Category Archives: Vespers

Umberto or Geraldine?

One of the interesting things about working on Vespers is that I’ve become so intimate with the original text and code that I probably know more about the game at this point than even the author, Jason Devlin. Often, I’ll come across an issue or question about the text game, and I’ll pop off an e-mail to Jason to see what he thinks we should do. The irony is that I’ve been so engrossed in every detail of the story for so long that I’m probably better able to address these things than Jason, who likely hasn’t even thought about the game in 3 or 4 years. (Mental note: really have to finish game soon.)

Throughout development, but particularly when Jason released the text game (and also when we started production), there have been many people drawing close comparisons between Vespers and Umberto Eco’s famous novel, The Name of [More...]

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2009: A Shecky Greene Kind of Year

For Vespers, I’d say 2009 was a mixed bag. We started out with some nice momentum, on many fronts, and it lasted about half the year. N.R., as usual, was a model of consistency, churning out an impressive amount of material. He completed all of the models and textures for Act I, which was a nice accomplishment, in addition to all of our GUI and logo work. He’s already started chipping away at the additional models needed for Act II and beyond, with much of the work already done. We also got our web site up and running, and although it needs additional content, it’s good to have most of the structure already in place, with the connection to this blog. The forums are also ready to go, for the most part, but I’ll wait on opening those up until we start the alpha testing sometime early in [More...]

Also posted in 3D/if | 1 Comment

Touché, aaronius

Occasionally I surf around the IFDB looking for goodies. I really like the way it is set up, as it takes a number of cues from other community sites that encourage engagement and social interaction. Often I’ll find myself weaving my way through games, reviews, and lists before realizing how much time has passed, and typically I’ll come out with a couple of new games to add to the play list. I also absolutely love how it is so smoothly integrated with Zoom (and others, like iPhone Frotz), which so effectively feeds the immediate gratification beast. Anyway, I digress.

I was flipping through some IFDB pages the other day, looking for some choice information on this year’s IFComp winner, Rover’s Day Out, when I noticed that it had already made someone’s online IFDB poll:

“Games with Impossible-to-film moments”, by aaronius.

Okay, I [More...]

Also posted in 3D/if, game design, interactive fiction | 2 Comments

Long Live the Animator

You may have noticed (if you’ll allow me the fantasy that anyone is paying attention) that it has been a while since the last Vespers update. This is for many reasons, of course. It might just be easiest to say that it’s because there hasn’t been a whole lot to report. I wish that wasn’t the case, but so it goes.

Most of it, as usual, originates from the animation side of things. What began as a promising venture with three local animation students eventually fizzled out. One of them made a little bit of progress over a long period of time, but couldn’t get much further due to classes and other obligations. Another never really got off the ground. The third did actually get a lot of quality work done in the time we worked together, but life issues with women and career eventually derailed that train, and he [More...]

Posted in Vespers | 4 Comments

New Host, New Sites

For a little while now I’ve been setting up a website for Orange River Studio and Vespers, and I’ve reached the point where it’s pretty much ready to go live. But that also gave me the opportunity to switch from Blogger to WordPress for this blog, and after some testing I think it’s time to make the switch. So the new URL for The Monk’s Brew is now http://orangeriverstudio.com/monksbrew, although I’ve tried to set things up so that the feeds transfer over seamlessly. So there shouldn’t be any need to re-subscribe to the feed, and most links should transfer you over automatically. I’m still learning about this whole process, though, so I wouldn’t be surprised if I missed something. If anyone discovers this is the case, by all means let me know.

Although Blogger is nice, I’m really liking WordPress. I’m very impressed with how powerful it is, [More...]

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Wrapping Up At the GDC Austin

I’m finally getting some time to put some thoughts together on this year’s GDC Austin, as I sit in the airport waiting for my flight back. Luckily, it’s still possible to put some thoughts together, after dumping half a beer on (and in) my laptop last night. I thought for sure that was the end of the line for the MacBook Pro, but it seems to have survived the scare.

It was an impressive amount of beer dumped directly over the power button and right half of the keyboard, and I wasn’t exactly the swiftest to respond. But after giving it some time to dry upside down, it did start up the first time I tried. After that, though, on subsequent power-ups it would only cough and gasp before shutting down. It looked bleak. I’m not sure what did the trick. I gave it one last shot by holding down [More...]

Also posted in characters in games, game design, interactive fiction, text in games | 3 Comments

The End of June Vespers Thing

Hard to believe June has completely come and gone already. We’re now halfway through 2009. To be honest, by this point I was hoping for more with this project — a completed Vespers demo, more frequent blogs, maybe my own television series. Really, you’d think by now I’d know better than that, since I seem to say the same thing about every six months. I’m not that bothered, though. Earlier this month the wife and I were having dinner with some friends when the topic of the neverending game came up, and one of them was struck by how much passion I seemed to have for the project, having stuck with it so persistently for so long. She understood and acknowledged that it must be more about the process than the product. Although I knew this already, it still had an impact hearing it from someone else. It was nice. [More...]

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The One Thing He Forgot To Mention

It’s blog post number 100, so time to catch my breath. Crazy string of weeks there from April through mid-May, trying to make deadlines, having those deadlines pushed back, trying to make the deadlines again, and so forth. Some successes, some failures, but you can’t argue with the fact that deadlines are great for getting shit done, even if you don’t get it all done.

It’s a little weird because my day job is filled with deadlines. Basically, it’s like a slow march from one deadline to the next, and every so often I get caught up in it and spend massive amounts of time working like crazy to finish under the wire. But that’s work. This was a deadline for a hobby. None of the panic, despair, and regret to deal with. It was a very different experience.

One of those deadlines was for the last Utah Indie Night, [More...]

Also posted in game design, indie games | 3 Comments

The Early April Vespers Thing

Turns out February kind of kicked me right in the family jewels, which is why there was no end of February update — or much of anything, for that matter. We ended up getting very little done in general, to be honest, but it was for a whole variety of justifiable reasons and so as a group we just tried to put that month behind us. I also officially aged yet again during that time, but I’ve already passed the point where I should really be going public with that.

Then there was March, which ended up looking a lot like February, at least on the outside. But March actually did not suck, and we did make considerable progress on a number of fronts. But between all of the progress on the game and the travelling and extra work for the day job, blogging became the odd man out. Thus, [More...]

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Targeting Older Systems

Way back when, when the Vespers project was first starting out, I had to decide which game engine to use. Initially, the choice was between the Torque Game Engine and the Unity engine. I eventually chose TGE for a few reasons — at the time, the engine had been around longer than Unity, the community was larger, and it was less expensive and more straightforward to develop cross-platform games (specifically, Mac and PC).

Once that decision was made, then there was the choice of which Torque engine to use: the basic TGE engine, or the higher-end TGEA (TGE-Advanced) engine, which back then was called TSE (for “Torque Shader Engine”). TGEA offered a number of more advanced features, the most obvious of which was higher-quality graphic rendering. That came at a price, though; at the time, the engine would only run on Windows machines, and it required machines with [More...]

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