Spider-Man Part 19: Times Square

By Shamus Posted Thursday Jul 4, 2019

Filed under: Retrospectives 62 comments

After the prison break, Doctor Octopus goes to Times Square and releases Devil’s Breath. It turns into a fine red mist and floats out over the city. The cloud covers the area and Doc puts on a breathing mask. Yes, he waits until he’s enveloped in the cloud before he puts on the mask. No, I have no idea why the animator chose to have him do things in that order. It’s weird.

We do a time-cut to one day later. A lot happens in this missing day. Aunt May gets infected, but keeps tending to the sick and homelessShe wears a mask to avoid spreading the disease. I mean, in most cutscenes, anyway. at FEAST because that’s what saints do. Mary Jane releases a special report that says Devil’s Breath was invented at Oscorp. That’s a huge break for Doctor Octopus, since his plan was to expose Osborn and without this report he had no way of doing that. Then again, this report doesn’t seem to change the way anyone thinks or behaves so…. I dunno.

Yuri fishes Spider-Man out of the river and gets him patched up. After that he returns to duty, even though he still has “14 broken bones”.
Continue reading ⟩⟩ “Spider-Man Part 19: Times Square”

 


 

Yahtzee’s Dev Diary: Shamus Young Let’s Play and Critique of BRTV

By Shamus Posted Wednesday Jul 3, 2019

Filed under: Column 7 comments

No column this week. It’s a long story. Actually, that’s not true. It’s a short story, it’s just not very interesting. At any rate, I made a video this weekend and so I offer that instead.

Yahtzee Croshaw is making “12 Games in 12 Months”. Right now he’s on month 2. His game this month was a top-down strategy game where you run a televised battle royale. You place the camera and have some minor tools for influencing the the action. The Escapist invited me to test the game and do a reaction / critique video of it. So that’s what this is:


Link (YouTube)

As people have pointed out on YouTube:

Yes, I missed the detail that, as the host / officiator / producer of this murder-show, it’s the player’s job to place the safe zone. It even says so right on the screen. Somehow I missed this detail and went right to clicking on the person I wanted the drone camera to follow. I’m not sure how I overlooked that detail. I guess part of the problem is that I can’t read and talk at the same time, which you kind of need to do if you’re making an off-the-cuff reaction video like this.

Anyway, if you’re of a mind to watch a video then I hope you’ll give it a thumbs up so my work doesn’t look pathetic next to the rest of the Escapist’s offerings.

We’re getting back to normal content tomorrow with the return of the Spider-Man series.

 


 

Proc-gen Starship

By Paul Spooner Posted Tuesday Jul 2, 2019

Filed under: Projects 31 comments

Thanks for all your kind comments last time. And the helpful feedback. Even though they were a sensational success, we’re going to be taking a week off from tubes this time. Don’t worry! The beating heart of spaceship design will return! But while we’re waiting for the REAL key to amazing science fiction design that is comically oversized exposed black rubber tubing, I figured I’d try approaching from a slightly different angle. Instead of starting with blocky cubes and then adding a few round bits, let’s start with the round bits first.

Now, there was some consternation over terminology last time. I kept calling these round things “Lathes” which I thought was a time saving and cleverly descriptive strategy. Mystefied onlookers began to question if I meant “Cylinders” or “Solids of Revolution” or perhaps “Compound rectalinear hemi-toroidal faceted bounding nets” and while all of those are accuratethough I have some questions about that crazy “cylinder” idea my favorite suggestion was to call them eye-sores and move on.

Before generating any eye-sores, let us begin, as before, with a completely accurate picture of: Continue reading ⟩⟩ “Proc-gen Starship”

 


 

Diecast #263: Satisfactory, RPG Mechanics Everywhere

By Shamus Posted Monday Jul 1, 2019

Filed under: Diecast 62 comments

I was pretty out of it this week, and as a result you’re getting a meandering, unfocused, slightly off-topic Diecast. That’s fine. I know some of you enjoy a good meander.



Hosts: Paul, Shamus. Episode edited by Issac.

Show notes: Continue reading ⟩⟩ “Diecast #263: Satisfactory, RPG Mechanics Everywhere”

 


 
 
 

Procgen Spaceship

By Paul Spooner Posted Thursday Jun 27, 2019

Filed under: Projects 58 comments

I mentioned in this week’s diecast (around the 18:30 mark) that I thought Rebel Galaxy would have been improvedother flaws not withstanding if it had some procedurally generated spaceships, instead of just the stock ones. If proc-gen is an unfamiliar term, Shamus has written a few articles on it. Okay, more than a few. Actually, it’s all he talks about when he has time to stop complaining about videogames, but you know how life is, what with work and family and sleep, who has time for obsessions?

So, why am I talking about proc-gen then? Well, it’s an obsession of mine as well, and a large part of what drew me to this site. I could go on about my own projects but I think we’ve done enough introduction, so instead let’s make apractically unlimited set of

procedurally generated spaceship!

The right way to start a project like this is to decide on a programming language, and some code conventions. Then you set up your development environment, and begin writing header files. No, wait, that’s not right. That’s how to… actually that’s not the right way to do anything. To design something you need a goal, not a set of processes. In this case the goal is to program the computer to be able to design and model spaceships, and that’s basically impossible if you can’t even…
Continue reading ⟩⟩ “Procgen Spaceship”