Saturday, February 14, 2015

Let's MAD 7 - Shogo: Mobile Armor Division

Can Sanjuro free his dead ex-girlfriend from the dark and sinister halls of what looks to be a mere public services building?  Will someone, for the love of God, please put hand railings on all the precarious walk ways?  Find out in Shogo: Mobile Armor Division.


Let's MAD 7: Shogo Mobile Armor Division by Boundcompass

Wednesday, February 11, 2015

Season 2 of the Amazing Adventures of Captain Farr Novarider and the Wild Horses Is Now Available (Again)!

Season 2 of the Amazing Adventures of Captain Farr Novarider and the Wild Horses is now available for purchase on Bandcamp.  Go check it out, and help me fund future projects!  Not sure?  You can still check it out on this very website for free.

Tuesday, February 3, 2015

The Amazing Adventures of Captain Farr Novarider and the Wild Horses Now Available on Bandcamp!

Exciting news!  I've just put the first season of The Amazing Adventures of Captain Farr Novarider and the Wild Horses up for sale on Bandcamp.  Check it out!

But why put it on sale when I can still get it for free on Boundcompass you may ask?  Well, I'll level with you: I need the money.  Yes, the series will continue to remain free here.  You will still be able to download it, watch it on site, etc...  Buying it, however, at the astoundingly low, low price of $10.00 per season helps me continue to work on art, writing, and other projects, as well as puts me one step closer to making this my full time job.  A job that I would love to have as comparison to my boring cube-rat job at a stuffy bank.  This also comes at a critical time for me and my wife, as we're looking at buying our very fist condo, so any amount of single episodes or full seasons purchased, helps me off set that cost.

I know there are a small amount of you, but I don't care.  The amount of traffic is pleasing to see, and as long as you're getting some joy out of my work, be it the series, art, or other works I put up here, I'm happy.  If you want to keep coming to Boundcompass to check out my stuff, great.  Buying does help me immensely, regardless of how little it seems.  It's a big ego boost, and I can push forward on getting the new project off the ground.

Enjoy!

Saturday, January 24, 2015

Untitled Game - DevDiary #1 - A Work in Progress

Back in November-ish, I decided to shelve Express Line Number Seven; a point and click style adventure game that would have released for the PC (and potentially other platforms).  I decided it best to ultimately shelve the project as the narrative, as I had envisioned it, did not fit a game format.  The project would be much better suited to a graphic novel.  Express Line Number Seven is still very much a possibility somewhere down the line, but I decided it best to continue on the video game vector because I want to challenge my self, much the way that I did with The Amazing Adventures of Captain Farr Novarider and the Wild Horses.  When I shelved Express Line Number Seven, I already had an idea of the story that I wanted to try.  Honestly, when I decided that I wanted to try developing a game, it was between Express Line Number Seven and the story that I’m currently working on.
 
You'll probably notice that it seems I'm playing coy with new project's title.  This is part of the reason that I had originally picked Express Line versus this story.  I had very little laid out in terms of what the narrative is going to be, the major themes that I would be playing with, the over-all world design, and even the title was nonexistent.  The most I had were a few early character concepts, and few ideas for game mechanics, and maybe a couple of themes.  Maybe.

I'm happy to say that after the last few months the world, themes, character concepts and motivations, and game play are all starting to coalesce into something a bit more tangible.  Mostly.  Some major steps still need to be taken, including finally getting an idea of what I want the story to look like and writing said story, what the ultimate conflicts for the characters are, major antagonists if any, and, yes, even the title of the game still needs to be figured.  Fortunately, my schedule has progressed enough to where I can finally begin working on these very important items at full speed.  What do I have so far?

The year is 1915, and World War I is in full swing.  Factories across the United Kingdom are producing vast quantities of munitions and supplies to ship to British Forces on the front lines.  Archwood Ashland (better known as Archie) has found dutiful employment at one such factory pumping out ammunition.  Archie’s talents with machines has lead to him being able to push the factory well above it’s expected capacity.

