Tags: game

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sparkline

Friday, January 3rd, 2025

Your App Should Have Been A Website (And Probably Your Game Too) - Rogue Engine

Remember when every company rushed to make an app? Airlines, restaurants, even your local coffee shop. Back then, it made some sense. Browsers weren’t as powerful, and apps had unique features like notifications and offline access. But fast-forward to today, and browsers can do all that. Yet businesses still push native apps as if it’s 2010, and we’re left downloading apps for things that should just work on the web.

This is all factually correct, but alas as Cory Doctorow points out, you can’t install an ad-blocker in a native app. To you and me, that’s a bug. To short-sighted businesses, it’s a feature.

(When I say “ad-blocker”, I mean “tracking-blocker”.)

Saturday, March 23rd, 2024

Conway’s Game of Hope

A beautifully Borgesian fable.

Tuesday, November 14th, 2023

Antidepressants or Tolkien

This is harder than it sounds. I got 19 out of 24.

Tuesday, May 30th, 2023

TimeGuessr

Where and when were these photographs taken?

It’s like that Chronophoto game I linked to with an added dimension of location.

Wednesday, February 22nd, 2023

Fujichia: Sayable Space

This game is hard:

Sayable Space is a television game for 1 or more people, it consists of saying “Space” out loud at the same time as Jean-Luc Picard (Patrick Stewart) during the intro to Star Trek: The Next Generation. Or actually that’s just half of the game. The second half is saying “Space”, and the first half is remembering that you are playing this game.

Sunday, January 29th, 2023

Chronophoto - The Photographical History Game

This is a fun game—with the same kind of appeal as that Wiki History Game I linked to—where you have to locate photographs in time.

Monday, January 9th, 2023

A post by Clearleft on LinkedIn

This is design engineering.

Wednesday, December 14th, 2022

Life Universe

A fractal version of Conway’s Game Of Life: keep zooming out …forever!

Thursday, September 8th, 2022

as days pass by — Farmbound, or how I built an app in 2022

Stuart writes up the process up making a mobile game as a web app—not a native app. The Wordle effect reverberates.

It’s a web app. Works for everyone. And I thought it would be useful to explain why it is, why I think that’s the way to do things, and some of the interesting parts of building an app for everyone to play which is delivered over the web rather than via app stores and downloads.

Thursday, May 5th, 2022

Notes from a gopher:// site - daverupert.com

The result of adding more constraints means that the products have a broader appeal due to their simple interface. It reminds me of a Jeremy Keith talk I heard last month about programming languages like CSS which have a simple interface pattern: selector { property: value }. Simple enough anyone can learn. But simple doesn’t mean it’s simplistic, which gives me a lot to think about.

Sunday, February 6th, 2022

Globle

Like Wordle, but for geography instead of words.

Every day, there is a new Mystery Country. Your goal is to guess the mystery country using the fewest number of guesses. Each incorrect guess will appear on the globe with a colour indicating how close it is to the Mystery Country.

Saturday, February 5th, 2022

Fonts or food?

At the end of every Thursday afternoon at Clearleft, we wrap up the working week with an all-hands (video) meeting. Yes, I know that the week finishes on Friday, but Fridays have been declared the no-meetings day at Clearleft: a chance to concentrate on heads-down work without interruption. Besides, some of us don’t work on Fridays. So Thursday really is the new Friday.

At this Thursday afternoon meeting we give and get updates on what’s been happening with project work, new business, events, marketing. We also highlighted any shout-outs that have posted in the #beingsplendid Slack channel during the week. Once that’s all taken care of, the Thursday afternoon meeting often finishes with a fun activity.

The hosting of the Thursday afternoon meeting is decided by fate. Two weeks ago, Rebecca and Chris hosted an excellent end-of-week meeting that finished with an activity around food—everyone had submitted their dream meal and we had to match up the meal to the person. Lorenzo, however, couldn’t help commenting on the typography in the slide deck. “Lorenzo”, I said, “What are you more judgmental about—fonts or food?”

The words were barely out of my mouth when I realised I had the perfect activity for the next Thursday afternoon meeting, which fate had decreed I was to host. I put together a quiz called …fonts or food!

It’s quite straightforward. There are 25 words. All you have to do is say whether it’s the name of a font or the name of a food.

It was good fun! So I thought I’d share it with you if you fancy a go.

Ready?

Here we go…

  1. Arrowroot
  2. Ensete
  3. Tahu
  4. Tako
  5. Lato
  6. Fira
  7. Adzuki
  8. Roselle
  9. Poke
  10. Plantin
  11. Dabberlocks
  12. Estampa
  13. Amaranth
  14. Gentium
  15. Challum
  16. Mayhaw
  17. Pawpaw
  18. Nopal
  19. Raksana
  20. Daylily
  21. Bilanthy
  22. Laver
  23. Orache
  24. Broadley
  25. Cardoon

Total: 0/25

Sunday, January 23rd, 2022

Wiki History Game

This is fun (and addictive)! With every new entry pulled from Wikipedia, you’ve got to arrange it onto a timeline correctly.

