Dreaming On E

Why That Name? by Allison James

For this blog entry I'm going to be going through why I gave the names to games I've made. It's here instead of NALGames Blog as it's more a point of interest. It also means I have a way of remembering these things in the future.

Fight of the Height (2005)

Oldest game on the list, Fight of the Height was a game I conceptualised when I was six (I always wanted to be a game developer!). It was named so because the original idea was to have the game take place on a series of skyscrapers that you jumped over the roofs of, shooting at your opponent. It changed a little for the games themselves though I did keep that idea for one or two levels.

Gamanstake (2006)

Stuck for an original name for a generic maze game, and with the promise of gammon steaks for tea, I took "Gammon Stake" and played with the spelling.

Blokkeid (2006)

The precursor to Elemence got its name as the gimmick of the game involves using BLOCKS as AID to complete levels.

Elemence (2006-7)

I wanted to keep the Blokkeid name for the game that was Elemence, but since there were multiple game modes it was irrelevant. So instead I came up with "Elements", then tampered with it for originality. After the unreleased sequels named after their difficulties (Elemence Easy, Elemence Refined), Gold got its name as it became a portmanteau of all the previous, making it a kind of compilation game. Then AuX is because Au is the chemical symbol for Gold, with the traditional X for "woo, awzum!".r!!!dicule (2007)The third in the r!dicule series, it was named after I was trying to think of a name for a premise and came to the conclusion that trying to name it was ridiculous.

FKR (2007)

Stands for "Fantastic Kinetic Reflexes", however that is technically a backronym. When trying to work out a name, I just went "...F**ker!", and decided to alter it to familyfriendlydom. Nowadays though I only ever read it as "Eff Kay Arrrrrgh!"

Fustercluck (2007)

Fustercluck was named after the song playing in the background - simples. Only later did I find out what Fustercluck means, though!

Rockit (2008)

A rocket simulator, but with a reference to the Herbie Hancock track I was thoroughly into at the time.

Mingitilla (2008)

No idea.

Zyousbox (2008)

An altered spelling of "Juicebox" with the J sound softened.

Signal Failure (2008)

At the time I was addicted to GTAIV (for the first of three times, the third still currently ongoing) and one of my favourite tracks on it was Padded Cell - Signal Failure.

Ne Touchez Pas! (2008)

"Do Not Touch" just didn't have the same ring to it.

Innoquous (2008)

Another song-based one, though the game was based around it. I liked LCD Soundsystem's "Get Innocuous!" at the time. The game was also initially innocuous in that there were no direct obstacles. Changed the C to a Q because to be honest I thought it looked better - it's still pronounced "in-ock-you-us" though, not "in-ock-wuss".

EverScrollingHue (2008)

Initially "Enzyme", ESH made more sense named as such because the in-game hues were indeed ever-scrolling.

Node (2009)

My first release of 2009, and not a very good one at that, was named so simply because the graphics were inspired by "nodes and links".

Dreaming on E (2009)

Made partly through 2008, Dreaming on E was inspired by the phenomena of odd dreams while on drugs. Yes, the E indicates "ecstasy". No, I've never done E. Yes, I read about drug-fueled dreams while making DoE to base stuff off it.

MINDRAPE (2009)

I initially heard the term in an episode of "American Dad!" and loved it. Therefore I kept using it, and based a game on the idea.

Infidels (2009)

From the song "Infidels of the World Unite", an amazing track by one of my all-time favourite artists, Fischerspooner. Initially called Infidel as you played the infidel, it changed when I reversed the story and so there was more than one.

Head Candy (2009)

Another term similar to MINDRAPE, I liked the idea of "Head Candy" and had seen it elsewhere.

The Hilarity of Murder (2009)

Initially Lite Town Wars - made in GM7 Lite, set in a town, depicting a war. Changed when I added a gimmick to make it fit a Game Jolt competition - it just made sense and rolls off the tongue nicely.

It Only Takes a Second (2009)

Another one that rolls off the tongue, and a fairly smart-arse title given the game's premise (you have to finish each level with one second left on the timer).

RKF (2009)

FKR backwards. Once again, I came up with a backronym to make it mean something else.

madnessMADNESSmadness (2009)

Made up in Game Jolt's chatroom, I described this as "how somebody suffering from madness may describe what they were suffering from". The idea is that they might say "madness" three times in quick succession, shouting the second one. The game is depicting a guy that is suffering from madness - hence the odd circular world, the unexplained walls and things, and the confusing poetry.

This is a Game with a Stupid Graphical Gimmick (2009)

I just felt like being blunt!