Things are not going well on the front lines, however, and the British Government is desperately looking for young bodies to pour into the trenches.  Due to Archie’s talent for machines, he’s managed to stay safe at the factory to ensure that it continues to operate and send ammunition to the front line.  With the increase in mechanized warfare, Archie’s talents are becoming more desirable on the front line rather than behind, and recruiters are becoming more pushy and demanding.

It wasn’t long before drafting papers were taken, meaning Archie was under government order to report to a recruiters.  The air sirens blare, however, signaling a Zeppelin Raid.  Archie attempts to find safety with the others, but bombs begin to strike the shelter and factory, forcing him to find safety elsewhere.  As he runs, a rip occurs a head of him.  He falls through just as a bomb hits.

He finds himself in a green meadow of an unknown land.  Debris from the chaos around him remains.  He’s greeted by a young woman who speaks a language that he’s not familiar with.  After a bit of work trying to communicate, he finds that her name is Auryon.  Alone and far from anywhere resembling home, Archie must find his way in a world scarred by a long forgotten war.

The game follows Archie and Auryon as they travel throughout the environments of the world, in a Metroidvania-style adventure game.  Can Archie find a way home?  Does he want to return?  What mysteries are hidden in the wounds of the war?  That will all be determined when I figure the rest out.

Sunday, January 11, 2015

Let's MAD 6 - Shogo: Mobile Armor Division

In the sixth installment the game gives up and decides to take a big steaming plot and character dump in our shoe.  Who are these people?  What does their introduction mean?  The game doesn't know nor does it care.  Let's MAD: Shogo - Mobile Armor Division.



Let's Mad 6: Shogo Mobile Armor Division by Boundcompass

Saturday, December 20, 2014

Let's MAD 5 - Shogo: Mobile Armor Division

It's finally here!  After numerous delays, Let's MAD number 5 is ready to watch.  Will Sanjuro finally figure out his girl troubles?  Nope, he's going to go looking for some old lady's cat.

You think I'm joking?


Let's MAD 5: Shogo Mobile Armor Division by Boundcompass

Sunday, November 30, 2014

The Dublin Man



The music selection was mostly safe.  Nothing as jagged or broken as Brit Punk, and nothing as asymmetrical as Prog or Art Rock.  Most of the albums were ripped from the top 40 charts; a few outliers such as easily recognizable classical composers, the occasional Indie name, and nostalgia fuel - for those who insist on remembering the 80’s.

Sunday, November 9, 2014

Let's MAD 4 - Shogo: Mobile Armor Division

How will Sanjuro deal with his dead ex coming back to life? Will he tell her that he's been dating her sister? Will he find his brother and best friend? Seriously, who is Gabriel? These and many other questions will not be answered in this month's Let's MAD: Shogo.


Let's MAD 4: Shogo by Boundcompass

DevDiary #3: Reformatting


One of the most important elements of writing is that before approaching a story, one should always consider what format that best fits the overall narrative. This should seem obvious, yet I see this mistake made so many times in final products - from comic books that would have made better short stories, novels that would make a better television series, and even video games that would make better movies. I am not above making this mistake. Not in the slightest.

Sunday, October 12, 2014

Let's MAD 3 - Shogo: Mobile Armor Division

We continue the adventures of Sanjuro, as he continues to wander nondescript hall ways and sewers murdering who are likely under-paid guards and civilians.  The sort of hero that I want to follow.


Let's MAD: Shogo MAD 3 by Boundcompass

Saturday, September 27, 2014

DevDiary #2: The Dublin Man Is Standing Outside My Window

More than two years ago, my wife and I got married.  For our honeymoon, we went to the Republic of Ireland - somewhere that I wanted to go back to and that she hadn’t been before.  We had no plans in particular beyond, take the train to Kilkenny, stay there a few nights, and then return back to Dublin for the remainder of the week. 

