Project Good Robot 22: Text Files

By Shamus Posted Wednesday Oct 9, 2013

Filed under: Good Robot 193 comments

No pretty screenshots for you today, just walls of text and some confused ramblings. I’m a little out of sorts and not really in any mental shape to be accomplishing interesting things.

I’m feeling a bit un-creative and run down today. So I want to get away from the stuff that requires a lot of creativity (gameplay, writing, art) and just work on something straightforward and mechanical. I’m trying to make sure I do something on the project every day, but it’s probably a bad idea to do anything tricky while I’m all muddle-brained. I check out my miles-long to-do list and find something really dull: reading ini files.

You know ini files. Stuff like this:

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Diecast #33: Crusader King Modding, Haunted Houses, and Elder Scrolls

By Shamus Posted Tuesday Oct 8, 2013

Filed under: Diecast 77 comments

We open today’s show with a secret topic that I will not reveal. The only hint I’ll give you is that it’s about a certain perpetually broken and tragically mismanaged game that has appeared on the show many times in the past, was published by EA, and features the simulation of a city based on a game concept by Will Wright. See if you can unravel that riddle, Batman.

If you can’t figure it out in the space of five minutes, the answer is: Shame on you.

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Hosts: Rutskarn, Josh, Chris, and Shamus.

Show notes:

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Project Good Robot 21: Resource Usage

By Shamus Posted Sunday Oct 6, 2013

Filed under: Good Robot 99 comments

You know what the hardest feature of this game was so far? Fullscreen mode. Well, not so much fullscreen as the ability to allow the user to change the window size, which crops up most often when toggling fullscreen mode. I don’t think it was the most time consuming feature, but it was certainly the most effort for the most mundane and uninteresting payoff.

It’s not something you can skip, really. I’m long past the point where I’ll put up with a game that wants to restart because you changed the resolution. We’re all accustomed to being able to smack alt-enter to toggle fullscreen or to resize a window by dragging. It’s just part of making civilized software and not something a developer can leave out. On the other hand, it’s infuriatingly difficult and troublesome and adds all kinds of unwelcome complexity to systems that would otherwise be graceful and elementally simple.

Ever wonder why some old games (and a few modern ones) won’t change the resolution until you restart the program? I’ll tell you.

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Diecast #32: Steam Machines, Permadeath in Far Cry 2

By Shamus Posted Thursday Oct 3, 2013

Filed under: Diecast 114 comments

I was worried about recording an episode on Saturday to release on Thursday. A lot can happen in the course of five days, and some bit of news might come along to make our discussion irrelevant. Then I remembered that we’re talking about Valve, and Valve only makes non-hat announcements on odd-numbered years. So maybe in 2017 we can have Diecast #230: Valve has released a photograph showing the first Steam Machines will be orange. Still no release date. Still no Half-Life 3.

Hosts: Rutskarn, Josh, Mumbles, and Shamus.

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Project Good Robot 20: Gamespace

By Shamus Posted Wednesday Oct 2, 2013

Filed under: Good Robot 53 comments

Good news and bad news: Yesterday we had an impromptu hangout where Josh played the latest build of Good Robot and streamed the game for all to see. It was supposed to be a simple test: I wanted to see Josh play the game to hunt for bugs and gather gameplay feedback. But then I Tweeted a link to the stream and the internet showed up.

Friends joined in and we had a little party where Josh played through all of the available content for Good Robot. It was funny and fun, although the best part of the show was when Josh got to the end and began using the console to spawn clouds of enemies in an effort to break the game.

The bad news is that Twitch.tv didn’t save the footage. We don’t know why. So the event is gone forever. Sorry.

The crowd feedback was invaluable, and Josh’s skill at finding bugs was… irritating. (But also valuable.)

I’m kind of surprised at how many people are interested in modding or changing the game. It’s already pretty mod-able. I mean, this is the level data for level 9:

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Experienced Points: Steam Machines

By Shamus Posted Tuesday Oct 1, 2013

Filed under: Column 77 comments

This story is huge. Valve isn’t just entering the console market, they’re dragging part of the PC market into the console space to create overlap where none existed before. In this week’s column I give a run-down of why this is interesting and what I think about it.

Sadly, the most interesting questions won’t be answered. I would love to know what made Valve want to make this move.

Yes, yes, “money”. Sure. Obviously. But there are a lot of routes to “money” and I would love to know why they think this is the best route to money. Consoles are expensive to launch and the success rate for new platforms is abysmal.

What do the folks at Valve think (or hope) is going to happen? Are they hoping to move into the console space for real, building a rival to the big three of Microsoft, Nintendo, and Sony? Or are they just trying to make sure they don’t have all their eggs in the PC platform basket? Is this a response to the horribleness of Windows 8? Do they see a weakness in the console market that they hope to exploit? Do they see a demand for games that can seamlessly go from the office to the living room, allowing the user to take their friend lists and save games with them?

We’ll talk more about Steam Machines in the next Diecast, which will probably go up on Thursday.

 


 

Project Good Robot 19: Unbalancing the Game

By Shamus Posted Monday Sep 30, 2013

Filed under: Good Robot 149 comments

I don’t know if they’ve appeared in any of the screenshots yet, but one of the mechanics in the game is a system of power-ups. The leveling system provides numerical improvements: More speed, more shields, more damage, etc. The powerups provide functional improvements: bouncing laser shots, homing for your missiles, highlighting of obscured enemies, etc. The game is currently set to drop one on every level. If there’s a boss on this level, then the boss has it.

For a while you could only carry one of these at a time, but that wasn’t very interesting. When you picked one up you would drop the previous one. You could pick it up again if you didn’t like the new one, but I quickly found that I liked some better than others and once I had my favorite they were no longer useful as a reward. Since they were random, it was possible to get my favorite on level 1 and then never care about powerups again until I died. (Powerups last until death.) That’s like a first person shooter that gives you the best weapon in the game at the start. It’s just setting the player up for disappointment.

Question: How is there snow in an underground cave? Answer: SHUT UP. It’s like, condensation or frost or whatever.

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