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Wednesday, March 18, 2015
Whirlwind Week
Posted: 3:01:00 PM 0 comments
A roundup of what's been a Janna whirlwind of a week!

Schedule


I've come to realize that, even after ending Six Minutes To Release's raiding run, I still only have one night a week to myself. That night is tonight. Every other night, I've got something going on:


It's a pretty busy schedule, but I look forward to a lot of these things throughout the week as well. Things feel pretty balanced right now. I still long for 40 hours days, though.

Descent: Underground


This past week, though, things got a bit crazy, because I found out that one of my favorite games of all time is being rebooted.

Descent's fast-paced, six-degrees-of-freedom combat made addicts of us all! Descent's frenetic and pulse-pounding action were light-years ahead of its 1995 release date. Like us, many of you still share war stories of your epic network battles. You remember your heroic shots, your death-defying maneuvers, and matches ending with a narrow escape as the tunnel collapsed behind you.

Sadly, as consoles took over and PC games were pushed aside by publishers, great games like Descent were left to languish in obscurity. A whole generation of gamers grew up without Descent's heart-pounding, non-stop action, robbed of the true 6DoF space adventure that is their birthright!

The Drought Ends TODAY!

This is a quote from the Kickstarter for Descendent Studios' Descent: Underground. This is a brand new Descent title, setup as a prequel to the original Descent series.

On one hand, I can't contain my excitement. I backed this project early and big once I learned of the direction that former CIG developer Eric "Wingman" Peterson was taking it. To have another Descent game being made from a set of dedicated developers who are listening to the community to make the game the best Descent game ever made is like a dream come true.

On the other hand, the Descent community has had its share of disappointments.

The official Descent 4 game was cancelled. Numerous projects have been started to try to mimic the Descent experience. Many of them have been cancelled, and those that did make it to production had no community support and were simply not Descenty enough for the community to back. And others who have tried to bring Descent back have been issued cease & desist legal documents by Interplay.

So why now? More importantly, why Descendent Studios, a team that never found the Descent community until after they launched their Kickstarter? While I have faith in their ability to deliver on their project, my faith with Interplay is not there. I really have to question Interplay's motives. Do they plan on this being some kind of cash grab? Are they thinking of screwing over Descendent much the same way PTMC's Dravis screwed over the Material Defender at the start of Descent II? That would be ironic.

Six Gaming Podcast


So the podcast happened this past week, with Episode 5 and its highlights now available on YouTube.

I'll be blunt, it's not our best showing. News seemed to be disjointed, the hosts were distracted with Twitch chat trolls, and the Round Table section was rather, well, bland. Hopefully next week, we'll be a little more exciting. SGP always seems to be better with more hosts.

Ron's Bronze Plays


This week I played with Colzaratha's smurf. It didn't seem to help a whole lot.

The first game, he played Ahri while I played Morgana. He did not have a good game. Every lane lost, and we slowly bled out. The second game was much of the same. I was again on Morgana against a Graves/Annie combo in the bottom lane that our ADC fed substantially.

We got our first win in game 3 when I played Janna. I had some strong Janna play this weekend, and got some crucial knockups to force the win. I tried to make it two straight on Janna, but despite more strong play, the rest of the team didn't have it in them.

In the final game, Colz and I switched roles, with me going mid Lux and him on Morgana. I went off for a 12/2/21 carry, and Colz and I ended in style. Result of the 5 games was an increase in 11 LP to Bronze IV and 88 LP.

Website Update


Last night, I was able to finalize the data I'm putting in the game box on the website. My article about the sorry state of gaming APIs really came to mind. While the Blizzard API has come a long way and the League of Legends API is pretty good, the Steam API still sucks (it's still missing an achievement feed), and an official XBox API isn't even a thing yet.

Really. It's 2015 people. Let my data go! Let my data be free!

Anyway, I still have to code out detailed pages for my WoW feed, get profile pages for my Diablo 3 characters, display detailed history of my ranked play in League of Legends, and at least show off the games I am playing on Steam, even if getting the achievements I have for them is rather archaic.

But honestly, this is the home stretch. After that is the life section, which really is just going to require me to set featured pages.

After that, I have a lot of content to update, which includes transferring my music collection to SoundCloud, updating all the tags on my Blogger and Tumblr sites, and recreate many of the pages from the existing site on the new one. That's not really a lot of stuff. Hopefully coding can be completed this weekend, and I can start on the content next week. I'm still committed to finishing by the end of the month.

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Tuesday, December 30, 2014
Year In Review: 2014
Posted: 3:37:00 AM 0 comments
In many ways, 2014 was a big year for me. There were a lot of big changes made right at the beginning of the year, with some exciting plans starting to form up.

Where to begin?

Music


I will always remember the end of 2013 as being a kind of inspirational epiphany for me. In the span of 4 short months I wrote 4 songs complete beginning to end, managed to record 2 of them as stripped down versions, and penned the final lyrics of a few more that had been floating around.