Lindy spent most of her time sleeping, and rightfully so.  She was basically catching up on a month’s worth that she had missed.  I, however, had a lot of trouble sleeping.  I’m not sure if it was jet lag, the beds (which I’ve seen no evidence that they’re not made of drop forged steel), or the weird heat wave that had hit Ireland at the time.  By the time that we returned to Dublin, I was in a bit of a hypnagogic state.

The heat wave seemed to get worse when we were in Dublin.  The hotel room retained heat all too well, meaning that it remained about 90-degrees; even in the dead of night.  Being born and raised in Portland, Oregon, I’m used to cold nights, so the heat was like being in my own personal hell.  It was nearly impossible for me to go to sleep. 

Beyond our bed was a window that had sheer curtains.  They functioned such that I could only see shadows and silhouettes beyond them.  In my sleeplessness, my mind began to explore concepts despite my best efforts to prevent it from doing so.  These were idea that were fueled by some of my favorite sci-fi horror movies from when I was a kid; movies such as Alien and The Thing.

I would imagine a figure - humanoid in shape - standing just beyond the curtains, pressing its hand against the window.  I could see this figure’s shadow in the hallway light coming from under the door frame.  There was no where to go.  Nowhere that I could run.  Despite speaking the language, despite having been to Ireland once before, I was alone.  I was caught by some aggressive being - unknown to me in nature - in a foreign land.

The day after this wakeful nightmare, I drowsily stumbled into a pub, sketch book in hand, ordered a Guinness and some crisps, and began playing with this fear.  Apparently, this can be a rather useful state to be in as I knocked out five or six hand written pages exploring the characters, themes, and plotting, plus a concept sketch of the figure standing outside the window in the span of two pints.  The Guinness may have also had something to do with it.

I’m sad to say that I never really played much with this idea all that much for the last two years.  It stuck in the back of my mind as something to work with, but my attention was always on the Amazing Adventures of Captain Farr Novarider and the Wild Horses, and more recently on Express Line Number 7.  I think it’s time to rectify this.

For the months of October and November, this short story - currently titled “The Dublin Man” - is going to be the focus of my work.  I think that two months is a pretty relaxed schedule for a short story (I seem to remember being able to produce one about every week in college).  This will allow me some time to get some peer input as well.  Once November 30th comes, “The Dublin Man” gets a go, no-go assessment for publishing, and I’m back to Express Line Number 7.

Working on this short story will hopefully have a couple effects.  The first being that it comes at a fortuitous time in the development of the story for Express Line Number 7 where I’ve found some problems with a few of the characters.  This project will afford me some time to think on these problems while not making me feel like I’m being unproductive.  The second being that I get a little break, staving off any of the animosity or frustration that becomes common with large projects like Express Line Number 7.  It happened with The Amazing Adventures, it will happen with this one, too.

I’ll still be working on the Let’s MAD series as well as developer diaries such as this.  I might take the opportunity to do something other than a DevDiary next month.  I’ve had an idea for a show for a some time now (almost as long as “The Dublin Man”) that I would like to execute on just to see how it might go over, but we’ll see about that.

I look forward to trying to publish a short story for my first time.  This will be a good diversion that will, hopefully, re-energize me for writing Express Line Number 7.  I’m excited.  Are you excited?  I’m excited.

Sunday, September 7, 2014

Let's MAD 2 - Shogo: Mobile Armor Division

We continue the whimsical and joyful misadventures of Sanjuro - a plucky hero and his giant robot.  Let's play as he joyfully murders well armed City Municipal Water District employees and prevents his sweet ass from be fried.



Let's MAD 2 - Shogo: Mobile Armor Division by Boundcompass

Saturday, August 23, 2014

DevDiary #1: Early Process for Express Line Number 7

I put a lot of thought into what I was going to do following the Amazing Adventures of Captain Farr Novarider and the Wild Horses. Parts of me wanted to try my hand again at writing and illustrating a graphic novel - my previous attempt having fallen flat after I realized it was an overwrought existentialist nightmare that really didn’t seem to say anything other than “choice is tough.” I had considered a couple of other concepts for new audio dramas including a Dr. Who style time traveler series as well as a one shot about the creation and evolution of artificial intelligence into actual intelligence, but neither concept really held my fancy for long enough.

