Senin, 24 Februari 2020
Minggu, 23 Februari 2020
DreamHack
DreamHack https://twitter.com/DreamHack originally began in Sweden, and is now the world's largest digital festival for eSports and digital art. DreamHack is partnering with Pharaoh's Conclave, a macro and micro connector of the eSports ecosystem. Pharoah's Conclave is also hosting the Georgia Highschool eSports Invitational at this event. DreamHack and Pharaoh's conclave expect between 18,000 and 24,000 attendees this weekend.
Press release featuring Collegiate Grudge Matches and DreamHack Atlanta event details: https://atlanta.dreamhack.com/17/wp-content/uploads/2017/07/DreamHack.CollegiateMatches.FINAL_.7.10.17.pdf
You will save 20% off your choices of DreamHack Atlanta tickets (Day passes: $20; three-day weekend passes: $45) with promo code: KENNESAW.
The CGDD program has 10 free tickets for student volunteers in exchange for tending to our booth. Time commitment: 5 hours over three days.
If you are interested, please contact Dr. Rongkai Guo or Kyla Craven ASAP! First come, first serve.
Kamis, 20 Februari 2020
Bimonthly Progress Report For My Twitch Channel, FuzzyJCats, Sept 2 To November 1
It's going into December, so as usual, I've been procrastinating because there hasn't been any major changes at the level of no longer caring about viewer numbers. Albeit there are times when I have my neuroses and insecurities about numbers, though I was able to get over it after processing with my best friend, Todd.
Because that breakthrough was huge, I felt I wasn't making any monumental improvements, except for taking 15 minute breaks after 2 hours of streaming, which helped me to last an extra 2 hours or so, getting in the much needed practice without fatigue.
I didn't think about taking breaks because I see my streamer friends stream 12 hours straight without any breaks. And the meme in Twitch is stream until you drop to gain viewers. I would stream until I couldn't focus any longer (normally around 2 hours) and stop.
I stopped typing my streamer friends' link as I noted the emotional issues and stress it was causing me. It's so easy to forget to shout someone out that if you don't do so, you're concerned if the person felt slighted. Therefore, I'm only shouting out when being hosted and raided. Further, having excessive shoutouts made the chat harder to read, and I wanted a cleaner interface.
Since this progress report was long overdue and it was in the back of my mind, I was wondering what else can I do in the meantime to take streams to the next level? The answer has to go back to the basics - what do I want to achieve in streaming? Because if I know what I want, I can find out ways to accomplish that goal. Clearly, to "git gud" but specifically what is that?
This is where the cliches of two heads are better than one, and how you can achieve anything with friends ring true, even as it makes everyone cringe when they hear that.
I kept asking the smotpoker887 extraordinaire how can I improve over and over again, but I wasn't sure what I wanted to accomplish in streaming. After hearing my neurotic rant, Smot merely asked, "why not be the best friend you can possibly be" from streaming.
That is what I wanted to accomplish! This is not too hard because you easily get to know your viewers - by remembering the past stream chats and talking to them through any of the social media messaging - so that when they show up, you can ask how is their house coming along (only if they mentioned that publicly to respect privacy).
Because I don't have photographic memory and we miss a lot of chat while streaming, I've been using Chatty to review the chat logs - this helps remind me of what was said in stream so I can get to know my new viewers better. Thanks to Smot, he explained how I can upload these logs to Google drive since it was hard to read on the potato PC. I can then read these logs anywhere I have access to internet.
Because I was working on being more friendly and engaging, I didn't have as much gameplay (this will improve through practice). As soon as I notice, I say hi as soon as a viewer shows up, but I forgot how I was to focus on then going back to what I was talking about, which takes a lot of mental focus.
I wasn't conscious of using that strat last month. Writing this progress report is quite helpful to concretely remind myself to be less tangential - which is why I want to be more timely in these bimonthly progress reports.
The discussion with Smot occurred maybe 2 months ago, and I got lulled into complacency as we all do as I focused on being more engaging with viewers.
However, recently, I wanted to see how I can be more entertaining: being a friend, but being an entertaining friend, which I think will take streaming to the next level, especially as it's an entertainment media.
