TPWitchcraft

joined 2 years ago
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[–] [email protected] 3 points 1 month ago

Some of his works are created by deliberately (and sometimes targeted) breaking of hardware; this technique is called "circuit bending" :)

 

TPW proudly presents the Digital Museum!

The Works of Crash-Stop: Playing with Hydra

Featuring 5 "Rooms" showing works of Crash-Stop, a Glitch-Artist from Ireland. His works are great: Amalgams of various styles and ideas, postmodern, political, but always somewhat ambivalent. Saying more would be saying to much, check it out yourself!

Enter here: https://thunderperfectwitchcraft.org/DigitalMuseum/

The whole thing is fully in the spirit of OpenCulture. Crash-Stop is using free licenses, and the sites HTML is public domain.

The Digital Museum is an attempt to make good on one of the original promises of the Internet: To create digital spaces open to everyone, where culture and art can thrive unaffiliated by commercial interests and governmental control.

[–] [email protected] 1 points 8 months ago* (last edited 8 months ago)

I tend to disagree heavily. I would think of it as rather gamey (most games I played over the last year were much more narrative-oriented; this is a quintessential game!). Is there a thing you don't like? You'll look good when playing it, and you might even feel cool!

[–] [email protected] 1 points 9 months ago* (last edited 9 months ago)

Leaving the Webring; the thing suffers from pages who are in the circulation, but don't link back to the ring, effectively breaking it. Might eventually build a Webring, but not sure when.

[–] [email protected] 1 points 9 months ago* (last edited 9 months ago)

Didn't knew Glorious Trainwrecks. They are imho indeed a vastly different thing.

Underground Game is a open term. If somebody would ask me if they can use it, I'll threw a short glance upon them - and either answer "Yes" or "Fuck you" (usually, not that direct - but clearly telling them what I would expect you to change if they want to be in any relation with me); the latter requires them to do something that I personally despise or reject (group specific forms of misanthropy, strong general misanthropy, exploitation of others). Such a dev might still call it a underground game, but where I can I will hinder it, I will - and I'll never recommend, rate, or recognize such a game. Games might pop up at mastodon or itch, or somewhere else using the term "underground game" (indeed, they did before I started). I might disagree with them being "underground games", but as long as I don't despise them, I won't bother to criticize their usage of the term by them.

Trainwreck is a existing platform, probably with a rather lax curation and no implemented means of monetization; it seems to be directed to people who enjoy rather raw, DIY-style games.

If one of the Trainwreck-Games would come up call itself underground game, and they could do so in their full right - because most of the games there seem to be indeed underground games. But for some I might surely say that they aren't "good" in the way I search for. Those might be underground games, but I usually don't recommend such games to others (if they don't have some spontaneous momentum that they captured, that is so good that it makes the whole thing cool - but this requires some mastery or small chances that are really hard to find by their nature if you don't have any hints).

I skimmed shortly through the games listed there, and most of them are honestly stuff that I would usually filter out when I search for games to play. Because games that are presented in this style aren't usually made to be played, but are mostly nice for the people who made them, and maybe even their friends and relatives. After all, these people are often proclaiming that they hammered them together in a few hours themself - and if you ever tempered with game making, you'll know what short amount of work two or even ten hours are; I guess it is not impossible to make a good game in such a time-frame, but I believe I have yet to see it (at least when it comes to video games: I played quite good easy non-video games that were made spontaneously).

Imho, good Underground Games should be something that the developers thought was worth to invest work in; they didn't do it to make profit, but because it was exactly what they wanted to make, regardless that it doesn't necessarily sells, and who stay true to this idea, often releasing it in a non-commercial space without much marketing blimbim (there are a few examples of commercial successful underground games; "The Sea will claim everything" is a wonderful example where I'm quite sure about this; iirc the dev was even afraid of losing their job over it. But these don't need much promotion from my side.). They don't always succeed, but they want to the good shit, and want make it right.

The Manifest, this "Sublemmy", among some other things, are attempts to initiate discussions about game development, and to "coin" underground gaming as a name that allows people who develop, play, and search for such games to find each other. Some are already here; if you recommend a game, it will be found by few, but cool people - that are somewhat likely to play it. Not sure if this can be done by Trainwrecks, but again - would have to take a closer look.

Hope none of this sounds harsh against Trainwrecks or their developers. I sympathize with them and their call, but I probably don't want to play their games.

As for jams, I see them as a "brain storm"-kind thing that tries to bruteforce good ideas. I don't like "brainstorming": Collecting many ideas and practically doing no critical reflection about those ideas ignores, in the end, moral and logical problems in favor of efficiency and a good look, and this is basically one of the main problems that the world suffers from - if you ask me. Nevertheless, I know some good games that resulted from jams. So if you disagree, do jams - and if they make you happy, ignore me; they are not the problem itself.

