You can't expect others to stand up for you. That's really just what it boils down to.
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