After having two sleepless nights, I then talked with my best friend Todd who helped me to be more specific in what I mean by being entertaining. I told him that I wanted to be socially engaging. However, he mentioned the eye-opening reality that hearing another person's conversation may not be entertaining. Saying hello to viewers one after the other is not the most riveting or compelling conversation after all and most likely, only interesting to the person you're addressing.
After clarifying what I wanted, he mentioned the radio broadcasting 101 basics. This was rather shocking considering when you search how to be an entertaining Twitch streamer, no one wrote about this, but this is the most basic thing to do as an entertainer! In other words, that is how behind Twitch is compared to other forms of entertainment.
Todd mentioned that I can write down the stories I want to tell and rehearse before each stream. After he said that, my immediate thought was "wow, that's so basic!" even as I didn't think about rehearsing. Because we all hear about how much entertainers rehearse out loud, spending hours a day honing their skills.
I noticed that when I have ideas to say while streaming, I even rehearse it in my mind, but when the time comes, I'm too inhibited to actualize how I envisioned it, and it didn't come out as colorful as I wanted it to and falls flat. I also noticed that I wanted to expand on conversational threads, but I hold back for fear of burdening the listener (growing up in the New England area, children were treated as to be seen but not heard). I know exactly why I do these things, but knowing is the easy part, changing is the challenge.s
Therefore, I have to do "inner work", accepting myself and not caring about "acting the fool" on stream for fear of viewers thinking negatively of me. Cognitive Behavioral Therapy (CBT) here can work, because what's the worse that can happen if I'm able to rehearse and then act the way I envision the story, uninhibited? The absolute worse is that the viewers think I'm stupid or a loser or bad at acting (which I already know that I am), but who cares? If someone actually writes that and means it (i.e. a true troll, my viewers tease me affectionately on stream) during stream, then ban.
I'm also working on self-compassion - accepting yourself unconditionally - so you don't judge yourself (leads to inhibition ) or others (pinched soul).
Writing down a full-fledged "script" and rehearsing it aloud, practicing may help me to be less uninhibited and perform the way I want it to. I can even force Todd to watch. It'll be an exciting adventure to see if these preparations will significantly improve the entertainment value of the stream!
Goals Achieved:
- 15 minute breaks = longer streams = more practice
- No more excessive shoutout commands = less stress, cleaner chat
- Be a friend (first priority) and easier ways of reading chat logs
- Be more diligent about reading chat logs
- Realization of rehearsing scripts
- Make sure I work on the bimonthly progress report as it solidifies what I'm supposed to be working on, and forces me to find out what other things I can improve.
- More gaming action and fluency as per usual.
Prototype Feast Or Famine
In October, Michael was in town for Rincon, and I manages to get a couple of plays in with him. Then I sent 4 of my prototypes to Utah with him in hopes that they would get played in the TMG office.
Finally, after 8 or 9 months off, my playtesting group is back up and running again! This was great news, and it came just in time to finish up last minute development on Eminent Domain Origins, the reboot of my first game, Terra Prime.
Now that that's done however, I've run into a problem. All my prototypes are in Utah, what do I test next? Fortunately, I had something. TMG is doing a Deluxified version of Emperor's Choice (I'm in charge of the art direction and rules updating, like I did for Yokohama), and someone suggested we add a 2 player variant to that 3-5 player auction game. So I came up with something, and the last couple of weeks we've been testing that.
Yesterday, I came home to a box at my door containing my prototypes! They appear to be in fine condition, and now I've got the opposite problem: which of these should I test next?
* Crusaders: Divine Influence (expansion)
* Deities and Demigods (now Olympus on the Serengeti)
* Eminent Domain: Chaos Theory (dice game)
* Alter Ego
* Sails and Sorcery (Michael's mash-up of EmDo and El Grande)
In addition to that, pretty soon I'll have a version of Worker Learning to test as well!
Crusaders: Divine Influence (expansion)
Since Crusaders: Thy Will Be Done arrived a couple of months ago, it seems to be very well received. This makes a perfect window for a Deluxified expansion to go on Kickstarter, along with the opportunity to get the Deluxified base game again, later this year. In anticipation of this, I designed an expansion before my playtesting haiatus, and I'm pretty happy with it so far.Divine Influence adds 4 new building tracks (16 more buildings per player), a revamped (more involved) Influence action, and a few new knight orders to go with them.
