Spoiler Warning S4E29: More Fighting!

By Josh Posted Tuesday Jan 25, 2011

Filed under: Spoiler Warning 103 comments

I’m really starting to run out of name for episodes where everything is fighting all the time.


Link (YouTube)

In any case, I want whatever Vasir’s having. Seriously, this boss fight took most of the episode. And let’s have a look at the sequence of events here:

1. We crash her spacecar into a building. She’s apparently injured, but not enough to keep her from shooting a bunch of robots and walls for no reason.
2. She walks into a large bar while bleeding out to the point that her boots are covered in her own blood, and takes a hostage.
3. We shoot her (and the hostage, yay!) which is apparently the equivalent of a mild breeze to Vasir because…
4. Only after all of that do we finally launch into a lengthy seven minute boss fight wherein we discover that she still possesses an enormous reserve of spare shield energy and armor (and a respectable supply of mooks).

I swear, she has more lives than Saren. And she’s more of a pain to kill to boot! I know the Illusive Man keeps telling Shepard that she’s “humanity’s savior” and that she can “do anything,” but sheesh, this was just one of the Shadow Broker’s agents! I mean, we do have the “reload last save” button on our side, but really, my years of shooter experience tell me that “godmode” is better.

Maybe we could just settle on noclip.

 


 

Minecraft – Creepier Creepers

By Shamus Posted Monday Jan 24, 2011

Filed under: Game Design 118 comments

I’ve been playing Minecraft in single-player survival mode, with a self-imposed hardcore death. If I die, I delete the world and start over. (I’ve heard there is a feature planned that will do this for you, but I’d rather just play on the honor system. After I die, I like to go back and look the place over before hitting delete. I don’t mind losing the world, but I like to know what I did wrong.)

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In survival mode, you begin the game empty-handed and homeless, and you have until sundown to scrape together enough resources to see you through the night, because the monsters will kill your fragile ass if you don’t have fortifications between you and them. You start by punching down a tree (no, really) and using your bare hands to turn the lumber into wooden planks. Then you turn the planks into a workbench. Then use the workbench to make a crappy wooden pickaxe. Use the pickaxe to mine some stone. Use the stone to make a better pickaxe. Find coal if you can, and make some torches. Build a house. You don’t have much time, so a simple shack will have to do. (I’m more of a Hobbit at heart, and I prefer to excavate my first home as opposed to building it.)

Continue reading ⟩⟩ “Minecraft – Creepier Creepers”

 


 

Twenty Sided Server Info

By Shamus Posted Sunday Jan 23, 2011

Filed under: Notices 47 comments

Clint is the curator of the Twenty Sided Minecraft server. The other day I joked that he’d added more features to the game than Minecraft author Notch, but it’s actually sort of true. He’s added mods to our server that allow us to regulate building, build 2D maps, track player statistics, make backups of world data and restore them selectively to clean up after griefers, color chat text, appoint moderators, and a bunch of other things that aren’t part of the core game.

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This is mostly done through user-made mods, which tend to break when the game is patched. The process of installing mods and making sure they don’t conflict is not a one-time job, but an ongoing process.

Continue reading ⟩⟩ “Twenty Sided Server Info”

 


 

Let’s Code Part 8 & 9

By Shamus Posted Friday Jan 21, 2011

Filed under: Programming 35 comments

The Craft of Craftcraft project continues. Here is part 8, which is followed, according to the ancient traditions, by part 9. My own coding work has been shelved. I really want to get back to it, but the time just isn’t there right now. So I’m living vicariously through Michael’s work.

I think it’s really interesting what he’s doing. He’s doing a Minecraft-like game, but the “world” is actually a series of asteroids floating in space.

