From: Joe Wreschnig
Date: Fri, 19 Sep 2014 20:47:02 +0000 (+0200)
Subject: Include Enjoyable and Rogue 1980 sites.
X-Git-Url: https://git.yukkurigames.com/?a=commitdiff_plain;h=3046b3175c91c3f8f94f4f2a90c427129e1ddc6d;p=yukkurigames.com.git
Include Enjoyable and Rogue 1980 sites.
---
diff --git a/Makefile b/Makefile
index 34f9a3b..cab91ec 100644
--- a/Makefile
+++ b/Makefile
@@ -18,6 +18,8 @@ GIT_REMOTE := http://git.yukkurigames.com
SUBPROJECTS := 123456789 choicecss heroik matrixcreatrix mlpccg webcart1000 labelle
+.PHONY: all clean superclean update
+
all: $(ICONS)
$(SUBPROJECTS):
@@ -35,3 +37,5 @@ update:
clean:
$(RM) $(ICONS)
+superclean: clean
+ $(RM) -r $(SUBPROJECTS)
diff --git a/enjoyable/Enjoyable-1.1.zip b/enjoyable/Enjoyable-1.1.zip
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diff --git a/enjoyable/Enjoyable.zip b/enjoyable/Enjoyable.zip
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diff --git a/enjoyable/appcast.xml b/enjoyable/appcast.xml
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index 0000000..130ee52
--- /dev/null
+++ b/enjoyable/appcast.xml
@@ -0,0 +1,37 @@
+
+
+
+ Changes in Enjoyable
+ http://yukkurigames.com/enjoyable/appcast.xml
+ Most recent changes with links to updates.
+ en
+
+ Version 1.1
+
+ Mouse simulation now includes drag-and-drop, middle and extended
+ button presses, and horizontal scrolling.
+
+
+ The system menu bar now contains a status item when Enjoyable is
+ running. You can enable and disable it and change mappings from this
+ item. It flashes briefly when the mapping changes automatically.
+
+
+ Automatic switching for applications with ambiguous names
+ (e.g. "Flash Player") was improved. You can also name a mapping after
+ the application's filename.
+
+ ]]>
+
+ Mon, 01 Apr 2013 10:26:13 -0500
+
+
+
+
diff --git a/enjoyable/icon.png b/enjoyable/icon.png
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diff --git a/enjoyable/index.html b/enjoyable/index.html
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index 0000000..3cdd8a3
--- /dev/null
+++ b/enjoyable/index.html
@@ -0,0 +1,84 @@
+
+
+
+
+
+
+ Enjoyable - Joystick and gamepad mapping for Mac OS X ~ Yukkuri Games
+
+
+
+
+
+
+
+
+
Enjoyable
+
+
+
+ Use your gamepad or joystick like a mouse and keyboard on Mac OS
+ X.
+
+
+
One or more HID-compatible (e.g. USB or Bluetooth) input devices
+
+
+
Mappings
+
+ I play games with a Playstation 3 controller, so these will be
+ useless if you have a different controller. These are the
+ mappings I use for games I like. To use them, just save them and
+ double-click on them in Finder, or use âO in Enjoyable to import
+ them.
+
2013
+ Joe Wreschnig, 2012 Yifeng Huang, 2009 Sam McCall
+
Enjoyable is free software written by Joe Wreschnig and is
+ based on the Enjoy codebase written
+ by Yifeng Huang
+ and Sam McCall.
+
+
+
Permission is hereby granted, free of charge, to any person obtaining
+ a copy of this software and associated documentation files (the
+ "Software"), to deal in the Software without restriction, including
+ without limitation the rights to use, copy, modify, merge, publish,
+ distribute, sublicense, and/or sell copies of the Software, and to
+ permit persons to whom the Software is furnished to do so, subject to
+ the following conditions:
+
+
The above copyright notice and this permission notice shall be
+ included in all copies or substantial portions of the Software.
+ With as much time as game designers and critics
+ think and write about the specifics of game interactions, it's
+ often useful to step back and look at the basics. Letâs ask a
+ simple question: why are there so many video games dealing with
+ social interaction and relationships, and so few that explore
+ violence and action-oriented gameplay?
