Thursday, December 31, 2009

2009 Wrap Up

It is time to sum up 2009. So, this year saw Barts News experiment with its formula quite a bit: I have introduced new graphical form and page design, there were experimental types of posts appearing (and in some cases disappearing), and there will be blog engine overhaul happening soon. As a bonus, you may see one of the projects for graphical makeover of Barts News by the very talented Iulian of Studio Primer:


From the content point of view, 2009 saw the decline of PSP-related posts and rise of indie-game-related posts, as well as more lifehackerish kind of posts (such as this one on using Google SketchUp for desk design). There were also more posts on software and software development, especially from the point of view of games making.

As for the site popularity, things were actually not that spectacular. In 2007 Barts News had about 13 thousands visitors, 2008 was okay with almost 50 thousands and 2009 only brought about 40 thousands, which is less than expected, but still quite a lot of people. This means that in three years I will have managed to reach out to about one hundred thousand people - I wish my books could ever reach this kind of audience...

Incidentally, with this post we have crossed over the hundred posts barrier this year. This means a new post every three days or so - quite a lot to read, actually.

Now, what will 2010 bring? A new engine, namely Wordpress, that's for sure. Some more experiments with page design and logo. I will also add commercials, even thought I tried to avoid it so far, but to be honest, I am spending quite a bit of time on this and it would be nice to be able to explain to my future spouse and other concerned family members that there is some revenue coming from it. Even if it's pennies.

Other than that, in 2010 there will pobably be more on game creation, probably something more about Mac gaming and software, too, as I have become a Mac user this last month. There are chances of PS3-related posts as well, if you catch my drift, although rather not in the first half of the year. All in all, 2010 is shaping up to be an exciting new year.

And this is something that I would like to wish you all for this incoming New Year - that it would be full of interesting prospects and fresh things for you as well, and also that you have enough time to play all these cool new games that are coming up! Thanks for a great year together and all the best to you, dear readers!

Monday, December 28, 2009

Apocalypse by The Furry Goat

I was on a train to my hometown right before Christmas when I met a young fellow playing on his Nintendo DS. Being naturally friendly, I chatted him up and being naturally a gamer, I asked about the state of the gaming on DS. The gentleman in question turned out to be rather friendly as well and after a while we were having a discussion on all sorts of game-related subjects. Turns out, he actually is working in the game industry - you can see his reel below:



You will be able to see more of his work in the incoming sequel to Two Worlds game. Be sure to check his page, especially Apocalypsis Ex Machina video that won Mackie Award on Machinima Festival in New York.

Also, in case you were wondering what the title of this post has to do with its content: his nickname is CapKosmaty, which roughly translates to "the furry goat". This stems from one of Andrzej Sapkowski's stories about the Witcher.

Sunday, December 27, 2009

A bunch of Blender news: 2.5 Alpha, Durian, Freestyle

I haven't written about Blender quite in a while and there's plenty of new things happening with it and around it. Let's tackle them in order.

Blender 2.5 Alpha 0 released

The first and probably the most important news is that the very first working build of the new Blender version has just seen the light of day. The changes are indeed huge - for a detailed list check the release log available here. I will just highlight that these changes go way beyond adding a couple of new features and tools: both GUI and Blender insides have been either rewritten from scratch or heavily refactored.


I probably won't use 10% of all Blender features, but configurable and more user-friendly interface are something that every other Blender noob out there will surely appreciate. Give the new version test drive here, but remember that this is Alpha 0 build, so it might be a little bumpy. And as for the cute lady on the new splash screen, her name is Sintel and she is the heroine of the new open movie called...

Durian

It has become something of a habit that the development of Blender is fueled by open movie projects, the previous iterations of which were Elephants Dream and Big Buck Bunny. The concept is very interesting: Blender devs get feedback on the program from people who try to us it professionally and the general public gets free movies, as well as (later on) new Blender features. As much as one can sometimes smirk at the idea of Free Culture, this is as close to it as it can be.


Back on topic, though: Durian. Or Sintel, because while the movie is referred to as Durian everywhere in the Blender forums and websites, the project page has the title Sintel on the top. Not much is known about the movie itself, but it's going to be a short fantasy-themed animation, featuring snowlands, dragons, bad guys and a red-head warrior girl, which makes it fine by my not-so-subtle movie tastes. The team behind it is composed of real professionals this time, something that I think (and hope) is a step in the right direction.

