August 31, 2004
G: Glen works to add content to the merchandise section from notes written by Rafael in 2003.
C: Chad makes sufficient progress with saving states in the preferences that he is ready to publish version 1.1 of the Generic Game Engine. Konfabulator.com publishes the GGE v1.0 in its gallery and we have 27 downloads within 12 hours.
August 30, 2004
L: Larry further refines game play in Fi Fa Fo Fum! with an eye toward developing an AI for the larger game.
G: Glen continues to refine the pixel art for women in the game. Through his work we pay tongue in cheek homage to lonely-boy game programmers by creating stereotypically inflated women in bikinis.
August 27, 2004
C: Chad continues to investigate using the Preferences feature of Konfabulator to capture save states in the GGE. This will enable two kinds of functionality, one it two enable going backward and forwards across scenes, rather than in a linear arrangement; the second is that it will enable a player to quit Konfabulator and save their progress, and then reload their state when next they play.
L: Larry quickly iterates three more alpha versions that we publish to the website, including one that has three players to a side. He attempts to clean up the code so that it reacts consistently to user input.
G: Glen works on populating our world with women. Pixel art and pixel soft-core. [this is a self-conscious act]
August 26, 2004
C: Chad seeks a way to create saved states within the GGE, this will be a crucial feature for anyone who wants to make a non-trivial game. There is little chance of convincing a player to commit to playing a long game that they cannot interrupt.
L: Larry finishes alpha 01 of Fi Fa Fo Fum! We upload it to the website and begin to tell our friends.
August 25, 2004
L: Larry creates the end-state screens for "Fi Fa Fo Fum!". He creates a painful image of Juan dead at Pablo's feet.
August 24, 2004
C: Chad works on "about this widget" window text. Loads refined interface elements. Almost ready to submit.
L: Larry works on refining the splash screen for "Fi Fa Fo Fum!" and to link the splash screen to the game stage.
G: Glen works on refining the pop-out submenus for sudor.net. Wrestles with an IE eccentricity in the parsing of Java Script code. Beats the code into submission. He bends MSIE to his will.
August 23, 2004
C: Chad looks up submission guidelines and license guidelines for release of his game engine. The guidelines cause us to create generic Intellectual Property. We will call it the "Generic Game Engine(TM) a product of SWEAT" for Konfabulator.
L: Larry works on "Generic Pixel Man(TM)" for inclusion in Generic Game Engine(TM) [GGE]. Also, he prepares to make Pablo Soccer two-player version publishable.
G: Glen lowers our already low prices on merchandise at CaféPress. Works on "Generic Jungle Cabin(TM)" a product of SWEAT for inclusion in Generic Game Engine(TM) [GGE]. Also makes progress on Campesina art.
August 20, 2004
C: Chad comments & formats source code for game engine to prepare it for publication.
G: Glen creates merchandise for SWEAT's CaféPress website. And works on Campesina art.
L: Larry works on Paz Vobiscum's art. Multitude of drawings.
August 19, 2004
C: Chad makes a playable fragment in Konfabulator! He takes Juan's house and creates an interior space where a bag of seeds have been left. Juan goes inside and picks up the bag, adding its contents to his inventory. He then goes back out into the field and can plant five coffee bean stalks, which grow before his eyes. He then chops them to harvest one coffee bean per plant.
L: Larry makes more drawings for the FARC, including one where the NPC is shot and dies. Larry is realizing that imagining the scene of death and dying for each one of our characters is hard. Emotionally hard.
G: Glen adds games and other content to sudor.net, filling out the site and replacing dummy text. He begins to set up the Moveable Type blog.
August 18, 2004
C: Chad enables the coffee planting and coffee growing functions of TinyJuanWorld in Konfabulator. Chad enabled the inventory management system yesterday too.
L: Larry works on all of the drawings necessary for the FARC. He cranks out about sixteen to twenty drawings. Some of them were deleted, for which he was fired. [just kidding]
G: Glen finishes the sudor.net infrastructure and the merchandising site. He needs Rafael to give him the content!
August 17, 2004
C: Chad conquers Konfabulator. Is rewriting the TinyWorld game engine from scratch. We will have a custom, extensible architecture for TinyJuanWorld.
G: Glen conquers CSS and finalizes navigation for Sudor.net Yoohoo!
L: Larry works on pixel art for FARC
August 16, 2004
L: Larry works to zap the bugs of the two-player Pablo Soccer. He is challenged to make a version where the player with the ball is slower than one without. Larry begins work on the Guerrilla character designs.
C: Chad continues to bend Konfabulator to his will. He finds a crucial syntax error in his transcription of the code and -- lo and behold -- we have a map with our art in the TinyWorld engine. And there was much rejoicing.
August 10, 2004
L: Larry works on refining two-player Pablo Soccer, and artwork for Carlos Lehder.
Kathy McCoy, Hugh Dubberly and Rick Robinson blow Larry's mind at Image•Space•Object. Rick's presentation of research methodologies, Hugh's presentation on systems modeling, and Kathy's presentation on globalization and cultural specificity, all were intensely provocative.
August 07, 2004
SWEAT at Image•Space•Object
R: Rafael, Chad and Larry will be at the Image•Space•Object workshop from August 7 - August 12, 2004. Rafael will be speaking about SWEAT, both the dynamic of the collaborative and the cultural context of Crosser™ & La Migra™ and Juan & the Beanstalk. Rafael will also serve as a workshop mentor for participants.
August 06, 2004
C: Chad keeps trying to get Konfabulator to bend to his will.
August 05, 2004
C: Chad checks out the viability of making a TinyJuanWorld in Konfabulator.
August 04, 2004
L: Larry works to understand the logic of programming in Creator. Okham's razor.
G: Glen works on cross browser integration of web navigation.
C: Chad checks out the potential of Processing to handle tasks that are easy in Creator. Is frustrated by a limitation in the way Processing handles string variables, or rather, doesn't.
August 03, 2004
L: Watched Double Crossed, the story of Barry Seal, pilot and DEA informant in the times of Escobar. Worked to refine Pablo Soccer.
G: Watched Double Crossed, the story of Barry Seal, pilot and DEA informant in the times of Escobar. Worked on proposal for Evolution conference. Worked to refine burro race mini-game.
C: Watched Double Crossed, the story of Barry Seal, pilot and DEA informant in the times of Escobar. Checking out Processing's capabilities.
August 02, 2004
G:Glen listens to Rafael worry and dump the contents of his brain. He sees the train sim and the soccer sim from Stagecast. Glen works on animating Conchita as he becomes more proficient at writing/programming in Creator. He is working toward the burro race mini-game.
L:Larry listens to Rafael worry and dump the contents of his brain. He sees the train sim and the soccer sim from Stagecast. Larry works on the Z-ordering issue. The train is able to hide items below others and does so seamlessly with "all rules at once" set to true.