I posted a very hard puzzle here and challenged the Internet to solve it. It’s quite a hard puzzle and it took about a day from originally posting it for someone to solve it. That someone was Mark Ivey (@zovirl). I asked him to write a quick description of his solution and he did up a very nice little post which I thank him for. Here is Mark Ivey’s solution to my puzzle:
BirdBrain Puzzle
Hello Internet. I have a puzzle for you. It’s quite hard.
In this puzzle you have to build the brain of a bird. The brain already has several Neurons, you need to connect them with some Axons.
The puzzle is here: BirdBrain
Don’t run off though! You need some instructions and I happen to have some hastily written instructions right here:
Controls: Click on a Neuron (the grey disks), drag to a different Neuron and let the button go. This will make a wire between the two Neurons.
Click on a wire to delete it.
You want to make the stream of birds pass through each yellow “food”. If you get one dot then you’ve figured out how to play. If you get the second dot then you are clever indeed. The third one is genuinesly hard, I really doubt you’ll make it there so why stress about it?
There are Three broad catagories of Neurons and Nine specific kinds.
The Three catagories are:
- Input
- Processing
- Output
These correspond to the top row, the two middle rows, and the bottom row of the puzzle. The top rows generate directional input, the middle rows can change that input, and the final row takes whatever is being fed into it and steers the bird in that direction.
Here is a run-down of all the neuron types:
This Neuron points towards the red baloon. But, and this is important, only if the bird is touching it. The bird is blind, it can’t see the baloon, it can only feel it.
Up/Down/Left/Right: These Neurons point in one direction at all times no matter what. Try conecting one of these neurons to the final “motor neuron”.
These are your basic normal Neurons. They average whatever input they get. If you pass them a down and a right you will get down-and-right out of it.
This reverses whatever you pass in. If you pass it a down and a right you will get up-and-left out of it.
Will average whatever input it gets and then multiply by two on the way out. If you pass it down and right you will get down-and-right-but-fast out.
Will average whatever input it gets and then divide by two on the way out. If you pass it down and right you will get down-and-right-but-slow out.
This is the birds wings. It will fly in whatever direction you like. If you pass it down and right then the bird will fly down and right.
Wires: are used to connect Neurons. Information flows along the wires in the direction you draw them. If you draw from the Left Neuron to the Motor Neuron your birds will go left. If you drag from the Motor Neuron to the Left Neuron the bird will not move.
Inhibiting Wires: These wires inhibit whatever they are connected to acoriding to the strength of the information passing along them. If you connect the Down Neuron to the Motor Neuron with a normal wire and then the Left Neuron to the Motor Neuron with an Inhibiting wire the bird will not move because the Motor Neuron is being inhibited with the strength of the Left Neuron.
Loops: You can make loops.
Overlapping Wires: You can place a wire between the same two Neurons as many times as you want going in either or both directions. There is no graphical hint to tell you how many wires are there.
Special Case: Neurons average all the information they get except for the special case of zeros. If they get a zero they will simply ignore it. Since the birds can not see the Baloon when they start connecting the Balloon Neuron to anything will have no immediate effect because it is sending no information. Combining anything with no information results in no change, not a halving of the value.
Good luck. You’re going to need it. (and yes, it is possible, here is a picture of my birds getting to the end)
If you’d rather just mess about in a sandbox I have one of those here.
Confusing Good with Respected
Human beings are relentlessly status seeking, and we are voracious consumers of novelty. These two things combine in weird ways when people talk about art.
You hear people leaving movie theatres saying bizarre things like “Yeah I really liked that movie but I wouldn’t consider it Good”. This is madness! Clearly if you enjoy a thing then that thing is good, that’s the best definition of “good” that I can think of.
But there are cases when you would be wise to couch your praise for fear of seeming a rube! We are all always, subconsciously, attempting to raise other’s opinion of us on pretty much every topic imaginable and when we can’t do it honestly we fake it. That’s why you didn’t ask the teacher questions in high-school if you were truly lost (unless you were confident that everyone else was also lost).