2
Game Dev Webring (www.rainbowcemetery.com)
 

A small webring with 10 sites atm (we are the tenth); it is not dedicated a "underground game" webring (thought about doing so), but since all who are active there are amateurs (as far as I checked) I think its close enough :).

[–] [email protected] 1 points 10 months ago

I'm afraid thats exactly the barrier I would encounter if I would try to enter these :3. Video games are - while still time demanding - a little bit more accessible.

[–] [email protected] 1 points 10 months ago (2 children)

The community I follow most closely is the Abstract Games subforum on Board Game Geek. BGG’s defitinition of abstract games is broad, but the people who hang out in those forums are mostly concerned with two-player combinatorial games. The community is small, but some designers are quite prolific.

Hark, thats cool :). Do you also play them, or is it more some sort of fascination for the topic?

[–] [email protected] 1 points 10 months ago

Variations and mods should be okay. Sometimes their value might not be obvious to someone outside whatever niche-within-a-niche you’re in, and that should be okay!

I absolutely agree. To illustrate this: https://drmortalwombat.itch.io/missile-defence this is a wonderful C64-fan remake very close to its model. It is a well done, nice underground game that does exactly what the dev wanted to do. Yet it only works well if the "clone"-version has some quality. Creativity in gameplay might make a game worthwhile even if there are stronger technical problems, but if your "Tetris" clone sucks you are out of luck, nobody will want to play it nowhere.

While we may admire the lyrical artist who just pours the contents of their heart, not minding whether anyone will appreciate it… community has value too. I just wanted to mention it en passant, cause it’s a conversation that could branch out a lot…

I want to play the games made by lyrical artists, and I try to make games for people who search art in gaming. And I believe I neither can ( because this production require a professionell production and behavior) nor want (because these games do not interest me) to meet the requirements of the players who form the large of the "current market" as things are atm. If you want to make a living from game dev, this will of course not work out for you.

[–] [email protected] 1 points 10 months ago

Nice that there is some activity here, welcome guys! I'm also not apt in video game journalism, but from what I gather the people who made this video were fired from an important mag shortly after releasing this video, and from a short reading this might be connected to them being not compatible enough with the (assumed) needs of the market.

[–] [email protected] 2 points 1 year ago (1 children)

Implemented it for Acid Flight. https://thunderperfectwitchcraft.itch.io/acid-flight worked like a charm. Can't test the online support, but the offline variant didn't cause no trouble and saved my stuff correctly.

[–] [email protected] 3 points 1 year ago

Didn't use Wine much lately, but when I do i use usually 2 prefixes; one for 32, one for 64 bit. Winetricks is often helpful; so is the appdb on WineHQ.

Have fun!

[–] [email protected] 3 points 1 year ago* (last edited 1 year ago) (2 children)

Hi Dulsi. Well done - might try to implement it in one of our games, just checked your code snippets. See you @ the other board.

[–] [email protected] 4 points 1 year ago* (last edited 1 year ago)
  • Hyper Rogue: Roguelike set in a non-euclidian world. It redefines what a fantastic world might look like, and has a very unique atmosphere.
  • FTL: Deep space exploration ahoy. If you enjoy space operas, FTL is the thing to play.
  • Atomic Tanks: Oldschool artillery game. Great fun to play with friends.
  • Warsow: The quintessential FPS. Damn good.
  • Battle for Wesnoth, SuperTuxKart, Hedgewars are probably known. I love these.

I'm programming our games primarily for Linux OSs. I'm very fond of them.

 

The post count for some threads seems to be off, and there seems to be a problem with notifications for other instances.

Is the latter is a result of the recent increase of traffic on Lemmy.ml or a problem of the other instance?

 

Crashes instantly after startup :/. Safe-Mode doesn't help.

I suspect it could have something to do with MESA; my gfx card is a bit oldish and had some trouble with newer applications. But SuperTuxKart and most games still do run, so this assumption is a bit shallow to go out and start to kick around my gfx-drivers.

Do you guys have any idea how to fix it? Using Chromium feels bad ;/. Setting up SeaMonkey right now, it works - at least for now.

 

When reviewing, I refrain from reviewing older games - mainly because I feel that it is better to search and shed light onto more contemporary games; also, I see the risk of falling into a shallow nostalgia if one focuses to much on what has been - so some stuff that I considered writing about never made it onto the blog.