And speaking about animation, this post wouldn't be complete if I didn't mention my most closely followed new addition to Blender's already quite rich set of features, namely...

Freestyle

I wrote a lengthy post about Freestyle about a year ago and since a lot has changed in the project during that time, I believe it deserves a mention. First of all, the project has been in active development and is now considered for the next Blender branch. Maxime Curioni moved on, but T.K. took it over, so the development will continue. The results can be watched in T.K.'s gallery on Vimeo, in these two YouTube movies (there's more, but I think these are the best) or in this thread on Blender Artists. Freestyle itself can be followed under the new blog address.


I have a bit of mixed feelings - it is a long time and Freestyle is not yet really operational, the fate of the project is still unsure (will it manage to join the official Blender code repository?) and I fear it might end up on the scrapyard of free software that didn't make it. I do, however, fully support the developers in their efforts (I might even shell out a couple bucks, were there a Paypal button on their website), I do have high hopes with regards to Freestyle and I will be very happy if they manage to pull it out. Don't give up, guys, I am counting on you!

[ via BlenderNation ]

Thursday, December 24, 2009

Merry Christmas!

Merry Christmas to all Barts News' readers! And an approprietly tech seasonal greeting card, taken from this lovely LifeHacker gallery:

Tuesday, December 22, 2009

How I finally quit my Battlefield Heroes addiction

My love affair with Battlefield Heroes started with a certain trailer (go watch it, it's seriously cool) and was first announced in this post. I loved it cartoony graphics, wacky gameplay, tongue-in-cheek style, promise to cater to more casual gamers and not only prepubescent boys with no social life, freemium game model and the policy of no unfair advantage for paying players. I got hooked and spent way too much time playing it. Over the course of 2009, however, it has all gone wrong. Let's handle that in order, shall we?

BFH Economy 101

First, let me introduce to basic Battlefield Heroes economy. There are two kinds of currency in BFH: Valor Points (VP), which are acquired by playing the game, killing enemies, scoring objectives and completing missions, and Battlefunds (BF), which can only be bought for cash. Some things can only be bought with VP, some only with BF. I am sure you can imagine what kind of danger for game balance this evokes.

Remember this particular Penny Arcade strip? I laughed at it when it got published, but actually it is not funny, it is an accurate description of the game ecosystem where paying players have an unfair advantage over free players.And this is exactly how Battlefield Heroes feels like now, contrary to what was promised in its early days. In the beginning, money could only buy you extra fancy clothes. Right now, however, paying players can have instant health restoration, fireproof pants, better weapons, and experience gain boost.

Okay, some of these items are also available for VP, but let's face it, the amount of work one would have to put into it in order to have better gun for one damn day almost makes it pointless. Previously, 150VP were enough to buy a weapon for a week. Now, the same amount will give player ONE DAY with the same weapon. Oh, and there are very expensive "Uber/Super" versions with exorbitant cost in VP (450VP per day), available for real money without hassle. To let you fully understand, 450VP means spending three or four hours every day for five consecutive days. Essentially, if you play every evening for a week, on Sunday you can have your overpowered weapon. If you shell out some dollars, however, you will have that very same gun without any hassle or worries plus some fancy-schmancy clothes for your hero. Kotaku has an interesting article on it (be sure to read the comments, too).


Speaking of clothes, previously the fancier clothes could only be bought for BF, but free players had some alternatives available for VP, although not many and nowhere near that flashy. The price of these items was also multiplied by a factor of seven, meaning that for the same amount of VP player will now get one day instead of a week. As a result, the marking gap between free and paying players was made even larger, as regular non-paying players will mostly wear same shit-brown, bleak-blue or dust-grey uniforms and nothing else. Essentially, anything that is colour of dirt without any additional stuff is a free player and can with a high probability be taken advantage of more easily.

I have another strip on the subject, so tragically accurate that it's not even funny anymore.

Gameplay balance issues

Nerfing of commando class is my personal pet peeve, as I have preferred this class from the beginning. With every change to game balance the commando was moving further and further down, from a sniper-hunter hybrid with low health meter, to a sorry loser that every other class can wipe their shoes and ass with. At first, playing Commando meant one had to be quick and precise and the fragility stemming from having about as many health points as a puppy had to be countered by player skill and agility. Camping was not an option, because any killed player would instantly be shown where Commando was and firepower advantage of all the other classes would mean a quick end to sad and short camping career.