Olympus on the Serengeti (fka Deities and Demigods)
I posted before about the theme of Deities and Demigods changing to re-imagine Greek mythology in an animals of Africa setting. Art is underway on this one, and I'm a little worried how it will turn out. I think that, like Eminent Domain's title, when players see everything in context, it will work well.This one doesn't really need more testing, unless I want to add that Hades module to the game.
Eminent Domain: Chaos Theory
Last I checked, with the final tweak to 5p (and maybe 4p) games (everyone starts with 1 tech advance), I think this one is ready to go. It is in line to get art done after the more pressing Divine Influence, which will start as soon as we wrap up art for Eminent Domain Origins which is happening right now (about a month late, which means it probably won't make GenCon, unfortunately).Alter Ego
I finally hired an artist and a graphic designer for this age old prototype, though I haven't seen anything from them yet. The game could use some finishing touches, but nothing that would change the major art pieces, so I figured starting art would be ok. There's no deadlude for this one at the moment per se, so maybe starting art now will mean when it comes time, I'll actually make it for once!Sails and Sorcery
Michael impressed me with the thoroughness he was putting into his mash-up of EmDo and El Grande when he talked about it on the TMG podcast. He didn't really have a title, so I made this one up for now. He didn't want to let me in on the game until he'd gotten it far enough along - perhaps for fear I'd sort of take over the design (that's kind if my MO). In October, he brought the game with him and we played a few times. I think it was an excellent start! He was ready to let me start doing my thing...Right away I had a few course grained suggestions, some of which we implemented on the spot. Others Michael didn't necessarily agree with. He left the game with me to work on, but my testing was on hiatus at the time, so beyond editing the rules to include what I wanted to try, I wasn't able to do anything.
Come December, Michael was in town again for the holidays, and I sent his prototype back with him, with my rules edit inside, so they could try it in Utah. I don't think they ever got to it though.
Now that I'm playtesting again, I asked for this prototype back, so we could give it some plays.
Worker Learning
I think I've mentioned that I recruited my friend Rick to help co-design one of my more promising ideas. After some good discussion back and forth, some solo testing on his part, and a couple revisions of the prototype, Rick tells me this game just got its first live playtest! Sounds like it went well, and generated good feedback. Rick will be bringing an updated version to Gamestorm next weekend, and after incorporating that feedback, I'll make a prototype and bring it to my group.I'm excited to see this game in action! But some of the others have a little higher priority, so it might be several weeks before I get to try this one.
Fou-Lu And The Mystery Of Iniquity
I recently finished Breath of Fire 4 on the PS1 which had been my project for some time.
I wanted to play the game after noticing on a pretty large poll that the game's antagonist Fou-Lu, is considered one of the most "highly rated characters" across RPGS, in fact, he secures first place in that poll, with Vivi registering second.
What to make of Fou-Lu? Here is the summary for those who don't know about him. 7 facts about his character. Spoilers? Absolutely! But the game is about 20 years old now!
1) An incarnate dragon-god who comes to rule the world as its rightful emperor. Extremely powerful, great weapon, cool look, awesome magic.
2) His coming is foreknown by political powers who pursue him, jealous of their position, they attack him and attempt to kill him.
3) While his powers are still weak he is aided and supported and protected by a human women, to whom it seems he falls in love with.
4) A god who decides to just live out the human existence, who slots into the mundane, who loses the desire to rule and conquer the world, to put it under his subjection.
5) Eventually the political powers find him, they do their upmost again and again to kill him, they cannot, he is a dragon god! But in the end they turn him, they chase him from his village, I think they kill his girlfriend, and they cause him to grow hateful towards humans, for him to return to his first thought, that as god he ought to rule them, but now as one who is evil, destroying all humanity.
6) Fou-Lu is the 'other half' of the game's dull, non speaking, personality-less protagonist Ryu. The two must be fused into one (destiny, as always)
7) Eventually they meet up and fight it out, if you win the game, well Fou-Lu is destroyed, sucked into the dominant Ryu. If you get game-over presumably Ryu gets sucked into Fou-Lu but unfortunately we don't get to see the consequences from that one.
So, What to make of him?
