I had some trouble after upgrading GPGTools to version 2020.2 on macOS
Big Sur, where it would ignore my Yubikey smart card and I couldn’t unlock my
stuff.
I’ve been working on a graphing project for the Astoria Digital
volunteer group in collaboration with Muckrock. The app will visualize
data around New York’s 50a police disciplinary record …
I’ve vaguely known about CSS’s general sibling combinator for a while, but I have never found a practical use case for it, until now. And let me tell you, the results are, get ready for …
A lot has changed in the world since I last posted. I have been extremely lucky during this pandemic. I am still employed, I can work from home, and I have my wife to shelter with. I do not take these things for granted. And yet: https://www.chrisdeluca.me/article/introducing-pcg/
A lot has changed in the world since I last posted.
I have been extremely lucky during this pandemic. I am still employed,
I can work from home, and I have my wife to shelter with. I do not take
these things for granted.
And yet.
While my work life has not changed as drastically, my personal life
has. Most of the things I did outside work before the pandemic were in
person. Can’t do that right now. So, it gave me some time to work on
home-bound projects that I pushed back on the shelf.
To that end, I’m very excited to introduce PCG, or Point and
Click Game engine, an adventure game creation utility for the open web.
I did a talk about it three years ago (ouch), so this project has certainly been a long time coming.
PCG is very much in active development, but I think I’ve made
encouraging progress, which I’ll explore in detail later.
For those not familiar, a point and click adventure game is a style of
narrative, story-based games where progress is made primarily through
puzzle solving, rather than violence or reflexes, something I appreciate
more and more as I age.
Day of the Tentacle, a classic comedic point and click adventure game.
While their popularity peaked in the early 90s for mainstream gaming
cultural, they have thrived in the indie space over the past decade or
so.
Mechanically, many games in the genre use a system of verbs to
interact with the world. You click a verb from a menu, for example
“push”, and then the person or object in the game you want to apply it
to, such as “crate”. Perhaps there would be a trap door below the crate,
and a new area is unlocked.
Indiana Jones and the Fate of Atlantis is a game that used a list of verbs.
Another method some games employ is to do away with the specific list of
verbs, having pre-determined actions when interacting, or relying on the
levers that must be switched in the right order.
Myst did away with set verbs, and instead utilized bespoke mini-puzzles to progress.
Almost all have you collecting various esoteric items, having the player
apply those items to people or objects in the game, or combining them
with each other.
A relatively simple system, from a game mechanics perspective, but one
that hides a lot of depth, story-telling potential, and that particular
player satisfaction from figuring out a puzzle.
Why a web-based adventure engine?
Most innovation in the web game space is around the <canvas>
element and Web Assembly, which allows developers to “start from
scratch” and create entirely custom rendering divorced from any of
the preconceptions of the web.
AngryBots is an example of a web game rendered via web assembly and the canvas tag.
This works well for action games or games with pixel-pushing graphics.
However, the goal here is always to emulate a native application, and
since games written for the browser cannot by definition ever be native,
the best they can be is a close approximation.
While close might be good enough, this always felt like a missed
opportunity to me. We spend all these resources trying to get the web
to be more like native applications, but hardly any on what new and
interesting experiences we can create that are unique to the web. As
Marshal McLuhan wrote, an author I’m proud to say I got a few pages
into, the medium is the message.
I started thinking about what kind of games would work well inside
the traditional web context - aka, HTML, CSS and JavaScript (and SVG)
rendered into a DOM tree.
After some thought, I settled on point-and-click adventure games.
My reasons being:
They are not real-time games—Having game play that relies on any kind of precise timing are going to need a more controllable rendering model than the traditional web.
They rely on text/audio—Text is a first class citizen of the web, and new web audio APIs make that aspect possible.
They are narrative-driven—The web is a powerful method of communication, and I’m excited by new methods of leveraging that.
I like them :smile:—This is important, because without it I wouldn’t be able to finish a big project like this.
In short, I thought I could re-create many of the different point and
click adventure paradigms on the web, while taking full advantage of the
things that make the web the web.
Some of the unique things that are attractive about the web are:
It’s universal—Many more people have access to a web browser
than those with access to a machine that can play a triple A game.