Later on, Soldiers became Commando nemesis with almost every skill being useful against poor snipers, especially Burning Bullets. With recent changes Gunners became so overpowered that the best option for a Commando to score a point was to hunt for enemy Commandos. I am not kidding, face to face with any other class was an option for desperate from the beginning, but it recently became a quasi-impossible thing, like attacking a concrete bunker being armed with nothing but a dildo (sorry for that metaphor, I am watching way too much Zero Punctuation recently).

Even more cheaters

Remember how I described my descent into cheating madness? Nothing changed since then. Wait, no, I take that back - it actually got worse. There are so many cheaters playing right now that it puts the whole game balance on its head. Strangely enough, most cheaters are also paying for super weapons and extra emotes, so the results is that honest free players are now degraded to the status of BFH plankton - bottom feeders that anyone can prey upon.


The funny thing (and I mean that in a totally not funny way) is what I have written in the first sentence: nothing changes. With each patch I hope that something was done concerning cheaters. Helios framework is still alive and kicking, Artificial Aiming Radar just gets upgraded, and the overall impression is that EA/Dice don't really try that hard. Plus the policy of reporting cheating players is difficult for a regular honest player and totally not effective. In order to have some proof one needs to record a video, convert it, upload it and in the end it can be dismissed as inconclusive, which has happened to most of my videos. As a result cheating players feel totally unpunished and don't even try to pretend they are not cheating.

To even stand a chance at Battlefield Heroes one just has to cheat, otherwise the game becomes infuriating. I have found a number of solutions, which I am bringing here for all those who are less skilled in Google Fu (trust me, some of those are not easy to find). There is a paying aimbot available, called Helios Framework. It costs quite a bit, but if you are eager to shell out for an unfair advantage within the game, why not go one step further and travel in comfort? There also exists a free equivalent by UnknownHack, which is a little more rough, but equally effective. Using this cheat I was able to face aimbotting Gunner face to face and instakill him with consecutive headshots, something that is unfeasible by a regular player. And if you are feeling chivalrous, you might just opt to use Artificial Aiming Radar, which will not help you target your reticule, but will show you where everyone is, including invisible Commandos, all neatly accompanied by health bars and class info (hence the name wallhack, because it allows player to see through the walls).


But for me cheating is really spoiling the fun. Of course, it feels nice for a while to punish the cheaters from the opposite team, and you can clearly see who they are when you watch them chase invisible Commando in the manner that makes it plain they can see him. The ease of abusing this power, however, and annoying other honest players are not what counts as fun in my book. Call me old fashioned or pretentious, but I feel like a dirty bastard for doing that. In Malcolm Reynolds' words, I prefer "honest brawl between the folk".

Constant crashes and connection issues

If anyone needs proof that Python is not suitable for coding real games (I don't mean half-baked 2D platformers, it can be used for those), they don't have to look any further than Battlefield Heroes. Crashes that are not a rarity, connections issues happen from time to time and the moment after player gets killed causes the game to stutter so badly that it makes typing messages impossible due to key presses not being registered. As a result, player often ends up with sending half the letters they typed and needs to re-type the whole thing. Bad coding, bad optimization - or perhaps just language unfit for this particular application type. I was tending to overlook this, because Battlefield Heroes was fun, but since it isn't anymore, I am now pointing this out as well. It's a bit like when someone breaks up with their girlfriend and immediately goes to complain about all her faults - I am in a sense going through that phase right now.

This application has encountered an error and will now close and blabbity blah.

Ridiculous player looks

At first, Battlefield Heroes tried to go with the cartoony II World War style, or at least that's what the trailers tried to convey. Right now, however, it is filled with totally nonsensical player creations, helped by the fact that paying players can buy for BF almost every kind of stupid disguise for their avatar: ninja outfit, pirate clothes, pimp outfit, knight armour, monkey to put on your shoulder. And mix them. *shudder*


Whatever you might want is at sale, except perhaps some hardcore fetish costume. As a result there is no style anymore, no coherence whatsoever, no consequent theme; there is just a bunch of freaks who look like a hybrid between Arkham Asylum patients and more extreme Gay Pride Parade participants. Black leather mask, black trench, naked torso, white underpants, naked legs and a snake on a shoulder (I wish I was kidding you). Scottish kilt, leather jacket showing naked torso and a friggin' crusader's helmet. Hundreds of ridiculous creations of morons who think it's funny. Quoting Arturo Perez-Reverte in a mash-up of Heart of Darkness and Blade Runner: I have seen visual horrors you people wouldn't believe.

