Alan Wake EP22: The Hellevator

By Shamus Posted Wednesday May 30, 2012

Filed under: Spoiler Warning 198 comments


Link (YouTube)

The Mr. Scratch trailer I was talking about is here. And while looking up that one, I found another, much shorter one.

Also, I suppose we kind of broke our own rules with regards to political talk. On the other hand, we weren’t doing a critique of any particular viewpoint, but on the way a particular individual espoused a viewpoint while acting hypocritically against those stated values. So you can continue the conversation, but this isn’t some kind of open season pass to start sniping at various political groups.

However, while writing this post I read Schilling’s Wikipedia page, where it mentions that he campaigned for Bush. That makes it seem kind of unlikely that he’s actually a Libertarian. So, if I’ve mis-characterized or misunderstood his politics I apologize. Still…

  1. They moved an entire studio to Rhode Island.
  2. They did this to get their hands on a seventy five million dollar loan from the government.
  3. They got this loan by promising to bring 450 jobs to the area.
  4. They entered the crowded market of fantasy RPGs and their game failed to perform.
  5. The studio went broke and laid everyone off.

So the people of Rhode Island are out $75 million, and they didn’t even get the jobs in return. The studio is dead. The employees picked up, moved to a new place, slaved away making a game, and were then canned as soon as the thing was done.

There’s a lot wrong there, and I don’t think there’s much of a political argument to be made over this. It was a bad idea and everyone lost. The only winners are the people who liked the game. While it’s nice to see that the game scored 80% on Metacritic, that’s not all that impressive. I mean, the $75 million loan was bigger than the budgets of a lot of games. I’ll bet a lot of games could perform better if we handed them that kind of money. (Just imagine what Vampire: Bloodlines or KOTOR 2 could have done with just a tenth of that.)

 


 

Alan Wake EP21: Wayne Knight, Superhero

By Shamus Posted Tuesday May 29, 2012

Filed under: Spoiler Warning 193 comments


Link (YouTube)

I notice that several times I’ve mentioned, “This part was unexpectedly hard,” and had most of the rest of the cast chime in that they had trouble in the same spots. Now, you could argue that this was by design, but these spots always seem to appear in odd places. Like I said in the episode: The small battle outside the locked garage was harder than the giant “defend the helicopter” set-piece.

If you’re curious about Axe Cop, you can have your curiosity sated at this website.

This is Wayne Knight.

Also: The thing with the birds and the helicopter really did bug me. It felt wrong. I don’t know thing about non-videogame helicopters, but I just couldn’t picture how those birds could be a threat to the thing. From above they should be pulled through the blades and turned into paste. From below they should just be forced downward by the draft. This seemed stupid and nonsensical to me until I remembered: Alan Wake is a hack writer.

 


 

Project Octant Part 13: Bug Hunt

By Shamus Posted Tuesday May 29, 2012

Filed under: Programming 68 comments

And now it is time to point and laugh at all the silly things that dum-dum Shamus has done over the past week or so. Let’s start with noise. Remember the image I ended with last week?

octant12_14.jpg

There’s something wrong here. Don’t get me wrong, that’s a cool canyon and all. I’m not knocking the canyon. The problem is that there is another canyon right next to this one, running in parallel. Defying all odds, there’s yet another one, very similar, just beyond that one. And another. And…

Yeah. My noise-generating system is broken. It’s not spewing out duplicate data. These canyons are unique. But we’re seeing patterns when we shouldn’t.

Also, the format of the noise makes it really annoying to use. It’s supposedly giving me values between zero and one. As I’ve plugged these numbers into my world-building system, I’ve noticed that it’s all kind of homogeneous. The possible range might be between zero and one, but the actual values it gives me are very, very rarely lower than 0.4 or higher than 0.6. This isn’t really a bug. This is how value noise works, actually. It’s just that it’s not very convenient like this.

So far I’ve designed my world-building code around this clunky mess, constantly re-scaling the noise and fudging the numbers until things look the way I want. But this makes for messy code. If I want mountains that range from zero to fifty, I’ll end up with code that looks like (noise - 0.4) * 250. Those are what programmers call “magic numbers”. They’re unexplained values floating around in source, and another programmer (probably future-Shamus, programming from the cockpit of his flying car) will look at this and say, “If you want mountains fifty meters high, why are you multiplying by 250? And subtract point four? What’s that all about? What idiot wrote this crap!?!”

So let’s calibrate:

Continue reading ⟩⟩ “Project Octant Part 13: Bug Hunt”

 


 

Headshots Interview

By Shamus Posted Sunday May 27, 2012

Filed under: Notices 20 comments

Hey, the fundraiser is going on right now. I’m on in about 15 minutes. You should totally watch.

EDIT: And it’s over!