This means we all want to have “sophisticated” tastes in movies, painting, wine, music, games, everything. But what is “sophisticated” is what is liked by the medium’s Ultra Fans. People who devote all their spare time, or even their lives, to a topic. I am a games Ultra Fan, but I am not a wine or music Ultra Fan and hence I behave oddly around wine and music. I have actually caught myself looking up reviews for an album before suggesting it to a friend lest my taste turn out to be “incorrect”. I am very uncomfortable at wine-tastings because of the chance that my lack of wine-sophistication will be uncovered, even though it’s totally normal to not know anything about wine!
It’s also why people have “guilty pleasures”, songs they listen to in their headphones but don’t want people to know they like because the song is beneath their tastes.
There are times where you will profess ignorance and things I profess a proud ignorance of, like cars and sports, but that’s also status seeking “oh cars? I enjoy more intellectual pursuits thank you”.
A lot of the time we are trying to seem as sophisticated as possible, which is always more sophisticated than you actually are, so we deny our love of things that we think an Ultra Fan might not like. Ultra Fans used to like summer blockbusters, they were 13 once, and loved them (maybe only secretly) but the price of our voracious lust for novelty is that Ultra Fans get bored. They’ve seen a lot of action movies, rom-coms, slashers, and those movies have lost their novelty. So the best way to seem like an Ultra Fan is to think something is boring. To fake cool your default stance on everything should be boredom, because no matter how good something is you can always claim you’re above it.
This is offset by people wanting to gush about things they actually genuinely enjoy hence the “I liked it but I wouldn’t say it was a Good movie”. Simultaneously expressing your joy and couching it lest someone think you are unsophisticated.
We do the reverse sometimes and say something is “wonderful” if we think an Ultra Fan would like it, which is why total nonsense can be highly praised. If you don’t understand it then it must be for a more sophisticated audience than you and by praising it you appear to be part of that audience.
I was going to end this with a whole paragraph defending myself from accusations of extreme vanity, but that would just be more status seeking. I’ll let you decide for yourself, just as you should with whatever movie you watch next or game you play. If you like it, just say so.
How Does a Good Game Start?
I’ve spent the last two years working on Incredipede and I’m finally about done with it. That means I get to enter that wonderful world of prototyping! Not having a game to work on is the best because looking for a game to work on is super fun, except for the parts that suck. The part that sucks the most is having a new idea and not knowing if it’s any good. To close this knowledge gap I wrote some designers I know who have had success to find out how to tell if your prototype is any good.
There are a lot of game ideas out there and it’s not obvious which ones are going to be fun. I have a file on my desktop called gameIdeas.txt which is a list of over 40 ideas ranging from “One button game: afghan kite fighting” to “knitting!…?”. Picking which game to start is easy, which one makes your mouth salivate the most? Picking when to give up on it is much much harder for me. Even when a game isn’t fun after months of work and exploring I still feel like just one change, one decision, could make it great. On the other hand, the only two of my prototypes that have worked out and been fun enough to finish were fun right from the start. Fantastic Contraption and Incredipede were both fun (for me) almost immediately and Sarah’s games, Rebuild and Word Up Dog, were fun right away. Is that a general rule? I wrote a psudo-random collection of eight games designers I know to try to find out.
I wanted to know if their successful game was fun right away, I figure if all successful games are fun right away then I can skip the months of grinding on ideas that seem promising but just aren’t working out. So without further ado, here is the data:
Derek Yu, Spelunky
Was it fun right away? Yes
“Spelunky was honestly the smoothest development I’ve ever had”
Justin Ma, FTL
Was it fun right away? No
“We felt the idea (which was very abstract) could be fun but the actual prototypes were not enjoyable for months. We could see hints of interesting gameplay but it wasn’t really fun for a long time.”
Jonathan Blow, Braid/The Witness
Were they fun right away? Yes
“Braid was fun in the first week. The Witness probably took 2-3 weeks, if only because it is 3D”
“I do think this depends on one’s level of design experience, though. Part of being a good designer is being able to just home in on what is really good, without having to spend a lot of time slogging through mud.”
