Alan Wake EP6: The Taken Are Filled With Bullets!

By Shamus Posted Wednesday May 2, 2012

Filed under: Spoiler Warning 118 comments


Link (YouTube)

It’s going to be really embarrassing if Rutskarn, Chris and I are the only ones who ran out of ammo here. But let’s talk about this: The game is entirely gunfight focused. If you lose the ability to shoot, you lose the means to progress through the game.

In most games I’d suggest some sort of Valve-style adaptive bullet supply where the game will give you more if you have less and vice-versa. (In Half-Life 2, health kits heal more if you have less health.) But I can see why you wouldn’t want that in some quasi-spooky game. But any game where ammo scarcity is an issue (survival or not) needs to have some kind of fallback system. Like I said, these mooks overshadowed the bosses in this part of the game, simply because I didn’t have the resources to proceed.

A running system might be dangerous to add. Given the overabundance of combat, it might feel like the game was encouraging you to run away from all fights, no matter how many bullets you had.

Adding melee weapons would have required adding new game mechanics. You’d need to make allowances in the AI so they didn’t just swarm you. (Their current brainless frontal charge AI makes melee completely impractical.) But having enemies stand around and take turns Assassin’s Creed style would really kill what little spookyness they have. I mean, you’re already just fighting guys in ballcaps. The darkness particle effect is all that separates these fights from a bar brawl. Having these guys line up and wait for their turn to axe you a question would cross the line from “not very scary” to “absurd farce”.

To sum up:

  1. Most games solve this by having foes drop bullets. I’m sure we can all see why that solution wouldn’t make any sense here.
  2. Melee would add to the expense of making the game, and would undercut the foes by letting you see the taken up close and forcing them to fight all sportsmen-like.
  3. Making bullets plentiful would remove the need to manage your resources.
  4. A running mechanic would encourage you to skip most of the game.
  5. Having players run out of ammo and get stuck on simple mooks, then blast their way through bosses will invert the intended tension levels and lead to frustration. (Which is what the three of us experienced.) Mixing ammo scarcity with checkpoint-based saves is a volatile combination that can result in the player losing hours of progress, which is often a game-killer. Playing the same sequence again and again destroys the tension, pacing, and flow of the game. Unless the player is in it for pure challenge, “stuck” is a failure state for both the player and the game.
  6. Adaptive supply might help reduce the chances of encountering an impossible situation, but it wouldn’t completely prevent it. And adaptive supply would nudge the game away from “survival” and more towards “shooter”.

I suppose I might suggest having minimum ammo counts at checkpoints. If you die, it restores you to the most recent checkpoint with whatever the intended ammo count is. That way complete ammo depletion results in replaying a section instead of a chapter.

This is a tough problem. I’m not saying you can’t solve it, but I can see how we ended up with what we have.

 


 

Project Octant Part 2: Octree

By Shamus Posted Wednesday May 2, 2012

Filed under: Programming 85 comments

Step one of this project is to bootstrap myself up to the point where I can start doing some 3D programming. If I was working in my familiar environment this would be about ten minutes, but now that I’m using Qt it takes me a couple of hours to get a sense of what I need and how I get it working. (Incidentally, Qt is pronounced “cute”, if you’re one of those people who likes to read my blog aloud.) There are example programs, but they’re usually demos of “OpenGL and some other concepts” and it’s not clear what parts of the code are the demo, what parts are infrastructure, and what parts are cruft.

Eventually I get a bare-bones application working that creates a simple scene with a checkerboard ground. Something like this is always step 1 for me. I learned a long time ago that you should have a simple, reliable, non-textured, orient-able object in the scene at all times.

octant1_1.jpg

The reason for this is that early in a project, you can often find yourself in a situation where you’re looking at a blank scene and you don’t know why. I start up the program and I’m looking at a solid color. Did I accidentally type a wrong number and move all the scenery 1,000Km to the right, instead of one meter? Or maybe the scenery is where it’s supposed to be, but the camera has been placed far off? Did I mistakenly apply a transparent texture to the scene, thus making everything invisible? Is it even drawing the world at all? Or is everything fine, I’m just looking straight up at the sky? Actually, is the camera moving? Maybe the scenery is just off to one side but I’ve broken the controls so that I can’t move? After a few minutes of waving the mouse around and staring at a blank screen, the wise programmer will see the value of having a handy marker nearby. If something goes wrong, the checkerboard can help me know where to look for the problem.

Continue reading ⟩⟩ “Project Octant Part 2: Octree”

 


 

Alan Wake EP5:Renegade Interrupt

By Shamus Posted Tuesday May 1, 2012

Filed under: Spoiler Warning 108 comments

In which we punch the creepy Dr. Phil-esque guy. Because punching celebrity psychologists in the face, in a police station, during a kidnapping investigation / Verizon commercial is the thing to do.