And apparently my mic was… under-boosted? This is the mic that everyone complains is TOO LOUD. I tried to test it in Skype, and it showed the mic was plenty loud without letting me hear the audio echoed back to me.

Technology is hard.

Best of luck to the Headshots crew.

 


 

Alan Wake EP20: Screw Cupcakes

By Shamus Posted Friday May 25, 2012

Filed under: Spoiler Warning 136 comments


Link (YouTube)

In this video we mention Push the Button, which was one of my early YouTube efforts.

So that’s this week of episodes. We’re hoping to wrap this series up next week. We’ll see how that goes. Now that the plot is moving, we’re engaged, we have a goal, and we care about the characters, it’s time to… what? Maintain the tension and pacing? Don’t be ridiculous. It’s time to bring everything to a halt with even more combat! I don’t know if the rest of the game will fit next week, but we’ll see what we can do.

 


 

Headshots from the Heart

By Shamus Posted Friday May 25, 2012

Filed under: Notices 14 comments

headshots.jpg

This Sunday, I will be appearing as an interview guest on Headshots from the Heart, a Child’s Play charity event where they play Borderlands to… hang on. Let me just give you the scoop from their site:

There are many marathons online which contribute to causes like this one, but what makes Headshots from the Heart unique is that viewers not only have the option to donate directly, but to pledge an amount of money to be earned by the players each time they defeat a foe with a critical hit, or “Head shot”. This will force us not merely to play for twenty-four hours straight, but to play well, in order to earn your money for charity. Children deserve our best, and we at Headshots from the Heart intend to give it to them.

So… a twenty-four hour game of four-person Borderlands. That sounds like enough time to play through the tutorial and then car-wrestle for twenty hours. Or maybe that’s just me.

Twenty-four hours of multiplayer Borderlands? Let’s hope Gamespy behaves in some way other than the way it usually behaves. (Or maybe they’re playing on XBox?)

The event begins tomorrow at 12:30pm EST. (5:30pm GMT) I’ll be appearing on Sunday at 10am EST. (3pm GMT) If all goes well, we should be able to get the video feed working this time. Please tune in if you can.

 


 

Project Octant 12: Fix All The Things

By Shamus Posted Friday May 25, 2012

Filed under: Programming 61 comments

The last several posts have been a sort of lead-up to this one. It probably doesn’t look that way, but all the fussing I’ve been doing is about to pay off. Moving from Qt to Visual Studio broke things. Moving to marching cubes broke things. Adding shaders broke things.

Since then I’ve been adding technology and fixing things, and as those pieces come together we’re finally getting something worth looking at. Bit we’re getting ahead of ourselves. First, I need to backtrack and explain a few items that I glossed over in earlier entries.

octant12_2.jpg

The big problem is that it is taking crazy, super, insano, bonkers long to generate terrain. It’s about a second per node. Several people, including fellow code-hobbyist Michael Goodfellow – suggested that the octree is really expensive to use. So let’s disable that and see if we get any speed gains.

And by “disable” I mean, “write an entirely different, simpler storage system for my data”. No trees. No dynamic allocation. Just one huge, honkin’ block of memory where you can get anywhere in a single lookup. And let’s see how the new system performs…

Continue reading ⟩⟩ “Project Octant 12: Fix All The Things”

 


 
From The Archives:

Who Broke the In-Game Economy?

Why are RPG economies so bad? Why are shopkeepers so mercenary, why are the prices so crazy, and why do you always end up a gazillionaire by the end of the game? Can't we just have a sensible balanced economy?

 

Quakecon 2012 Annotated

An interesting but technically dense talk about gaming technology. I translate it for the non-coders.

 

Gamers Aren’t Toxic

This is a horrible narrative that undermines the hobby through crass stereotypes. The hobby is vast, gamers come from all walks of life, and you shouldn't judge ANY group by its worst members.

 

Raytracing

Raytracing is coming. Slowly. Eventually. What is it and what will it mean for game development?

 

Juvenile and Proud

Yes, this game is loud, crude, childish, and stupid. But it it knows what it wants to be and nails it. And that's admirable.

 

Chainmail Bikini

A horrible, railroading, stupid, contrived, and painfully ill-conceived roleplaying campaign. All in good fun.

 

Grand Theft Railroad

Grand Theft Auto is a lousy, cheating jerk of a game.

 

Black Desert Online

This Korean title would be the greatest MMO ever made if not for the horrendous monetization system. And the embarrassing translation. And the terrible progression. And the developer's general apathy towards its western audience.

 

Starcraft: Bot Fight

Let's do some scripting to make the Starcraft AI fight itself, and see how smart it is. Or isn't.

 

Charging More for a Worse Product

No, game prices don't "need" to go up. That's not how supply and demand works. Instead, the publishers need to be smarter about where they spend their money.