I fondly remember the video game Taso. It was a quite unique helicopter/RTS-Game; years later, the now adult developer set up a small page about the game

https://tasogame.wordpress.com/

the page does not only provide a DL-Link (playable with Wine/DOS-Box and some tinkering) and a video but also a short description of the Suomipelit scene. If you ask me, this was a result of the (by then) progressive education system of the Scandinavian countries. Education there seemingly often involved the use of "ClickTeam", a software able to create - among other things - small games. A collection of "Click Games" can be found here https://www.create-games.com/museum.asp?tag=museum

Many of the early 2000s "minigames" were made using the "Click"-Language, among them the work of the - back then popular, at least partly Sweden based - Fallen Angel Industries. One of the games released from this Group was Siege: https://www.youtube.com/watch?v=EDIGwrwChNQ - A real jewel when it comes to sound, gameplay, and visual design. It is - among other games of the group - available at archive.org: https://archive.org/search?query=fallen+angel+industries , some of them can be played via Wine.

A vast archive of "Finngames" is available at https://archive.org/details/suomipelit_collection

The scene eventually shifted to the GameMaker; some of its members professionalized, developed more complex games and were a part of the founding base of todays Indie Game Scene.

 

The developer of Purple Martians, another one that I reviewed a while back had responded on Itch - since he didn't replied to my Post it took me quite long to notice.

After noticing I had some mail exchange with him. Development of the game is still highly active; a more up-to-date version than the one on Itch can be DLed at https://github.com/mweiss001/purple_martians

Greetings

 

A big recommendation I can dish out to everybody who seeks for some raw underground gaming experience are the works of Hodslate.

I had 2 of his games on my blog already; he is a australian roofworker iirc and is doing all of his games in his spare time, not using any premade assets or textures. His games are raw, dark, and oppressive. Quite like black metal gone video game.

He has quite some output. Didn't manage to play his more recent games till yet.

https://hodslate-productions.itch.io/

 

Is "Underground Game" in your opinion the right term for a political, non-commercial gaming scene? While some don't mind the term, some seem to be skeptical about it, stating that a self definition of underground is inherent inauthentic (we had, however, the uComix or various literature and press collectives using the term "Underground") or that the association with illegal activity could be a problem; these people, however, seemingly also most often disagreed to the far left political orientation of the Underground Gaming idea, and I'm not sure if those not just aren't bourgeois doubts.

 

One of the more bolt statements I made about underground gaming is that modding is somewhat under attack by the gaming industry.

I have received different reactions to this: Some agree, stating that modding is incompatible with the modern, usually centralized server structure of multimedia player games, agreed that my idea that the orientation towards professional competitive gaming lead to a stronger orientation towards standardization, or added that modding is incompatible to micro-transactions for skins or similar visual features.

Others told me that the modding scene is still active, but more restricted to specialized titles. Another reply that I received is that there is less a need for total conversion mods as there are more different games available, reducing the need to play "improvised" games.

Checking on ModDB, I noticed that there are few games among the popular or recent mods that are from after 2020; most of the popular targets for modding seem to be ancient for video game standards - I see this as evidence towards my point.

Would you agree that modding is declining within the modern gaming scene? I would be especially interested in hearing active modders about this, and what they would wish regarding their activity.

 

Hoping that this doesn't look like I created this thing only to advertise my blog, but you can find some examples for non commercial games on my blog, the Arcane Cache:

https://thunderperfectwitchcraft.org/arcane_cache/

If you have done a non-commercial/underground game, tell me - I'll check it out as soon as I can and a) give you feedback and b) review it if I think it is good.

 
  1. Underground Gaming perceives games as a form of art.

  2. Underground Games are non-commercial. They shun the logic of the markets and question the capitalist system. They attempt to create and use spaces for free creativity.

  3. The Underground Gaming scene considers everybody as equal. Developers and players are both participants in the process of turning an abstract piece into a played game. Every form of group-focused enmity (including, but not limited, to ableism, classism, racism, sexism, homo- and transphobia) is ousted from its communities.

  4. The Underground Gaming scene lives and dies by the exchange and interaction from its participants. It can only prevail through mutual support, acknowledgment, and feedback.

  5. A Underground Game is a game that its creators consider to be complete. A work in progress or a demo is not considered an Underground Game until it is finished. The possibility to extend a completed Underground Game is explicitly supported.

  6. Underground Gaming tries to empower people. It supports the sharing of knowledge and tries to reduce barriers. The scene helps people interested in Underground Game development to reduce dependencies from capitalist corporations, but does not reject creative work if dependencies exist.

  7. Underground Gaming supports other non-commercial communities and movements. It seeks exchange and collaboration, as long as they share the fundamental values of the scene.

  8. The Underground scene isn’t carried or lead by individuals. Whenever possible, a democratic self-organization for communities is established.

  9. The Underground scene is open to editing and modification.

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