+
+ This question is critical to understanding the value, despite
+ otherwise negative attitudes, of Rogue, a
+ roleplaying game from the early 1980s. Rogue is usually
+ noted at best as a historical anomaly, one of the first games
+ that visualized a sense of space but with otherwise uncompelling
+ mechanics; at worst, it has been called a "murder simulator" and
+ "training for psychopaths".
+
+
+ Rather than try to adapt the existing dialogue and interpersonal
+ mechanics of text-driven fantasy adventure games to their new
+ interface for spatial navigation, the creators decided to add in
+ a variety of weaponry and offer exclusively utilitarian
+ fashion. In addition to the usual romantic options, the game
+ allows you to hit monsters with swords. This puzzling choice
+ might be related to its authorship - it was designed by college
+ students studying computer science rather than out of the more
+ usual fields like sociology or psychology.
+
+
+ Rogue was poorly received at the time of release. Historians
+ decried the mixture of weapons and armor from disparate
+ periods. Experts in weaponry were frustrated by its limited
+ tactics. Drawing Room magazine, a contemporary publication
+ for gaming hobbyists, said in its column "The Role of
+ Computers",
+
+
+ The sweeping cinematic fight scenes found around the table in
+ games like Counts and Courtship are totally absent. The
+ difference between the precision of a duel, the chaos of a
+ bar-room brawl, or the stealthy preparation for an assassination
+ - all lost to a mush best described as "bumping and grinding"
+ that would have been better served to provide more variety to
+ the game's interpersonal interactions.
+
+
+ Nonetheles, I think it provides an interesting view into the
+ world Weir hypothesizes - one in which games work with conflict
+ as often as cooperation, physics as much as politics.
+
+
+
+ The games controls are available by entering ?, then
+ * for a list of commands. In addition to expected
+ ones like flirt, gift, and
+ Embrace, the game supports wield,
+ zap, and other violent verbs. If esc
+ doesn't work to cancel a command, try ctrl+g; this
+ appears to be another artifact of 1980s code.
+
+ Please note that this source code is from 1981 and written in
+ pre-standardized C. Only minor effort has been undertaken to
+ make it compile on modern computers, mostly related to 64 bit
+ cleanliness. It may crash, and it certainly will have security
+ problems if installed, as used to be traditional, with
+ setuid/setgid on a multi-user system.
+
+ (What follows is some mostly unorganized thoughts about
+ designing and playing the game, and then some unorganized
+ explanation of the code changes. The title of this modified
+ game, by the way, is Rogue (1980), to distinguish it
+ from Rogue.)
+
+
+ This game was an experiment. Not in the usual sense of
+ "experimental" game design as something mechanically unusual,
+ but rather as a system designed to prod at a particular problem
+ - abundance of violence / lack of romance - when played. It's
+ not trying to be a "correct" implementation of dating in a
+ roguelike setting. Rather I'm considering how "deep" our combat
+ mechanics actually are (they're not, and most modern games are
+ actually less so than Rogue), and what we demand of
+ them vs. what we demand of dating mechanics.
+
+
+ I was trying to reverse-triangulate a game design for a
+ universe in
+ which e.g. Triad is
+ unexceptional. If comfortable cuddling rather than explosion was
+ the default theming of our puzzle games, what might that games
+ industry have produced during its formative years?
+
+
+ I chose Rogue to start with because its core design can
+ be traced up to many modern titles, often barely changed or even
+ simplified. That's kind of bullshit, isn't it? Thirty years and
+ we're still making games with the same kind of rules about the
+ same kind of violence, then claiming we don't try emotion
+ because it's "difficult" to mechanize. I also chose it because
+ it's a game I enjoy and know well.
+
+
+ I don't want to unpack too much about my own game here
+ because, who cares? I'm no expert at games criticism. But I do
+ want to mention a few things.