Link (YouTube)

The “bootlord” thing is a reference to Rutskarn’s LP of Dark Messiah. The kicking mechanic in that game was hilariously overpowered. (Or maybe just over-fun, in comparison to the rest of the gameplay?) So he spent a lot of the game kickin’ stuff.

 


 

Project Octant Part 1: Introduction

By Shamus Posted Monday Apr 30, 2012

Filed under: Programming 133 comments

At PAX this year, during the Q&A session at the Escapist Movie Night someone asked about Project Frontier. This is still a thing people ask about. Remember Project Frontier? That was this thing:


Link (YouTube)

People ask me why I don’t work on it anymore. There are a lot of reasons, but the most important of which is: Because it was done.

It’s true that it wasn’t a game, and I occasionally talked and fantasized about making it into a game, but deep down my real driving goal was just to make my procedural generation ideas and prove they could work. I thought it might be nice if someone took an interest in the project later, and I always hoped it might lead to opportunity the way some of my other projects did, but at the heart of it was a desire to validate my ideas with a working proof-of-concept.

Once I’d gotten to the video above, I had 90% of what I was after. Sure, I could have done ten times more work to finish a game and get the other 10%, but I’m sure you can see why that route wasn’t particularly alluring. I had bills to pay and a book to finish, and so Frontier was shelved.

So almost exactly a year later, the programming bug has bitten again. I tried to ignore it so I could continue work on my next book. This resulted in me sitting with a blank look on my face, unable to write anything because I’d rather be programming. Which led to me closing the word processor and playing videogames, because I wasn’t getting anything done.

Continue reading ⟩⟩ “Project Octant Part 1: Introduction”

 


 

Alan Wake EP4:End of Episode 1

By Shamus Posted Friday Apr 27, 2012

Filed under: Spoiler Warning 173 comments


Link (YouTube)

End of Episode 1.

I really have to hand it to Remedy. Their TV-shows-in-video-games are always a lot of fun. I remember stopping to listen to each episode of Lords & Ladies in the original Max Payne. While Dick Justice in Max Payne 2 was probably a better send-up, I liked the ridiculous contrst between Lords & Ladies and the Max Payne world. It was always funny to see that some murderous crime boss had a thing for sappy public television historical dramas.

I wonder if Rockstar is going to put a TV show in the background of Max Payne 3? That’s Remedy’s gimmick, but the shows are one of the elements of the Max Payne World. And it’s not like Rockstar is a stranger to pop-culture satire. Then again, maybe being set in Brazil kind of prevents this. If they lampoon Brazilian TV it might come off as mean-spirited. On the other hand, shoving American shows into the world of Sà£o Paulo might undercut the setting. Even if they watch a good bit of American TV, the average American gamer isn’t going to know that, and the result would feel off. (Kind of how an establishing shot in a movie will always show the strongest elements of the local culture, as opposed to a McDonald’s, even if they have McDonald’s there.)

End of Episode 1.

 


 

Win a Copy of The Witch Watch

By Shamus Posted Thursday Apr 26, 2012

Filed under: Notices 47 comments

A while back, I sent a pile of signed copies of my book to The Escapist, and they’re now giving them away. Even if you’re not looking for a copy of the book, it might be worth taking the quiz. (I wrote it.)

Amazon.co.uk keeps selling out of The Witch Watch. This sounds like a brag, but the truth is they seem to only stock five copies at a time. Those sell right away, and then they’re “out of stock” for a month. So it’s not so much that Amazon.uk is selling a lot, they just don’t keep any on hand. Sorry. Nothing I can do about that.

On the other hand, I hear The Book Depository is a pretty good deal. Available in most countries, and free shipping.

 


 

Alan Wake EP3:Stop Apologizing!

By Shamus Posted Thursday Apr 26, 2012

Filed under: Spoiler Warning 130 comments


Link (YouTube)

That “The Shining” moment is a great illustration of how this game sets up something smart and then immediately blows it. In The Shining, the axe-through-the-door moment was one of terror and screaming. But here we have Alan Wake talking to us in his soothing voice as he points out the very obvious reference. How can I get emotionally invested in this scene, when the protagonist himself is so detached? Alan is just talking about what he’s seeing, which is like carefully explaining a joke before you deliver the punchline. It suddenly feels like the game designer is talking to me, and that he doesn’t think I’m very bright.

On the other hand, I think the narration works for the “adventure game” stuff. When we’re hanging around in town and talking to people it helps us get to know Alan. I actually really look forward to these sections.

Anyway, sorry for apologizing so much Mumbles. Including this one. No, that’s not true. I don’t apologize for this one. You’re just going to have to suck it up and deal with this apology. Sorry.