Thursday, December 2nd, 2021

Townscaper

Now you can play a demo of Townscaper right in your browser.

There goes your productivity.

Sunday, June 6th, 2021

Gaming the Iron Curtain

The ZX Spectrum in a time of revolution:

Gaming the Iron Curtain offers the first book-length social history of gaming and game design in 1980s Czechoslovakia, or anywhere in the Soviet bloc. It describes how Czechoslovak hobbyists imported their computers, built DIY peripherals, and discovered games as a medium, using them not only for entertainment but also as a means of self-expression.

Sunday, April 11th, 2021

The Lords of Midnight

I played a lot Lords of Midnight (and Doomdark’s Revenge) on my Amstrad 464 when I was a kid. Turns out there’s a dedicated labour of love to port the games to modern platforms. I just downloaded the OS X port, so there goes my weekend.

Friday, March 19th, 2021

Cookie Consent Speed.Run

My current score is one minute and 18 seconds. Can you beat it?

Thursday, March 18th, 2021

In Praise of the Unambiguous Click Menu | CSS-Tricks

What’s important is that you test it with real users… and stop using hover menus.

Strong agree!

Tuesday, October 6th, 2020

Same Energy Snap

Match up images that have been posted in pairs to Twitter with the caption “same energy”. This is more fun and addictive than it has any right to be.

Tuesday, September 29th, 2020

Unobtrusive feedback

Ten years ago I gave a talk at An Event Apart all about interaction design. It was called Paranormal Interactivity. You can watch the video, listen to the audio or read the transcript if you like.

I think it holds up pretty well. There’s one interaction pattern in particular that I think has stood the test of time. In the talk, I introduce this pattern as something you can see in action on Huffduffer:

I was thinking about how to tell the user that something’s happened without distracting them from their task, and I thought beyond the web. I thought about places that provide feedback mechanisms on screens, and I thought of video games.

So we all know Super Mario, right? And if you think about when you’re collecting coins in Super Mario, it doesn’t stop the game and pop up an alert dialogue and say, “You have just collected ten points, OK, Cancel”, right? It just does it. It does it in the background, but it does provide you with a feedback mechanism.

The feedback you get in Super Mario is about the number of points you’ve just gained. When you collect an item that gives you more points, the number of points you’ve gained appears where the item was …and then drifts upwards as it disappears. It’s unobtrusive enough that it won’t distract you from the gameplay you’re concentrating on but it gives you the reassurance that, yes, you have just gained points.

I think this a neat little feedback mechanism that we can borrow for subtle Ajax interactions on the web. These are actions that don’t change much of the content. The user needs to be able to potentially do lots of these actions on a single page without waiting for feedback every time.

On Huffduffer, for example, you might be looking at a listing of people that you can choose to follow or unfollow. The mechanism for doing that is a button per person. You might potentially be clicking lots of those buttons in quick succession. You want to know that each action has taken effect but you don’t want to be interrupted from your following/unfollowing spree.

You get some feedback in any case: the button changes. Maybe the text updates from “follow” to “unfollow” accompanied by a change in colour (this is what you’ll see on Twitter). The Super Mario style feedback is in addition to that, rather than instead of.

I’ve made a Codepen so you can see a reduced test case of the Super Mario feedback in action.

See the Pen Unobtrusive feedback by Jeremy Keith (@adactio) on CodePen.

Here’s the code available as a gist.

It’s a function that takes two arguments: the element that the feedback originates from (pass in a DOM node reference for this), and the contents of the feedback (this can be a string of text or it can be HTML …or SVG). When you call the function with those two arguments, this is what happens:

  1. The JavaScript generates a span element and puts the feedback contents inside it.
  2. Then it positions that element right over the element that the feedback originates from.
  3. Then there’s a CSS transform. The feedback gets a translateY applied so it drifts upward. At the same time it gets its opacity reduced from 1 to 0 so it’s fading away.
  4. Finally there’s a transitionend event that fires when the animation is over. Once that event fires, the generated span is destroyed.

When I first used this pattern on Huffduffer, I’m pretty sure I was using jQuery. A few years later I rewrote it in vanilla JavaScript. That was four years ago so I wonder if the code could be improved. Have a go if you fancy it.

Still, even if the code could benefit from an update, I’m pleased that the underlying pattern still holds true. I used it recently on The Session and it’s working a treat for a new Ajax interaction there (bookmarking or unbookbarking an item).

If you end up using this unobtrusive feedback pattern anyway, please let me know—I’d love to see more examples of it in the wild.