Obnoxious commercials

And speaking of the things that will burn your eyes, how about this beautiful sample of advertisement shown while loading the game:


As for me, my eyes felt violated. I do not want to look at distasteful photos when turning on my cartoon game! Seriously, isn't there a bottom somewhere at which EA marketing will stop going down with Battlefield Heroes? Because that's a new low. What will be next, porn advertisements? Maybe someone should screen the adds or at least look at them before clicking "accept" and visualising incoming cashflow?

Racism, antisemitism and pure vulgarism

During the Beta period, there were less people and obviously better standards. With more and more players coming to the world of Battlefield Heroes, the amount of insults and racism has peaked. The fact that players, in majority underage as one might guess, are swearing terribly is for me less scary than distasteful racial slur that seems to be on the rise. A few out of my rich collection of screenshots:


This cannot perhaps be blamed directly on EA, since there are mechanisms to denounce players for inappropriate behaviour, but it takes time and there's too many of them to weed out. Even though I don't really see what more could be done on this particular point, it annoys the hell out of me.

No More Heroes

With each change and update Battlefield Heroes was getting more on my nerves. What I could forgive the beta version was hard to tolerate in the supposedly finished product. Each step was making things slightly worse and the last changes were just the final straw.

I have to admit that for a short while I was pondering on buying extra weapons for real money, but then I realised it would mean that EA has won and the oh-so-clever ploy of some marketoid asshole in suit and tie had worked. I might pay for a cool freemium game just to show my appreciation, in the same way that I am tipping Indie developers via PayPal, but paying for a game filled with unpunished cheaters, ugly commercials and some bad design choices? Plus, paying under pressure? No way, Jose!

There is only one option left and that is to stop playing and leave the game. Enough's enough and I am recently spending more time being annoyed by Battlefield Heroes than actually having fun. When I revisited the first trailer while writing this post, I recalled what BFH promised to become and what it used to be in beta - it did have that cool feeling that is present in the trailer - and realised that right now it is nowhere near as friendly and enjoyable as it used to be. Hence, I take this occasion to bid farewell to Battlefield Heroes.

Incidentally, this means that there won't be any more posts on Battlefield Heroes on this blog. Unless I break, that is.

Monday, December 21, 2009

Science-fiction Double Feature - Two Indie Post Mortems

I planned to write about these two Indie gems for way too long now, so when I saw that both of them had interesting inside information released, I've decided to cover them in one double feature blog post united by the post mortem theme.

Squid all over me

Squid Yes! Not So Octopus! was the arena shooter with sweet retro graphics released in the beginning of 2009 which I have initially woefully ignored, even though it was available for free and had interestingly weird name that I'll abbreviate to SYNSO from now on. Arena shooters are not really my thing and I had other things to do, so I decide to simply skipp it.


However, when the sequel hit the street just a few months later, the remorse coupled with LSD-like color explosion on the screenshots gave me enough incentive to try SYNSO 2: Squid Harder. It turned out to be great, from glowing hallucinogenic afterimages through catchy electro tune to retro graphics reminding of 8 bit era. It was genuinely fun to play, despite the fact that it is not my favourite genre.

Later on, the news surfaced that SYNSO would grace Xbox360 with its presence. I thought that it could thrive due to its 8bit legacy for which there obviously exists the market, as evidenced by the popularity of Geometry Wars (incidentally, why not read my posts on its clones on PSP?). I assumed that SYNSO could feed on its predecessor with which it shares a lot.

It turns out I was wrong - very few people payed a meager one dollar for this cool game, as evidenced by this sales report. Actually, it's quite discouraging that so many players who actually downloaded trial wouldn't drop one freakin' dollar for the game. I actually would, if only I had Xbox360.

Head over to author's blog here to express your comments, download PC versions from the links above, or watch console and PC trailers respectively here and here (except if you are epileptic, in which case you might want to skip it altogether, due to insane amount of flashing).


Time fcuk

This game is quite different in many aspects: the medium is Flash, the graphics are of a retro kind in quasi-Gameboy 8bit aesthetic, the colour palette is very limited and game mechanics are of puzzle platformer variety with a twist. What it has in common with SYNSO, though, is the overwhelming psychedelia, this time more in the concept and atmosphere, instead of LSD color explosions.


