If the entries in this blog so far are anything to go by, a random bit of day-to-day life rambling is very out of character for me.  So let me just get it out of the way.  I got my wisdom teeth out on Thursday.

************************************************************!!!!  My face hurts!!!  And this is the internet so I can complain as much as I want!  Exclamation points!!!

Okay, I’m done.

Now, where were we?  Oh, yes.


Originally a ‘serious’ parody of Red Vs. Blue (an online machinima series which was a parody of military life), ObJective went through several re-writes before becoming its own, fairly well-defined series.  It exists now, as it did then, an action-drama set in a non-specific science fiction universe shot in the Halo engine with plenty of silliness and funny lines and characterisation to keep things entertaining.

I currently have the first arc/season/whatever of eight five-ish minute episodes sitting on Smarmy’s (my computer’s) desktop, barring episode seven, which was destroyed in a freak idiocy accident.  The first three scripts are even up on FaceBook, just to show everyone that I actually do this stuff.  Episodes 9-11, and the start of 12, all sit tantalisingly beneath the first season, reminding me that I have a whole lot of other stuff to do.

Anyway, the basic storyline (of the first arc) follows Sean, Snare and Price as they escape from their Attack-of-the-Clones style clone soldier breeding and training facility.  Sean (played by my brother, Stevie) has discovered that he has telekinetic powers (thankyou, Forge Mode) and is escaping with his team-mate and supposed-brother, Price (played by Rob Offner, a genius friend of mine who will probably appear on this blog repeatedly in the future).  Price is convinced that Sean is his brother even though they are all supposed to be clones of each other.  Their sergeant/captain/commander-guy Snare tags along when they promise money and that his homicidal urges won’t be regarded as some twisted kind of self-loathing from being trapped with a million copies of himself.

They are chased by Evan (played by my buddy Paul) and Kennet (played by me).  Along the way, several other antagonists and random characters are included, all played by people on my FaceBook friends list.  And my ‘friends of friends’ list.  In theory.

See, that’s the biggest problem with ObJective – the fact that all the casting and stuff was done in theory and was always going to be a bitch to organise.

Oh, that and I realised my characterisation was actually terrible when looked at by random people on the internet.

And I lost interest.

Sort of like what I’m doing now.

P.S.  As an addition to my previous entry, I have also just bought Naruto: Rise of a Ninja, Star Wars: The Force Unleashed, and Lost Planet: The Game Without a Secondary Title.  And I’ve gotten interested in the Call of Duty: Modern Warfare 2 multiplayer, and Stevie just bought Bioshock 2.
Looks like my girlfriend’s not going to have to break up with me after all.  (Apparently WoW is grounds for divorce…  Makes sense.)

P.P.S.  My girlfriend’s name is Kirstyn.  I just don’t want her to feel left out with all the names I’ve been dropping today.


After a joke in this comic, my friend Rob’s response that he could and would make a Lego game stunned and inspired me. After some contemplation, I decided on the game I wanted his help for. Thus became the idea of LEGO: Saw.

Originally it was a simple matter – redesign some characters, design a few levels, job done. LEGO: Saw awesomeness. But then came the innovation. Oh God, the innovation.

The Level Editor
First came the Level Editor. Originally a brilliant feature (in my mind) that allowed you to build your own Saw traps à la Saw II & V, with each component draining a certain amount of health or resolve from your victims, it was met with a sudden realisation. There is no such feature anywhere in the LEGO franchise we were stealing from. I mean parodying. And that would mean making it from scratch, which was never part of the deal.
(For the record, running out of health would result in death, and running out of resolve would ‘fix’ you. Running out of resolve again would turn you into a disciple, Amanda-style.)

The Design Plotting
The obvious next step (in my mind) from the Level Editor was to setting up timers and such that caused traps to go off by themselves after a certain period of time. From there, I started thinking about setting up traps that would convert victims into disciples, then leaving instructions for the disciples who would automatically capture victims, set up traps and execute my whims automatically. For fans of the franchise, Saw III, IV, V and VI are all set up in this fashion. Think about it. While it didn’t seem as hard as it sounded, it was, again, way more work than I was bargaining for.

So, basically, that’s it. LEGO: Saw failed to get anywhere past the brainstorming stage because it overstepped its boundaries and became too much work. As much as I would love to see it come to completion, I’m not a game designer and I don’t have the time. Boo hoo.