Fou-Lou essentially grows to hate humanity because it's leaders have hated him, have rejected him as their god and rightful ruler. He allows this hatred to pervert him, to corrupt his goodness and the compassion for the greater part of humanity that he had developed.
He's interesting, and by far the most developed character of the otherwise mediocre game, but in terms of philosophy, profundity of thought- Fou-Lu is really nothing more than a typical revenge driven bad guy.
The highlight of his story is most definitely point (4), the period in which he strips himself of his greatness, of his power, and in humility sets about just living the mundane human existence and finding dignity in his humble farm work. There is something beautiful here, seeing a powerful dragon god choosing to put destructive powers to one side for the sake of helping a village and out of love for a woman who has saved his life.
But from then on, it goes down hill and we find nothing more than a revenge driven villain who has decided the best thing to do is to destroy absolutely everything. Nihilism. What will it gain? Nothing? Is it a reasonable choice? No, only a small group of humans has persecuted him. Is it a moral choice? Clearly no... to inflict great suffering indiscriminately, to destroy the world.....
Scratch and RPG villain and almost always you reach Kefka, deep down they are almost all Kefka with a different backstory.
In Kefka we find raw nihilism, someone who destroys simply for the sake of it, because he wills it. Kefka and all RPG villains are utterly incomprehensible, their actions never add up. And that is because of what theologians call "the mystery of iniquity".
The nature of evil is that it is dark, that the more you look and contemplate it the less "sense" it makes, they are dark, you don't get anything deep or rich out of contemplating them.
Often in our world, we hear evil or wicked people pathologised, or their evil rationalised in terms of some illness, as if they cannot help do this irrational and hurtful thing, typically we hear the guy is mentally ill or was abused as a child. This is the easy option, it makes you think you understand the criminal and what he has done. It is not the full truth though, the real truth is "the mystery of iniquity", the evil person has chosen to do evil, he has willed it, and that is the explanation, it is irrational, it is dark, it cannot be understood, that is what it means for something to be truly evil, for good to be tarnished, perverted, simply out of will. Try and get your head around it, you can't.
Divine truths, goodness, holiness, the dogmas of the faith, these on the contrary are mysteries of depth, the more you look at them, they more sense they make, the greater profundity they are shown to contain. They are light, you can gaze at them forever and always see more and rejoice more.
We shouldn't expect the 'greatest character' in RPG history to be aligned with evil, because ultimately evil is shallow, hollow, empty, ignoble, un-admirable, dis-edifying. There is no likeness of Christ, the true man, Who carries all perfections to their completion.
If there is greatness in any character it is due to his nearness to our Saviour and His virtues, this is even true of fictional characters. Christ must have the glory, all creatures must kneel before Him.
Rabu, 19 Februari 2020
Op Compass Game 7 - Sandstorm
Lumbering Matildas slowly crossing the Desert whilst sand swirls around the troops as they advance into the unknown, would adequately describe Game 7 of our ongoing Op Compass Campaign and what follows is the Scenario and AAR.
Italian troops wait for something to emerge from the Sandstorms |
https://yarkshiregamer.blogspot.co.uk/2018/04/opcompass-1940-resource-page.html
The games are based on an excellent book by Robert Avery which is available from The Toofatlardies, there is a direct link to purchase the book on the Resource Page.We use 28mm figures with this scenario taking place on an 8 x 6 table using a home brew set of rules, based on Iron Ivans Disposable Hero's.
Ratty and Mole discuss their latest adventures |
Its the 10th December 1940, the previous day (see our recent games) the Italian Forts at Tummar fell, the British Forces moved onto the Sidi Barrani position. Part of the force was detailed to take a small hamlet known as Alam el Dab.
The weather was appalling, a high wind whipping up sand and dust into a constantly changing fog / sandstorm, visibility rapidly changing minute by minute. As the British advanced the cloud of dust lifted long enough for the Italian Artillery to destroy the approaching lorries, the British Infantry helpless, only able to watch as their lift home disappeared.
Italian 75mm Field Gun |
Table Set Up and Terrain
This battle is fought over an 8 x 6 table. The game begins with the Italian positions hidden.
Table Set Up |
The following Special Rules are in force (see Resource Page for full details),
Difficult Going and Breakdown.