La Rolloux (2009)

Originally "Wolley", the name of the guy in-game and "Yellow" backwards, changed to La Rolloux as a portmanteau of "Roll", and the artist I loved at the time, "La Roux". Coincidentally, the guy's quiff was in the game beforehand - it took someone else for me to realise how close it looked to the hairstyle of La Roux's Ellie Jackson.

1n23g4r (2010)

First release of 2010 was another smartass one - pronounced "integer", the game sees you counting moves up from 1 to 2 to 3 to 4 steps a go. They're all integers too.

SohoPogoHo (2010)

A pogoing ho from Soho. Sorted.

Acid R[ai/eig]n (2010)

Two meanings of the same-sounding phrase. It contains acid rain, and the acid reigns.

Remaddening (2010)

The sequel to mMm, unlike previous sequels, took an entirely different name. Why? Well, mMm had a convoluted name anyway, I wanted to shorten it. So I went in the style of many film sequels, which are like "Generic Action Film: The Redestroying". Stupid stuff like that. It very nearly took a The at the start but I just preferred Remaddening on its own.

Confusion Readily Achieved... (2010)

Yeah, another kind of backronym. However, it was just steered towards it this time. It was initially something like "Confusion Achieved Through Perspective and Dimensions".

Infinite Sporadic (2010)

I always liked the phrase "Endless, sporadic" so I went for something similar.They're the most interesting ones I can recall, anyway. Hopefully this has been an interesting little insight into my mind. Will be sure to blog again ASAP.See y'all! (and that's from Dog's Life on PS2)

Yay, Pokémon Cards! by Allison James

A while ago I joined a site called Swagbucks, which gives you virtual money for using their search (it's Google and Ask powered so it's not a bad search or anything). They give away a range of stuff. Anyway, I'd been using the site for about a month (total of 46 Swagbucks) when I suddenly found out a lot of the merchandise you can "buy" is US only. I was a wee bit disappointed, so I decided to spend them on something and quit using the site.

I found Pokémon cards. 15 Swagbucks each, though the cards would all be "common". So I got three. Today, I received them.

Anyway, since then, I've regained my interest in Swagbucks. I'm not gonna raise enough to get a good prize any time soon, but I'll probably keep getting weird stuff like Pokémon cards for the hell of it. :P

For those that actually give a shit about Pokémon cards, the three I got were:

Kangaskhan from some weird looking deck with a blue "e" in the bottom left corner
Scyther from the same deck
Machop from the Team Rocket deck

Game-making-wise, my active project is one called The Inverse Man. This is a several-level soon-to-be-artsy game with Innoquous-style level twisting and some other gimmicks, such as the man always being the inverse colour of the background.

A demo, you say? Oh, go on then.

In the land of sequels, Dreaming On E and Rockit are sitting patiently in line as their advanced brothers are slowly developed. Have a screenshot of new Dreaming On N and R2CKIT. TIM is priority at the moment, though, so don't expect these out any time soon.I sauntered over the $1 mark in ad-revenue on Game Jolt a couple of days ago. Only a few more decades and I can afford that car! Or, more likely, I'll cop out in a few months and buy something cheap off Steam with it. PayPal's handy like that.

I think that's all bases covered. Until next time!

999 by Allison James

Had to make a blog entry on the only day of the year where all three numbers are identical. 09/09/09. Might as well celebrate 'em while we can, this is the last year the resulting date has a nice ring to it (101010? Psh), and there will only be three other dates like it in our probable lifetimes... unless we somehow make it to the first of January, 2101.Anyway, anyone that's following me on Twitter probably heard about a new, hour-long game called PixHell. For those that didn't... I made an hour-long game called PixHell. It was the result of a bullet-hell impulse. It turned out to be a very difficult game, but only because I wanted to make it look pretty with its bullet patterns.You can play PixHell from Game Jolt and YoYo Games. Alternatively, if you like chatting and gaming simultaneously, you can play a miniature, embedded version of it on the SigmaNine chatroom (along with a miniature, 45-level version of Ne Touchez Pas!). I'll likely be making mini versions of other games for that chatroom - they're not much effort and pleasant to play.As far as making games is concerned, I've had quite a few people say they'd like to see a follow up to Dreaming On E, a game which I finished purely because I had nothing else to do, and ended up pretty popular. To be honest, I'm leaning that way myself - DOE was fun to make. This time, I'd, of course, put a lot more effort into it. If you have a look at the last few blog entries, you'll see other stuff I'd like to make. Comment if you have any preference as to which game you'd like to see next.Anyway, that concludes this blog entry. See you in the next one!~NAL