I wanted to do something that would be challenging, interesting for my self (and hopefully others) to experience, as well as something that was important to me. After giving it some thought, I decided to try my hand at developing an indie game. There were several story ideas sitting on my mental shelf that would work perfectly as games, but only some were attainable given my current resources and very limited programming knowledge. I eventually nailed my choices down to three items. And then down to two. And then back up to three. This was not going to be an easy decision.

Of the four total ideas that I was tangling with (one was eliminated early, but in the process of thinking about it, I came up with a new concept I really wanted to work with), there was a common problem. All of them were too far beyond my programming knowledge. All of them except one.

Express Line Number 7 is a point-and-click adventure game, featuring graphic novel-styled cut scenes, multiple solutions to puzzles, and, potentially, multiple endings and paths.

This is a story that’s been sitting in the back of my mind for sometime, and has gone through more than a few changes. Originally, the central character, Ian, was looking for a friend and a way to escape the enigmatic Express Line Number 7. As it went on in years, I found the original idea to be somewhat lacking in a couple of departments. Then main issue being that it was - putting it in the simplest terms - a little bit too emo.

I began to rework the concept, pushing characters in certain directions, adding new characters, taking unnecessary ones out, as well as putting a bit more thought into the setting and overall themes. Overtime, Express Line Number 7 became a very solid concept, and one that I felt was worthy of not only putting to paper, but publishing.

Express Line Number 7 is now the story of Ian, who finds himself aboard Express Line Number 7. He has no memory of boarding the train, is wearing clothes that he’s never owned, and has a ticket that he never purchased. In his pocket is nothing but a broken pocket watch. And he’s not the only one who this has happened to. In order to discover what lead him here, he must face unrest, lies, murder, and a very dangerous intruder.

If The Amazing Adventures of Captain Farr Novarider and the Wild Horses taught me anything, it was that I should sit down and not only hammer out the world that I’m working with - which a lot of the basic work was already done with Express Line Number 7 - but I should also plan out the actual execution of the project. The Amazing Adventures had this problem of me never knowing exactly what was next, especially in the first season. I had some vague idea of what should happen and how to do it, but no definite steps. This resulted in a lot of frustration and unnecessary back tracking on that project.

Early on, I decided that I really wanted to take this project as seriously as possible. I built an Excel spreadsheet that served not only as a design document, but a work flow as well as a financial tracker (with general ledger numbers for expenses and everything). As boring as this sounds, I actually had quite a bit of fun with it. I felt that I should be putting a poorly tied tie on and start adding meaningless letters to the end of my name.

I did not take the time to create a true schedule for myself. Writing the script shouldn’t be done by a certain day, nor should editing, nor should the core programming. Everything is meant to be as open as possible. Not only is this project a challenge for myself, it’s also a bit of an experiment. I wanted to see what it takes to build an indie game. Instead of a schedule, I created an goal outline and priorities. This way, I knew what should be up next, but if I had to double back and re-approach something, I didn’t feel like I had missed some deadline that, honestly, really doesn’t matter at the moment.

Something that they never teach you in writing or art classes is that by the time you are done, you will absolutely loathe your project. This was very true with the Amazing Adventures. Sometimes I get burned out, and this will probably be at minimum a two year project. I’m going to wear thin a lot. This time around, I’m taking steps to mitigate this mental wear-and-tear. Twice a month, I’m going to be working on something else. Be it a Let’s Play or something fun that is not Express Line Number 7, or one of these developer diaries. This will hopefully stave off my inevitable madness.