It is really hard to write more on Time Fcuk without spoiling some of the fun that comes from exploring and finding out the meaning of it by oneself (although IndieGames managed that quite well). In short, it is an extremely bizarre platforming game the theme of which is being lost in time and dimensional travel. The weird atmosphere is enhanced by static and strange music, as well as cryptic messages sent by player's clones scattered in time and space - remember that scene in Cube 2 when one of the protagonists meets his own selves? It's a bit like that, plus a good dose of retro craziness. Okay, enough of my useless rambling, check the trailer and then go play it.

When you come back, you can read this lenghty post mortem on the author's site. It is interesting and probably could be useful to folks trying to cook up their own Flash game. I sincerely hope that their creations will be less weird than this one, though, but that's just me.

Wednesday, December 16, 2009

SketchUp your desk

At some point this year I have decided that I will be staying in my current place for a while, as opposed to a rather nomadic life I had been living for a couple years before. What followed was the simple constatation that I needed a proper working space. While I had a banana-shaped desk bought for pennies from some company sell-out of used furniture, the fragment of which you can see in the photo below, I wanted something more.


I wanted to have an organised space for all my working needs, with a set of most often used books, my computer and its accessories placed within reach, as well as some storage space for the numerous papers and various other paraphernalia - all neatly composed and aesthetically pleasing. Having read an article on Lifehacker on using Google SketchUp for modeling one's home some time earlier, I decided to use it for the purpose of design and spatial planning. The program itself turned out to be extremely simple and user-friendly and my vision materialized itself in a form that can be observed in the screenshot below.


Having the preliminary design in hand, I have called local companies making customized furniture. I am not very skilled at DIY projects and I wanted it to be done nicely and, if possible, quickly, both of which would probable not be the case if I were to do it myself.

Out of three companies I contacted, I chose the folks that were not late for the initial meeting. Not surprisingly, they also sounded the most professional when we chatted about the project - they have measured all the nooks and crannies of the corner where my desk and cupboards would be placed and presented me with a rough order of magnitude pricing. They have also suggested some changes, such as not using roller blinds due to the cost of this solution, as well as altering the shape of the table top to make it more usable and not obstruct access to upper parts .


As a result of the discussion, I have sat down and made changes to the project. Funnily enough, I didn't have problem with resigning from some of the features I have initially designed. The experience of having worked with iterative software development made it natural for me to acknowledge that the process would be an iterative one. So, having introduced the changes, we have met once again for the final preparation, after which the gentlemen left with specifications, ordered appropriate parts and a few days later spent a couple of hours assembling them together, the result of which can be seen in the photo below.


I have added a corkboard on the wall behind the monitor, because I find it incredibly useful to be able to pin something up, either in order not to forget it (katakana and hiragana charts for my JLPT exam) or simply because it is pleasing to the eye (a postcard from Japan with three pretty ladies wearing skimpy Santa costumes). As for the one hundred computer cables, I have used some of the advice from numerous Lifehacker posts on cable managment and wrapped them together with small pieces of wire. My old laser printer found its shelter on the upper shelf, and it fits there perfectly. The smallish desk space on the left can be used for stacking books on the "to read" list, as well as for putting down a drink when sitting on the sofa.

I am really happy with how it turned out. Instead of using standard desk and cupboards, I now have custom-tailored workspace that is exactly how I wanted it to be: pretty, efficient and neat. What's more, the pleasure of designing the furniture and working place layout from the scratch was truly immense. Of course, I am now thinking about some upgrades, but nevertheless the overall outcome is very satisfying.

Tuesday, December 15, 2009

Unity3D goes free!

This one is going to be short: there is a game engine and development tool Unity. It runs on Windows and MacOSX, allowing to create games for different systems, including consoles and iPhone. I have first heard about it on the occasion of Game Design Challenge on Lost Garden. Then, some time later, I have seen two attention-worthy games created in Unity, namely Blush and Minotaur China Shop.


Before I had the occasion to play with the tool myself (always some excuses, first it was Mac only, then I was busy and so on), Unity has actually been released for free, at least in its more basic Indie version. Still, more basic version is powerful tool of a professional caliber that can be used to create wonders.

If you, dear reader, would like to get your feet wet in game creation, there is nothing stopping you from downloading Unity and making your own awesome game. There even are some tutorials to help you with the basics available here. Personally, I find it very cool that there are so many tools and platforms available for wannabe game creators and folks behind Unity have scored a couple of points in my book.