Jan Willem Nijman/Rami Ismail, Radical Fishing
Was it fun right away? Yes
“At Vlambeer, most games come together within a few days. If they’re fun, we work on them for a few weeks. If they’re fun to work on for a few weeks, we turn them into a project (or not).”
Dan Cook, Triple Town/Leap Day
Was it fun right away? No
“Of the prototypes I’m working on now, I’d say that the best ones convert over a few weeks and then we really know we have something fun after 2-4 months.”
Marc ten Bosch, Miegakure
Was it fun right away? Yes
“Miegakure was the third prototype in a series of ‘games in higher dimensions’ prototypes. Ignoring the first two prototypes, Miegakure is incredibly similar to its original vision”
Michael Boxleiter/Greg Wohlwend, Solipskier/Gasketball
Were they fun right away? Solipskier: Yes, Gasketball No
“I do think it’s important to get something down that’s interesting as soon as possible, something that you can play over and over, but there are a lot of games that I would never be able to make if it had to be fun in a few days or a week. It’s really hard to gauge early on, and I don’t really have any good rules even now.”
Mike also mentioned that most games he’s worked on have been fun right away with a few exceptions.
Cactus/Dennis Wedin, Hotline Miami
Was it fun right away? Yes
“It was fun straight away from when the basic gameplay had taken shape, which took less than a week.”
So 5.5 out of 8 replies were “it’s fun right away”. Clearly not every successful game is fun in the first week but a lot of them are. And if you can make a great game without months of smashing your fists against the wall then why not! I like that Vlambeer has gone so far as to build this into their process, judging games by how quickly they become fun rather than how fun they might be down the road. Marc’s aproach of exploring the same design space with totaly new games is also very appealing. If I want to make “knitting!…?” it makes sense to try a bunch of disparate ideas in the design space instead of settling down with one and trying to force it to work.
FTL and Dan Cook are the counter-examples, and they are strong counter-examples. FTL won the Excellence in Design Award at GDC this year and I personally respect Dan Cook as a game designer more than just about anyone (Leapday is totally amazing). Standing opposite to Vlambeer, Dan has built the months-long search into his process and the resulting games speak for themselves. Clearly you can make great games by taking a rough idea and through teasing, exploring, and experimenting make it into something wonderful.
But that’s the thing, all that teasing… I hate stressing about whether I should keep working on a “promising” project or whether I’m groping in a blind alley. The fun-right-away rule takes away that stress entirely and maintains a good chance of finding a great game. It’s the way I’m going to prototype my next game. It’s all dim sum from here on out!
Rebuild 3: Searching for an artist
Now that Word Up Dog has finally launched, I’m starting development on Rebuild 3 in earnest. I’ve been through most of the Rebuild 3 wiki to collect and organize ideas that have been simmering there for months. It’s not too late to add your own suggestions, especially for things like new items, techs and survivor perks.
My next most pressing task is to find an artist for the game. I have several offers from friends who’d like to do pieces of it, but am hoping to find a professional artist able to devote a full (paid) year to the game and do everything from concept sketches to UI to promo art. Rebuild 3 will be a PC downloadable + mobile + browser game with more bells & whistles than the first two. I’d like this new game to look friendlier than Rebuild 2 but not as dorky as Rebuild 1, and I’d prefer bizarre and stylish over the ordinary. We’ll have fun with it! :D
Applicants should:
- Have past experience on other games
- Have played Rebuild 2 or Rebuild mobile
- Design slick, functional and complex game UIs
- Draw awesome zombies and other characters
- Draw cool and readable buildings/terrain
- Animate basic walking and actions
- Be self-motivated to work from home
- Put UIs together in Flash Pro
- (Bonus) Produce vectors either from scratch or via trace
Email me with your portfolio if you’re interested. More details on the Art Style page of the Rebuild 3 wiki.