The only major song that has come out of 2014 is a dance-ish piece I call "Bullseye", which is designed to be more about the music than about the lyrics. Even the lyrics that are sung focus more on the melody, making strong use of some of my unique vocal inflections. There is only a single verse and chorus, but the usage of such are designed to give the song added texture, not added meaning.

The main problem here is that a grand total of zero songs were released in 2014. After having such a strong finish to 2013, I expected things to carry over into the new year. Looking back, much of the music that came out of 2013 was due to having a lot of extra time on my hands while in San Francisco. I was able to put notes to Reason because I had little else to do, and with commute times being upwards of an hour some days, it was not uncommon for me to do some writing in my head, and then later pen it down into lyrics or Reason. I haven't had nearly the luxury this year since I've not been in San Francisco at all, and opportunities to write have been few and far in between. I've got this awesome guitar I want to play around with, and just haven't had the inspiration to do anything with it.

I've always toyed with the idea of setting aside just one night and dedicate myself to nothing but my music, but right now I take care of Six Minutes To Release five nights a week, spend Fridays with Kathy, and do the Six Gaming Podcast on Saturdays. Music has been playing second fiddle to pretty much everything else these days. I don't like it, but I know that I will never lose the drive for my music. It will come back some day.

Coding


After leaving Sift in February, I took a month off and then joined HCC Insurance Holdings as a .NET programmer. So far, I've been doing a lot of VB.Net in WinForms, but this last month has seen me start to work on an ASP.NET project again. It's in C# with a Bootstrap framework, and communicates with a lot of different moving parts within the company, so it'll be an exciting project to start 2015 with.

Personally, well, I'm always full of coding projects. My big project this past year has been the remake of roncli.com. This project is designed to stretch my understanding of the node.js stack, as I'm taking advantage of projects such as Bootstrap, Rendr, and Express, and have been working with APIs from Twitter, Google Blogger, and Tumblr, with many more in the works.

roncli.com as a domain turns 15 years old this February. The current design is its second, but is one that it has had for most of its lifespan. I've grown to absolutely HATE it. I've tried a number of times to remake it but nothing ever stuck... until now. Currently, I'm nearly done with integrating the blog into the site. It is going to be a pretty big hub of all things roncli, so I don't expect it to be complete any time soon, but I have made steady progress on it since May with no signs of slowing down. The fact that I'm learning the innards of these node.js projects is arguably more valuable than the site itself.

Gaming


2014 brought about a gaming renaissance of sorts. Sure, I'm still playing World of Warcraft, but I've expanded my horizons into games such as Diablo III, League of Legends, and countless other indie games that have been slowly filling up my Steam library. I've not exactly shaken off the "hardcore casual mobile gamer" title, either, as I still am very much into gaming on my iPhone.

What brought this on was the fact that while I was with Sift, I really did not have any time to myself. Gaming became a luxury to me, something that I couldn't spend a lot of time on. Once I left Sift and realized that evenings do exist, I had a lot of free time. I began streaming to Twitch regularly, and this past July took the reins of the Six Gaming Podcast while cohost Jacob "Showsan" Showalter is deployed in the military.

Between all this and the increase in popularity of streamers and professional gamers, gaming itself has taken on a new meaning for me, and is something I feel I could take advantage of given the right environment. After I am done with roncli.com, I want to build something gamer-centric around the whole "Six Gaming" concept we've got going on, so I don't expect much to change when it comes to my gaming, at least in the early part of this next year.

Life


This year I celebrated my 5 year anniversary of marriage to my lovely wife, Kathy. The fact that I've survived this long without her trying to cash in on the life insurance policy speaks volumes. And the fact that she has supported me through so many things, both good and bad, really makes me blessed.

Leaving Sift was a hard decision. I felt I held on a lot longer than I should have. In some ways, I did. Perhaps I could have made a more positive impact by leaving sooner. Or maybe I didn't hold on long enough, as it seems as though some of the things that caused me to leave have passed. Whatever, hindsight is 20/20, and I'm not going to dwell on the could-haves. I did what I did.

And what I did was start a new job. It's quite a switch going from the rushed startup environment to the slow-paced, meticulously-planned environment of a publicly traded company. At the same time, however, many of the habits I learned while at the startup I've been able to apply to the new job, and the transition couldn't have gone better.

But there is still that bit of emptiness, that missing sense of adventure.

I only managed to take 3 trips this year. The first was our 5 year anniversary trip on a cruise around southeast Alaska in June. Then came BlizzCon in Anaheim in November. Finally, I just returned from Christmas break in Buffalo, where the temperature averaged a balmy 45 degrees, much warmer than usual.

I'm hoping to get back to the Bay Area soon. I made a lot of connections out there, some friendly, some professional, and some both! I am still very much fascinated with how differently things work out there. It was very exciting to be a part of the culture, and I look forward to my next visit out there, whenever that may be.