New Rule - Variable Visibility - to represent the fluidity of the distance troops could see in this battle Visibility is limited to 9" plus 1d10 inches. Visiblity is determined once at the start of a new turn and again on the turn of an event card, giving a maximum of 3 and a minimum of 1 change in Visibility per turn. Whilst in force all firing is considered to be at long range.
Spoiler - The Brits have a secret objective, the game ends when they take all three gun positions, the British players should not know this until the game ends.
British Briefing
Italian Artillery has once again proven it's worth, take you troops into the mist and capture their positions. Be careful, the sand is soft, our tanks break down and visibility can change at any time.
Best suited for 3 players. Each Task Force has the following,
1 x Matilda Infantry Tank
1 x British Infantry Company consisting of,
HQ Section with 1 x Officer, 1 x Radio Operator and 1 x Sgt with SMG
Support Section with 1 x 2 man 2" Mortar Team and 1 x 2 man Boyes AT Team
3 x Infantry units of 1 x Sgt with SMG, 1 x Bren Gun and loader plus 7 Privates with Rifles
So 3 tanks and 111 men to get the job done. One TF will start in the centre of the table whilst the others will start equidistant from the centre tank and the table edge.
Advance into the unknown |
Once again you find yourself trapped in a difficult position with the seemingly unstoppable Matildas heading towards you. This time you have the advantage of cover and limited Visiblity, hold on as long as you can and cause as much casualties to the attackers as you can. Defend your guns to the last.
Your forces consist of,
1 HQ Section of Officer and Radio Operator
8 "Blackshirt" units each with 1 Sgt with SMG, 1 x 2 man LMG Team and 7 Rifles.
1 x 65mm Gun and 3 crew
1 x 75mm Field Gun and 4 crew
1 x 100mm Field Gun and 4 crew.
The above photo shows the layout of the Italian positions, only place the terrain and troops on table once they are visible, the Italian player chooses where in the line their three gun pits go.
The position was a series of fox holes rather than a formal trench system hence the use of barbed wire. The Italian positions are static and could easily be played by an umpire or as a solo game.
Italian Artillery can fire over open sights at any target they can see, if they have no target they will fire at random. Dice for one of the 12 squares on the British side of the table, take the centre of that square as the aim point and then randomly deviate by 2 x d10 inches, reroll for each gun.
Italian AT Gun pretending to be a 65mm Gun behind a Renaissance Gabion, it's all accurate |
Once again a good time was had by all, these scenarios really throw up some interesting match ups and with the randomness of the rules players are definitely kept on their toes. The Visablity rule worked really well and we all got the feel of a swirling sandstorm with targets frustratingly appearing and disappearing usually at the most inappropriate moment.
It's broke Sir |
The game settled down into a now you see it now you don't gun fight with the variable Visibility, the Brits taking quite a few casualties from the Italians in their fox holes and the randomly landing Artillery.
Things were going well until the tank Gremlin struck again, this time it was Mole in the centre of the attack, who broke down, it was fixable but with Italian small arms easily in range no one was getting out to fix it ! With the Artillery falling else where Mole quickly became a Pillbox, if only it had an AP round.
With the tank stalled, the British went headlong with fixed bayonets into the Italian positions. The Blackshirts held firm and held their fox holes, just.
But the fight drastically reduced the numbers of the defenders and next turn a fresh wave of British troops took the position.
The elation was short lived as the extra move forward revealed more Italians in the Hamlet.
On the British right the last mobile Matilda "Ratty" kept it's slow but seemingly unstoppable crawl towards the wire in front of it, rifles and LMG fire isn't much use against an Infantry Tank.
The Brits in the wire wisely decided to move away from the Hamlet and charged one of the Italian Gun positions, it fell but not without a fight.
The Italian Commander was busy on the radio, but no help came.
On the British left the tankless ("Hedgehog" smoking in the background) company had been wandering around blind for some time, the sandstorm preventing it from seeing anything of value, gradually the advance revealed that the Italian positions were not a straight line and the units moved to engage the flank positions.
The game built up to a nice close, the British had broken into the Italian positions in one location and a couple of others were holding on, however they had taken some pretty heavy casualties, three units had already been wiped out and it was touch and go if there was enough men left to do the job.
Everything came to a head in the final turns, on the right "Ratty" rolled over one of the Italian positions and with the gun position next to it taken that side of the table was taken.
