It’s precisely 10 years to the day that I registered OGREon Sourceforge, so in some ways, today could be considered to be OGRE’s 10th birthday. From most other people’s perspective that won’t come until next year though, since I only made the first public release to CVS in May 2001, over a year later, which really kicked the whole thing off. The delay was down to me not really being able to start work in earnest until late 2000 because of a course of study I was on at the time, but I already knew in February 2000 what I wanted to do, it would just be a few months before I could start to realise it.
Having already disrespected mailing lists, I might as well get all my ranting about old staple communication techniques out of my system, by admitting that I’ve never really liked IRC. There’s nothing wrong with it per se, particularly as a casual social tool, but I just can’t say I’ve ever received any great value from it in a project sense, primarily because of it’s real-time and unfocussed nature. As a user of a project, I’ve frequently found that the people that are able to answer my questions are not online at the same time as I am.
I’m not blogging as often these days; as you know I don’t traditionally ‘do’ short blog posts - in my book if something is worth blogging about, it’s worth making sure it holds together as an argument, and as a piece of writing generally - and a combined lack of time of anything I’m motivated (or permitted) to talk about has left the site a little bereft of content. Luckily my OGRE Twitteris stocked with more frequent and less lovingly crafted status updates on what I’m doing there.
I’d read about One Big Gamein EDGEthis month, and it was a great idea - kind of a developer-led version of Child’s Playwith a more significant UK presence, and where funds are donated from game sales themselves rather than only from related activities. So, I was keen to see what their first game Chimewas like, produced by Brighton-based Zoë Mode. At first glance it appears to be a hybrid of Tetrisand Lumines, and undoubtedly shares a lot of visual and gameplay styles from those games, but actually it brings plenty to the table on its own too.
Well, you’ve got to accept that Pope Benedict XVI isn’t afraid to tell people what he thinks. The recent furore about his comments that the church should be exempt from UK equality laws, because it would “impose unjust limitations on the freedom of religious communities to act in accordance with their beliefs” is pretty chilling. Cue a shot of loads of people on the street with banners saying that Catholics should have the ‘freedom’ to discriminate against gay and transgender individuals because of their beliefs.
I’ve established a tradition on this blog of reviewing games that came out several months ago, thus cementing the absolute irrelevance of my commentary to the majority of the intertubes for whom content goes out of date in about a day. It’s kind of the opposite of a magazine that’s delivered by ninjas every 3 hoursto ensure cutting-edge coverage. Thing is, unless a game is truly awful I like to try to finish it (or at least finish with it, which is not always the same thing) before deciding my opinion of it, and these things take time.
I love it when shots from Ogre just show up in funny places. This time, it’s from a comic strip called Stolen Pixelson the Escapist, where Ogre-powered games Torchlightand Zombie Driverhave been used for comedic purposes: Thanks to BuschnicKfor the heads-up on the Torchlight one, I was surprised to see Zombie Driver just days earlier too!
Yesterday saw world-plus-dog in the technology sector glued to Apple’s announcementof their new tablet device, which has now been officially dubbed the iPad. Basically, when you boil it down it’s a super-sized iPod Touch with optional 3G support and a few more apps. Reaction has ranged, as usual, from the ecstatic “I’ve seen the face of God, and his name is Steve”, to “What a useless piece of junk”, stopping at most points in between.
Watching the ebbs and flows of the game industry is simultaneously inspiring and outright depressing. As is usual for this stage in a console generation, we’re at the ‘consolidation point’ (pun unintentional) - where the tech is pretty well understood, even if it is starting to look a bit dated compared to even a modest PC (how much hassle AA is on this console generation is a case in point), but that at least developers can crank out content in a more efficient fashion.
So, I’ve been a little quieter than usual since the new year, and that’s because I’ve been in a rather reflective mood as I plan out how I’m going to spend my time in 2010. That’s right - planning! Talk about the final frontier 😉 Basically, as you may have gleaned from my previous post, I’ve been looking to make some significant changes to the way I do things in 2010.