A Look Ahead


It's hard to predict what's going to happen in the next year, but I'm going to state my goals here. No, they're not New Year's resolutions, but rather things I want to get done and say that I've accomplished.

  • Complete and release full versions of "All In My Head" and "Paper"
  • Finish the updated roncli.com site
  • Grow Six Gaming into a bigger and more general gaming community
  • Get back to the Bay Area at least once

Some strong goals. Now, to work on fulfilling them!

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Friday, February 03, 2012
The sorry state of gaming APIs
Posted: 6:15:00 PM 1 comments
While going through a redesign of my homepage, I went through the process of trying to figure out what I'd like to include in the "Gaming" section of the site. Given that my game of choice right now is World of Warcraft and my gaming platform of choice is Steam, I figured adding feeds for both would be easy, especially considering that I already have a World of Warcraft API of my own.

Well, maybe not.

For the front page of my site, I'd like to include the three latest activities in WoW. You can see a list of such activities exists on WoW's community site. You would think that something like this would be easily reproducible, either via an RSS feed or using an API. Indeed, if you search for this page on Google, it will count the number of items for you, indicating that it must be a feed of some kind. But try plugging that URL into an RSS reader and you get the official World of Warcraft blog.

Worse, the Blizzard Community API offers no such method to obtain such information. In order to get the information, you'd have to scrape it from the screen, which is a violation of Blizzard's API policy. Even worse, this data used to be available from the old WoW Armory, something I had in LibWowArmory while it was still in beta.

How am I supposed to present this data on my website if Blizzard doesn't allow me to get it from the one and only source that exists?

Don't get me wrong, there are a number of awesome things that you can do with the current community API that you couldn't do before, including obtaining statistics about auctions, get information about character and guild achievements, and much, much more. I do some of this already with Cheevos FTW!.

But a character feed should be mind-numbingly simple. And by that, I mean it should take a skilled developer at most a day's worth of work to get this programmed, tested, and deployed, especially within a system as well-developed as the API currently is. What is so wrong with the development process for the Blizzard API that this doesn't exist yet?

Character feeds aren't the only thing Blizzard hasn't reproduced that can no longer be accessed. Calendars for players and guilds and guild bank logs used to be obtainable using authentication on the Armory, even if you had an authenticator. I had it working 100% in LibWowAPI and was ready to do some amazing things with that data for my guild. Now I can't, and that's truly a shame.

Steam is another platform I'd love to be able to use to show off my gaming adventures. Steam, too, has an API that you can use to obtain information from them. So, let's get a list of my most recent achievements across all of my games.

Turns out I can't. The only place a player's achievements are listed is through links on their games list. Sure, you can add an ?xml=1 to the URL to get some XML data from each page, but there's the kicker... "each page". There is no single location that Steam lists all of a single player's achievements across all games, thus forcing me to go game by game to get the XML I need to generate my list. I have 29 games on Steam. This means I have to send 29 HTTP requests just to get my latest Steam achievements. That is ridiculous, and would slow down my web site considerably to try and load this on demand.

Being a programmer by trade, I know that what I want is possible to do. If I were creating a game, I know this would be a key feature that I'd make sure was just as polished as the product itself. It baffles me that two of the largest gaming companies in the world are missing this. We're in a day and age on the Internet where gaming data that allows players to make awesome community content should be expected, and not just a bonus perk of playing the game. While I think that both Valve and Blizzard recognize this and are taking steps in the right direction to create such APIs, they both have a long way to go to make a complete API that is simple to use and contains features that developers actually will want to have.

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Wednesday, March 09, 2011
roncli.com Update
Posted: 4:59:00 PM 1 comments
I've actually had some time lately to work on the update to roncli.com. I had forgotten how cool some of the technology behind it is. This lead me to think, how can I make this even cooler?

Let's start with HTML5. I use jQuery to get the list of words available within the content DIV of the website, JavaScript to convert that to a list of the most frequently used words, and the 2D context of a background CANVAS to randomly float the top 10 words across the background at regular intervals. I thought it might be a bit tacky, you know, kind of like the way MARQUEE tags and animated GIFs were back in the Internet's infancy. However, it turned out to be a nice touch, giving life to an otherwise static webpage.

JW Player is getting involved, as I will be moving all of my music from The Nightstalker's page to the new site. High quality AAC previews will be used to play my music on the website. JW Player, BTW, also has an HTML5 interface, meaning that I'll be able to show off my music on my iPad.

Integration with Subversion allows me to display exactly what I'm working on in my source tree, and the projects interface will give me better management over my projects, something I've been wanting to get back to for 5 years now.

Feeds from World of Warcraft and Steam will allow me to showcase exactly what I'm playing. JW Player again will come into play, allowing me to post videos and screenshots for easy viewing.

All this built on a SQL Server database, the .NET 4.0 Framework, and extensive use of jQuery and jQuery UI. There's still quite a bit of work to do, but the interface to Blogger is already done, and the results have been exciting. I'm totally geeking out over the new website so far, and I can't wait to unveil the finished product.

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