It’s accessible by default (with a rich API for extensions)—This enables access by those with visual, auditory, motor, or other disabilities. Accessibility is sadly an afterthought in a lot of digital design, and seems entirely absent in the gaming space. Treating accessibility as a first class citizen makes the experience better for everyone.
It’s sharable—An oft taken for granted killer feature of the web is URLs. The power of sharing a permanent link that will work in every browser and can be posted to any platform is one I cannot understate.
Design goals
The ultimate goal of PCG is to foster a open, welcoming, and creative
community around making point and click adventure games on the web.
In game engine terms, the goal is to create a flexible, modular, and
pluggable system of components that can be combined to create most if
not all the point and click varieties mentioned above (and many that
were not), as well as opening up the possibility for new and unique
games only possible in the web format.
After a lot more thought, writing, re-writing, trial and error, and
leveraging embarrassingly earned career experience, I settled on some
design principles for PCG.
The thought of even having design principles was something hard earned,
but one I strongly believe in: a north star for how you go about making
something out of nothing.
Leverage core web tech (HTML/CSS/JS)—Rely on core web technologies and patterns over writing new systems. While new systems may offer benefits, building off existing ones usually means a more familiar, fast, and pleasant player experience.
Player experience over developer experience—While developers are important, the end result that players consume takes precedence over the experience of the developers creating the game. These first two principles are why PCG is built without a framework in vanilla HTML/CSS/JS.
Through documentation—A well documented system is an understood system, and an understood system is a powerful tool.
Newbie friendly—As the web has professionalized, many exciting capabilities have opened up. It has also raised the barrier to entry. Creating something fun and expressive that can be used at a basic level to good results, while still offering a much larger world of possibility for those interested in learning, I think strikes the right balance.
Open source—This is essential to creating a community, which is critical to the success of a tiny project like this. I also believe in it.
Next steps
This is a very high level introduction to the ideas surrounding the PCG
project. I plan on writing posts going in-depth on each component of
the system as they’re built and as updates are made. These posts will
hopefully serve as a living progress report.
While I’ve spent a lot of time on PCG already, it is still in the
beginning stages. It is very much a leap of faith.
I can’t predict what kind of community it will attract, if any, or what
this project may or may not evolve into.
But I am excited to find out.
You can check out the Github repository or the documentation site
for PCG, both very much in progress. If you have any feedback or would
like to contribute, please don’t hesitate to reach out.
If you’d like to see what PCG is capable of currently (as much as I
cringe to reveal the multitude of missing features) my friend made a
tiny, rough demo game, and I made a little demo showcasing the text
box component.
Thanks for reading all the way to the end, hope you and yours are safe
and healthy, and I’ll catch you on the next adventure.
Allow Satan into your life: chmod 666 my_soul.txt. The permissions of the beast.
Finished reading: Alice’s Adventures in Wonderland by Lewis Carroll. I started re-reading this for some reason I now forget. You know what? It’s still good. Read it in 5 days.
🍿 I saw On The Waterfront for the first time the other day. Spoiler alert: it’s good. Also, set in Hoboken! Still, I was surprised how much of the plot revolved around re-routed PATH trains.
Today I downloaded all the data Facebook has on me, and started poking
through it. Since it’s been the focus of every privacy scandal, I went
straight to the ad data. I found two items.
I wrote a small git pre-commit hook to prevent committing certain files.
There are more words to this, but if you’re impatient, you can skip right to
the goods.
I took a week off from work to join a deep dive study group on machine learning.
It was an incredible experience and I want to tell you about what I learned.
This is not meant to be a take down piece, and I realize I’m not providing any
direct solutions. I wouldn’t be writing about Drupal if I didn’t care about it.
My hope is that my …
I had the privilege of giving a talk at QueensJS last week. QueensJS is a wonderful JavaScript meetup, with a real diverse and welcoming crew of folks attending.
Welcome, Internet folks! If you’ve been following along, this is the final post
in my three
Internet security and privacy. In this article, we’re going to get into improving
and—just …
Welcome internet traveler, you’ve found your way to my guide on how to improve
your online security. Already feel confident in your security abilities? Then
get lost! I don’t need that …