In the centre there was another bayonet charge and again the first unit was wiped out at the wire whilst the remnants of the second one taking the position.
Whilst on the flank the British managed to roll over the 100mm Field Gun with hardly a shot fired.
The game ended when the Pillbox, sorry Matilda in the middle finished off the final Italian Gun and the British objective was complete, but not without considerable losses which were pushing 50% at game end.
So points wise I am going to give the Italians one (for the High casualties) and 3 to the British giving a Campaign Total of 18 to 10 in favour of the Brits.
Game 8 will be up soon, next time after a few games relying on the strength of the Matildas the British are back in the flimsy early Cruiser Tanks. But before then we will be playing on the fields of Edgehill and the Italian Wars Project will see the light of day again.
Final Fantasy 5 Book
I was able to get a copy myself on Kindle, and for anyone who was a fan of Square's 16 bit gem, I would highly recommend it.
The book is also interesting inasmuch as it is framed though the biographical details of the life of its author- Chris Kohler, of fame to many in the retro game world (through his contributions to the podcast Retronauts and his other authored works) and also the world of trivia (through his membership of the trivia panel in the podcast Good Job Brain).
Who would have thought that Chris Kohler would have had so much involvement in the original gang of Geeks that fan translated FFV in the early days of the internet, and yet that is what this book reveals, he even was part of the team that produced the first English FAQ! And so the guy has some really interesting bits of information to share on the game, its development and on its reception via emulation world.
The book also shows how FFV has become even more popular in the world of internet 2.0 as fans challenge each other with scenarios like- "beat the game with 4 nijas" or "no mages allowed", reading about their adventures actually got me to boot the game up once again and begin a play though.
So thanks to Fr. Mark Higgins for the head's up, if anyone else has spotted a book, game or podcast that might be of interest to me as Catholic gamer and a classic RPG fan, do let me know.
Kamis, 13 Februari 2020
Brave Browser voted the best privacy-focused product of 2019
Out of all the privacy-focused products and apps available on the market, Brave has been voted the best. Other winners of Product Hunt's Golden Kitty awards showed that there was a huge interest in privacy-enhancing products and apps such as chats, maps, and other collaboration tools.
An extremely productive year for Brave
Last year has been a pivotal one for the crypto industry, but few companies managed to see the kind of success Brave did. Almost every day of the year has been packed witch action, as the company managed to officially launch its browser, get its Basic Attention Token out, and onboard hundreds of thousands of verified publishers on its rewards platform.
Luckily, the effort Brave has been putting into its product hasn't gone unnoticed.
The company's revolutionary browser has been voted the best privacy-focused product of 2019, for which it received a Golden Kitty award. The awards, hosted by Product Hunt, were given to the most popular products across 23 different product categories.
Ryan Hoover, the founder of Product Hunt said:
"Our annual Golden Kitty awards celebrate all the great products that makers have launched throughout the year"
Brave's win is important for the company—with this year seeing the most user votes ever, it's a clear indicator of the browser's rapidly rising popularity.
Privacy and blockchain are the strongest forces in tech right now
If reaching 10 million monthly active users in December was Brave's crown achievement, then the Product Hunt award was the cherry on top.
The recognition Brave got from Product Hunt users shows that a market for privacy-focused apps is thriving. All of the apps and products that got a Golden Kitty award from Product Hunt users focused heavily on data protection. Everything from automatic investment apps and remote collaboration tools to smart home products emphasized their privacy.
AI and machine learning rose as another note-worthy trend, but blockchain seemed to be the most dominating force in app development. Blockchain-based messaging apps and maps were hugely popular with Product Hunt users, who seem to value innovation and security.
For those users, Brave is a perfect platform. The company's research and development team has recently debuted its privacy-preserving distributed VPN, which could potentially bring even more security to the user than its already existing Tor extension.
Brave's effort to revolutionize the advertising industry has also been recognized by some of the biggest names in publishing—major publications such as The Washington Post, The Guardian, NDTV, NPR, and Qz have all joined the platform. Some of the highest-ranking websites in the world, including Wikipedia, WikiHow, Vimeo, Internet Archive, and DuckDuckGo, are also among Brave's 390,000 verified publishers.