+
+
+ Adding flirting to the game made the combat mechanics so much
+ grosser. In roguelikes you kill a lot of stuff, usually
+ unprompted and as an invader. But no one would
+ call Rogue a violent game. Well, when you put in a
+ flirt command, that ends. Just by having a non-violent choice
+ the resort to combat mechanics, otherwise unmodified, becomes
+ more disturbing. I'm convinced if we had made even token efforts
+ towards including this stuff early on, there's no way we'd be
+ looking at such gross shit like Far Cry 3 today. The
+ dissonance would be too great.
+
+
+ Similarly the source code is still loaded with references to
+ "kill", "enemy", "attack", etc., even for non-violent
+ actions. Problematic units run through the architecture,
+ content, and output of the program creating a structural,
+ intersecting push back against my attempts to add non-violent
+ options. The age of the code means it's fragile and creaky, and
+ the changes required to fix this would be destabilizing beyond
+ what I could deal with given the time I had to make it.
+
+
+ Although you can attract multiple monsters, at the end of the
+ game you can only leave with one. This is my least favorite
+ decision - I'd rather you be able to leave with all nearby
+ monsters when you quit. But again, the base game encodes a very
+ specific (and inaccurate) notion of violence - one specific
+ entity is the cause of killing you. Mapping that system into
+ "non-violence" then forces monogamy.
+
+
Mechanical Stuff
+
+ Rogue (1980) adds two character attributes and three
+ verbs to Rogue. The first attribute
+ is orientation. It's a set of six on/off flags. Every
+ monster has a randomly-generated orientation. The player also
+ has an orientation attribute, which would maybe better be called
+ presentation - the degree to which the monster's orientation
+ mixes with the player's determines the probability of a
+ successful flirt. There's no notion of gender or sex
+ beyond this representation; that may mean there's no notion of
+ gender or sex at all depending on how you interpret it.
+
+
+ Successful flirting raises the other new
+ attribute, interest. When interest gets high enough,
+ the monster stops attacking the player and starts
+ accepting given gifts.
+
+
+ Orientation also determines how a monster reacts to gifts, as
+ the item ID is hashed to produce an "item presentation". Gifts
+ raise interest much faster than flirting.
+
+
+ Once interest is high enough, you can Embrace the
+ monster to end the game. You get a score bonus proportional to
+ the experience points the monster would have given for a kill.
+ An optimum score is now reliant on getting the amulet and then
+ dating a D or P on the way back up. Dating
+ them is not actually harder than dating any given B
+ or K.
+
+
+ At one point during development embracing enemies was an
+ alternate method to get rid of them rather than another endgame
+ state. If you succeeded they disappeared and dropped a new kind
+ of food item, a date. It was too goofy, and too much
+ "romance-as-conquest". At another point when I was frustrated
+ with debugging the pre-ANSI C, I was just going to write a much
+ longer false context and release Rogue unmodified, but
+ I'm not a good enough writer and that was too lazy even for me.
+
+
+ The source code alternates between calling @ and the
+ player "he" and "she" with a preference for the masculine.
+ There's only one instance of a neutral "him/her". Interestingly
+ it's in the context of Wearing, which is the action
+ most closely associated with real-world gender roles, even
+ though Rogue has no gendered clothing. (Wichmann also
+ says armor was a late addition to the game, so maybe it's just
+ because it's from a different developer than the other
+ comments.) This is years before e.g. the D&D manuals would
+ do the same. In roguelike communities today, I don't think I've
+ ever seen anyone call the original @ a woman.
+
+
+ Do you have a problem with any of this stuff? Cool! I'm just a
+ mostly-conventional cis man who spent my formative years
+ playing Rogue, the real one. Which is to say, I'm sure
+ I'm blinded to a lot of things going on here. Roguelike culture
+ has always been big on remixing and reinterpreting. I would love
+ to see reconstructions of Hack (1985) and Angband
+ (1990) and so on, even just descriptions of what they might
+ be like. Or any feedback / reactions really.
+
Black
+ & Green Games publishes some neat things that might as
+ well be Counts and Courtship. (Other people have as
+ well, but those are the ones I'm most familiar with.)
+
+
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