nathaniel payne / words

A good 2008, an even better 2009

So, this year is finally drawing to a close. As it does, I look back on the experiences that shaped 2008, and look ahead and what to expect in 2009. Watching the boys grow. This is easily the seminal moment of every year, but 2008 was different in this respect, in many ways. Caleb started […]

Posted on December 31, 2008 by Nathaniel Payne in Personal | Tagged new year's | Leave a comment

Christmas music for gamers

I admit it. I have a thing for chiptunes. Especially when the songs are developed using the same tools that crafted the music that shaped my childhood. The soundtrack to my youth consists of music from the Legend of Zelda, Mega Man, Castlevania, Super Mario Bros., Metroid, Bionic Commando, Final Fantasy, and Ninja Gaiden (amongst […]

Posted on December 22, 2008 by Nathaniel Payne in Creativity | Tagged 8-bit, christmas, christmas carols, music | 1 Comment

Ice and snow, cold and bother

So, this is what my wonderful state looks like at the moment. At least, what it looks like if all storm systems consisted of uniform colors and patterns. It’s pretty nasty outside. We even had some of that thundersnow that Lewis Black screamed about on one of his albums. It’s ice raining. Hideous. I don’t […]

Posted on December 18, 2008 by Nathaniel Payne in Personal | Tagged weather | Leave a comment

Preparing for the New Year (some changes abound)

Lots of changes around here, and I’m not just talking about the new site design for Nerdflood.com. I want to change things up periodically, keep things interesting. The site was getting a bit cluttered, and I wanted to clean it up by going back to the original template I used when I first started the […]

Posted on December 16, 2008 by Nathaniel Payne in Personal | Tagged family, new year's | Leave a comment

A short lesson in excellent game design

I spent a far larger portion of my lazy Sunday afternoon than I intended to with a little online game called Auditorium. It’s such a wonderful example of definitive, practical game design, that I felt it worthy to dissect. The game is challenging, but not frustrating. Detailed, but not overwhelming. I can’t really describe the […]

Posted on December 7, 2008 by Nathaniel Payne in Gaming | Tagged development, game design, software | Leave a comment

AOL kills Ficlets

Well, it was really only a matter of time. Once Kevin Lawver left AOL, I knew that Ficlets wouldn’t be able to carry on without his influence and support. If the fantastic and creative community that cropped up around the fiction site could be considered the lifeblood of Ficlets, then Kevin was really its heart: […]

Posted on December 6, 2008 by Nathaniel Payne in Writing | Tagged aol, community, ficlets, happenings, protagonize | 4 Comments

World of Goo, de-coagulated

One of my early favorite indie games on the WiiWare channel was Lostwinds, by Frontier. It was a simple concept, with gorgeous artwork, and fluid controls. But the problem was, it was a short adventure. A fleeting experience with very little replayability. World of Goo by 2D Boy has solved that problem, to a certain […]

Posted on December 1, 2008 by Nathaniel Payne in Gaming | Tagged development, game design, software | Leave a comment

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  • On constant, incremental progression
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