Josh's Brain Blog

Project in Detail: Mobile Caves of Narshe

Submitted by Josh on
As most of the web development for the Caves of Narshe is a one-man operation, I admit that the site can be slow to adapt to trends. Most recently, that trend has been responsive web, which is particularly annoying given that the site's core competency, video game information and walkthroughs, lends itself extremely well to use on a mobile device. Most games now are played with the user either on the mobile device itself, or with the phone or tablet sitting next to them as they play from the couch.

Generating Consistent Hover Effects Programmatically

Submitted by Josh on

A while back, I had a project in which I had a series of buttons that needed to be styled in a rainbow of candy colors, for a list of items that all lead to different spots in the same content hierarchy. The design mockups I was given for the project were detailed but did not appear to be internally consistent from color to color; the base colors were chosen from a brand guide, but the guide did not provide any detail for how to lighten or darken the colors for user interaction states. I started by developing CSS to match the mockups, but the problem kept gnawing at me.

Project in Detail: The Kegatron

Submitted by Josh on

The "Arkeg" is, as you might be able to suss out if you think long enough, a combination of a stand-up arcade game cabinet plus a "kegerator," another portmanteau describing a mini-fridge with a small keg of beer inside. This is, in fact, a real thing, and it's one that will set you back roughly four thousand dollars. But not the one you'll read about here!

Netflix Makes Up Genres. You Should Too!

Submitted by Josh on

If you created forty different slots machines, you could find yourself being able to create subcategories in a Netflix style, such as “Slots Games that Feature Licensed Characters” or “Slots Games with Included Minigames” or “Slots Games with More than 6 Paylines.” Obviously I’m terrible at writing these, but you get the idea – offering up granular subgenres could help direct players better than a more generic setup where all slots games, no matter how different, are in one group, and for the web could allow very crawler-friendly, content-rich pages for indexing.

Minecraft as Livestock Slaughter Simulator

Submitted by Josh on

I first tried Minecraft over three years ago, back when the beta was still pretty new. Having taken a good year and a half away from it, I finally got back around to loading it up again this weekend. It remains a great game, even though to an extent I miss the simplicity of the earlier versions compared to the breadth of the game as it is now.