With future DevDiaries, I’ll be getting into more detail regarding the process of creating Express Line Number 7, from the stand points of programming, design decisions, as well as writing. Through these, you’ll hopefully get a picture of how the project evolves over the coming months. Be it narrative changes, design changes, or other little touches, so that when you see the final project you can see what went into it.

I still don’t know how spoiler-y I’m going to get, but I really like the Double Fine model of pealing back the curtain as much as possible. Feel free to ask any questions in the comments or over twitter at @boundcompass. I’m extremely excited to get into the meat of this project and for it’s eventual release.

Sunday, August 10, 2014

Let's MAD 1 - Shogo: Moblie Armor Division

It's my very first Let's Play!  Today, we're playing Shogo: Mobile Armor Division.  This is a game that came out back in 1998, just about when Anime starting really getting a hold here in the Americas, and does it show as you are immediately assaulted by JPOP in the first 15 seconds of the game.  Developed and produced by Monolith, makers of the F.E.A.R. and Condemned series, this game took a very heavy anime influence, including giant city smashing robots, eye-rolling sarcastic protagonists, and bullshit magic science.

Despite Shogo's multiple flaws, I do highly recommend this game.  It features some really solid and fun (if extraneous) game play, as well as a nice little peak into what could have been for the shooter genre.  If you think that this game catches your fancy, you can pick it up for only $6.00 at the time of this posting on GOG.com

Without further ado, let's get MAD, shall we?


Let's MAD 1 - Shogo: Mobile Armor Division by Boundcompass

Wednesday, July 16, 2014

Lost Lexicon



Logo - a prefix combining form from Greek meaning "word" or "speech."  Phile - a suffix combining form from Greek meaning "lover of" or "enthusiast for."  Logophile: a lover of words.  I am a logophile; and happily, too.  We are currently in an age where it is considered gauche or pretentious to have a large lexicon (or a collection of words, often a dictionary or vocabulary).  Despite that, there are many out there, like myself, who still enjoy and are quite proud to know and frequently use what are commonly referred to as "big words." 

That being said, there's a certain class of word that even the most pretentious of we logophiles beetle our brows at; a type of word that would be used only by the most obtuse or insane of individuals.  This is not a naughty word, nor a word so complex it makes psuedoantidisestablishmentarianism look simplistic.  Rather it's a word that is, frankly, old, obsolete, or very anachronistic. 

For one reason or another, these "lost words" have fallen out of use in the English language.  Some were created for very specific purposes but never won favor in common use, such as sacricolist, meaning a devout worshipper; others were rather esoteric such as vampirarchy, meaning a set of rulers comparable to vampires.  Others still were used to describe things that we don't really do any more, such as ascoliasm, a game of beating each other with gloves or leather while hopping.  And then some were just a bit too smart for their own pants, such as epalpebrate - lacking in eyebrows. 

Fortunately, Stephan Chrisomalis has been kind enough to provide castaldy (or stewardship) over the website Phrontistery.info - phrontistery meaning a thinking place.  Mr. Chrisomalis has created a lexicon of the lost, compiling many non-noscible (not well-known) words for posterity sake.

By studying this collection, an artigrapher - writer or composer of grammar - who is familicose (often or very hungry) for language may be able to brush up on their fallaciloquence, or deceitful speech.  Perhaps, you may be able to impress a foppotee, better known as a simpleton, by saying that you are an archigrapher, rather than a head clerk or secretary.  One might even be able to say that these oncethmus (braying) politicians would be better replaced by an icthyarchy - or rule of fish.  Although, I might warn you that such vernacular may not be very leeftail, or in high demand, as most of these words are quite ficulnean - worthless - in nature. 

Take some time to look over this lost dictionary.  If for no more reason than to go riviating (or fishing) for some perantique, or ancient, language.  Perhaps, you too could become a portmantologist, one who studies or coins portmanteaus, or rupographer, as in the art of taking impression of coins or metals in sealing wax.  Although, probably not the latter.  Let's face it.  That sounds like a boreism (the behavior of a boring person).