Goodfellow has been doing just fine without my advice, but I thought I’d throw some out there and do a little armchair game design. This is probably more for my benefit than his, but verbal restraint is a cross-class skill for me…

Continue reading ⟩⟩ “Let’s Code Part 8 & 9”

 


 

Spoiler Warning S4E28: CSI: Illium

By Shamus Posted Friday Jan 21, 2011

Filed under: Spoiler Warning 165 comments


Link (YouTube)

Rutskarn made a good point about the car animation giving the place a sense of scale. The old fast travel kiosks on the Citadel in Mass Effect 1 were supposed to be taxi stands. They even had a car parked beside them. (Sometimes.) But I never felt like “I am going to take a taxi to my destination” when I used them. I always felt like “I am going to push the teleport button”. I suppose it would have helped if we had been able to see cars flying around even when we weren’t going anywhere. Having a cut showing you flying away in a car makes the city seem more like a living place and less like a series of corridors with connecting teleporters.

I don’t know why the USB thumbdrives of the future are the size of hand grenades and covered in flashing red danger lights. Can you imagine how annoying it would be if you had several of them? Maybe you got one for games, another one for school, and another couple for your Asari porn. Then you open the drawer to get one and it looks like a pile of flashing Christmas lights.

 


 

Shamus Plays WoW #13: Crime and Punishment

By Shamus Posted Thursday Jan 20, 2011

Filed under: Column 96 comments

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Welcome to Norman’s wacky adventures and hi-jinks in Westfall.

Good news / bad news time.

Bad news: This series will end in the next couple of weeks. Bit sooner that I’d designed, but I’m doing this in order to make more time for…

Good News: Stolen Pixels will return after the WoW series ends.

Also, you should be reading Rutskarn’s Let’s Play of Oblivion. It’s dumb, contrived, ill-designed, and poorly written. Oblivion, I mean – the LP itself is delightful fun.

 


 

Spoiler Warning S4E27: CHALLENGE THE SUN TO A STARING CONTEST

By Shamus Posted Thursday Jan 20, 2011

Filed under: Spoiler Warning 121 comments

I’d have to say that a room full of freshly murdered people is an odd place to have a job interview. Also, “how long can you stare at the sun” is a pretty unconventional interview question.


Link (YouTube)

Thankfully, the writers showed us that we can just dismiss Nasana’s (I’m sure you’ll let me know if I spelled that wrong) entire personal guard as animals worthy of butchering. Shepard gets to her office and admits she gunned down everyone just so she could get here and talk to Thane. This had to be an awkward moment, being told that the person who just killed your entire workforce isn’t even here to talk to you. Imagine how the conversation would have gone if Thane hadn’t dropped in at that moment. What do you do in that situation? Talk about the weather?

“So… did you try that new Elcor seafood place downtown?”

“No actually we just got here. Haven’t had time to… you know how it is.”

“Oh. Tried it last night. Good bread.”

“Yeah. Elcor always have good bread.”

“Although, they do that just so you’ll fill up.”

“Yeah.”

“Yeah.”

“So… you said this guy was coming to kill you? Do know when he’ll… no, I guess you wouldn’t. I wonder if we should go, and come back later, or? Are you going to be here all night? I mean, assuming you don’t die horribly?”

This is one of those situations where it’s fun to look at a quest setup in an RPG and play “what did this place look like yesterday?” You know, before the player character marched in and began their aggressive headcount reduction: There would have been fifty dudes with automatic weapons and rocket launchers, all clanking around a posh office tower comprised entirely of corridors and warehouses. Nasana had a headache from trying to do office work in a dark room, again. Maybe installing the red lights in here was a bad idea. Sure, it gave the place that certain… severity that she liked to project, but it was murder trying to read the daily reports about the new and dangerous enemies she’d acquired. And the sun! Every time she looked away from her amber monochrome monitors she wound up staring directly into the sun. Sometimes it made her so angry she thought about hiring a council spectre to assassinate one of her close relatives. Downstairs, her Salarian minions sat around the unfurnished warehouse, talking about how much they loved their job. Sure, the hours were crap and there was nothing to do but stare at the sun all night (?!?) but they never had any responsibilities and nobody ever tried to kill them.

And yes: We’re doing the Shadowbroker DLC. We actually did the entire DLC in one long session, and the episodes will run to the end of next week. We usually only do one week at a time, but we were compelled to keep going and unravel the mystery. That, and we were in the middle of a firefight at the end of every episode and couldn’t stop to save the game.