Monday, December 14, 2009

Yet another free track from Ugress

Just about a month ago Gisle Martens Meyer, one of my favourite chiptune musicians, released a cool free track, and now he's done it again! This time it 8bit remix of a classic theme from a French cartoon from the eighties called Les Mondes Engloutis, which I have known as "Shagma or the lost worlds". This Wiki note will give you more information, but for many people of my age this was a cult series. I myself have cried when it ended.


You can listen to the track and download it here, and frankly, you should. The original version can be found on YouTube and I am now off to watch it and shed a tear of nostalgy. Thanks, Gisle!

Friday, December 11, 2009

Good night, sweet princess.

Remembered how I was being cautiously optimistic about new Beyond Good & Evil game? As it turns out, it is good that I was not exaggerating with my expectations, because the game got cancelled.

Real life Jade by jmk1999

You might be somewhat surprised, but I am not that sad. I really was afraid they were going to butcher the franchise even beyond what was done to the first part. So while I would be happy to see some more Jade (especially in the more realistic tone, hence the image above) and uncle Pey'J, I am not that worried I won't. Some things are better left as they were, because all the attempts of revival can only tarnish the idolized image we hold in our hearts.

Nevertheless, be sure to click the link and see the city parcour by Jade - it looks spectacular.

[ via RockPaperShotgun ]

Thursday, December 10, 2009

Today I Die... or then again, Maybe Not

I have stated many times before that I don't like to take sides in the whole "games as art" discussion. Every now and then, though, there comes a game that I can't qualify as anything less than art. This is the case of Today I Die, indie game by Daniel Benmergui. I have played it just recently, having missed it when IndieGames wrote about it, and I like it a lot. It is a little jewel, thing of beauty that actually stirs emotion in me - and that's something.


It is actually hard to qualify Today I Die as a computer game in the traditional sense, as it sits somewhere between dreamy visual poem, retro point'n'click adventure and a piece interactive fiction. I can't even describe how to play it, lest I spoil the joy of discovery for you, but it is totally worth to give it a try. Similarly to recently reviewed Small Worlds, the whole gameplay (as much as I shudder to use the term in this context) will take about ten minutes of your time, perhaps less if you are smart, so even if you don't feel like it's your cup of tea, trust me and give it a go.

As an experiment, I sat my girlfriend down in front of the computer and told her to play Today I Die without any additional explanation. After a while she figured it out, solved the few puzzles and completed the experience. Oddly enough, she has reached the other ending than I did. She did enjoy it and said it touched her a bit, although she was a bit lost as to the interpretation.

What is it all about then? Hard to say, really, but for me Today I Die is about digging oneself out from the bottom of dark waters that is depression, about changing our life by manipulating the words we use to describe ourselves and the world around us, thus changing the way we think about it, and about eventually becoming at peace with oneself and (possibly) others as a result.


Sounds strange? To some extent it might, because, as I have written, Today I Die is both not easy to classify and open to interpretation. You might agree, you might disagree and your discoveries might turn out different. But the fact that it manages to evoke emotions in me and makes me ponder about its meaning (even for a short while) means that it deserves to be called art.

Play Today I Die here and here you can read some feedback from the author - it includes a fanart and a wallpaper, the small version of which I allowed myself to use above in order to illustrate this post. Also, be sure to let me know what you think via comments!

Wednesday, December 09, 2009

Status update

Just a brief note to let you know that the blog is not dead yet. It just so happens that my other activities required significantly more time than they normally do. Trying to pass JLPT was just one of them, one of others included trying to break into gaming industry (something I have always wanted to do). All in all, very time consuming and while most of them are either completed or on hold, I also need to sleep sometimes. Fear not, though, new posts are on their way.

Image courtesy of Threadless.

In other news, there are some changes around the corner. One category of posts that has been absent for quite some time will now vanish completely with the final post on the subject (some readers might already suspect what it is). There will be a new category making appearance (this one is somewhat unexpected). Website will undergo a face lift and I am seriously considering a major change in blog insides as well, which, unsurprisingly, will require more time. Ahem. You might also have noticed that I have closed the option to comment anonymously due to overwhelming amount of spam in comments.

So, stay tuned and I promise there will be new posts before Christmas and other new things in the beginning of 2010!