Stumbled upon a game where it’s goal is to quantifiably make you happier/more content.

I had some ideas on game design development methodologies. There is a lot of debate on narrative versus interactivity and this got me to thinking about all the different sorts of genres there are and how there is enormous room to make very different sorts of games.
And how we think about development affects the sorts of games that we come up with. Here are some ideas of different concepts for how to put together a game that I’ve been thinking about, along with some of the potential pros and cons. These ideas aren’t at all exclusive and could easily be mixed and matched – but I thought each was an interesting way of framing development.
Well… Here are some other frames for development that I came up with, but don’t really have the time to keep pro and con them out right now:
Anyhow, these are just some thoughts. Let me know if you have any other ideas or thoughts on these.
Here is a lecture given by Jason Rohrer. If you are not familiar with him, he wrote the games Passage and Gravitation.
Great rant from Richard Perrin.
So I was fooling around with how to frame the idea of switching colors to avoid different colored obsticles. The two most compelling ideas were the idea of switching from human to ghost or from fire to ice. In addition to changing color, I thought that it would be neat to have the characters attributes change while in the different forms.
Here are the idea sketches – I am leaning towards the fire/ice:
Well fellow developers and game lovers, the 2011 IndieCade Festival is now open for submissions. And… I am going to enter a game. I’ve got until May 31st to complete something and I plan on building on my prototype Platformaruga (despite that Ubisoft just released something similar).
If you haven’t heard of Indiecade, check out some of these videos to see a little about what it is all about.
Are you freakin kidding me?!?
This morning I had an idea for a game basically combining the Ikaruga mechanic into a platformer – So I decided to do a quick prototype:

Then someone told me that Ubisoft just released almost that identical game! That normally wouldn’t be such a problem but I happen to have enough code and art assets already completed to actually build the game very quickly. Crap!
I’ve done a bit of investigation and they hit the idea from a different angle, but I still think mine could be percieved as a knockoff. Faa!
Play my little prototype, then check out the trailer below:
As some of you may or may not know, I have been working on a game called Threads of Reality for several years. I thought that it would be a small project but I severely underestimated the effort it takes to properly refine a product of it’s scope. At least the effort that it will take me.
Well, almost exactly a year ago one of my best friends died suddenly and I dedicated the game to her. I didn’t know exactly why, but it felt good to do it.
Several months after her death I took a break from the project and I am only now slowly starting to pick it up again. There are a lot of systems built inefficiently, causing loads of bugs and issues.
But I realize that I really can’t let this project die unfinished. Beyond the time and effort invested already, it is a dedication — and I am now feeling the weight of what that means. The grind of finishing this game is also weathered with feelings of sadness and mourning.

On a personal note – I’ve been excepted to a Masters program in Software Engineering and will be starting classes in May.
It is an online program, so I am planning to work and do my courses at the same time. I am super enthused to get started because I have a lot of ideas to implement — but have such inefficient coding ability that everything takes three times as long as it should. I am a bit intimidated, but extremely excited. Maybe I will learn to write code that doesn’t suck balls!
Best of all, it looks like my current employer will be footing the bill.
Wish me luck!
