The Other Kind of Life – Spoiler Party

By Shamus Posted Sunday Jan 27, 2019

Filed under: Projects 87 comments

This is it. It’s time to talk spoilers for my book. This post isn’t going to spoil anything of substance, but the comments area will be a free-fire zone. If you’ve been waiting to complain about spoiler-y plot stuff, now is the timeYou can also say nice stuff. That’s okay too..

The book is allegedly available in both paperback and kindle formats, although Amazon seems to be rather confused about who can buy what. For the record: We have it set so that the book should be available in all formats in all regions, but Amazon is randomly telling people “This product is not available in your region”. Some people have gotten around the problem by going to the front page of their regional Amazon domain like amazon.co.uk or amazon.in. From there you can search by title, which should take you to a version you can buy

For being one of the foremost international mega-conglomerates, Amazon is apparently really terrible at international business. Region locking is for dinosaur corporations.

Continue reading ⟩⟩ “The Other Kind of Life – Spoiler Party”

 


 

Dénouement 2018: The Best Stuff

By Shamus Posted Thursday Jan 24, 2019

Filed under: Industry Events 124 comments

Here it is. The last of what I loved in 2018. As always, this list is limited to stuff that I played, and I don’t usually jump on games at release unless I have a really good reason. If I overlooked your favorite game, it’s not a snub. I’m just one guy and I have the same number of hours in my day that you do.

Here we go:

Continue reading ⟩⟩ “Dénouement 2018: The Best Stuff”

 


 

The News Keeps Getting Worse at Activision

By Shamus Posted Wednesday Jan 23, 2019

Filed under: Column 72 comments

This week I’ve whipped up a delicious bowl of schadenfreude for you to enjoy at the expense of Activision Blizzard.

One small correction: I called Bungie a “subsidiary”. It didn’t occur to me to question this, simply because indie AAA studios are so rare these days. I mean, even id Software is owned by a publisher now. When Bungie signed on with Activision, I just naturally assumed they’d been bought. But apparently their relationship was one of partnership rather than ownership. Good for them. It certainly saved them in this case. Too bad more studios don’t have the leverage to secure these kinds of deals rather than selling themselves to the bumbling and fickle publishers.

Continue reading ⟩⟩ “The News Keeps Getting Worse at Activision”

 


 

Andromeda Part 14: Welcome to the Voeld

By Shamus Posted Tuesday Jan 22, 2019

Filed under: Mass Effect 84 comments

The next stop on our adventure is Voeld. It’s a giant iceball. As before: we visit three monoliths, then go to the vault, and then the climate begins to recover.

This is how you “fix” these screwed up planets. You do the monoliths, do the vault, and then you run around knocking over Kett outposts and doing sidequests until the habitability score reaches 100%. It’s not hard. The Kett clusters are more common than Starbucks. It doesn’t take skill or ingenuity to fix these places. All you need is the fortitude to see it through. I don’t know who at BioWare thought we wanted more Ubisoft in our BioWare games, but they were wrong.

It’s disappointing that – despite all your efforts – you never see these places change. The sky clears once you activate the vault, but that’s it. Even if you get Eos to “100% habitability”, it’s still a lifeless orange desert. Even if you get Voeld to “100% habitability”, it remains a covered in ice and snow. I guess the Initiative has an extremely flexible definition of “habitability”.

I know I'm beating a dead horse, but the facial animation in this game is SO BAD.
I know I'm beating a dead horse, but the facial animation in this game is SO BAD.

Yes, it would strain credulity to re-shape the climate within the space of a few days. But we’re already doing that! We make the numeric habitability value of this planet go up using technology we don’t understand built by aliens we don’t understand. What we end up with is a story that’s not grounded enough to give us satisfying or intriguing explanations for its technology, but it’s too grounded to give us a visual depiction of all the terraforming we’ve accomplished. That’s a really strange spot to aim for on the drama vs. details spectrum. If you don’t want to make it deep and thought-provoking then you might as well make it awesome and fun.

Actually, I suspect this is another casualty of the lack of polish. There are a few lines of dialog that make me suspect they intended to make the planets change visually. Sometimes characters will talk about the huge changes you’ve made, and it really feels like it might be setting you up for a big reveal that didn’t make it into the game.
Continue reading ⟩⟩ “Andromeda Part 14: Welcome to the Voeld”

 


 

Diecast #241: Open Source Games, Rimworld, Universe Sandbox

By Shamus Posted Monday Jan 21, 2019

Filed under: Diecast 53 comments

As always, if you’ve got questions for the show, the email is in the header image of this post. If you’ve got multiple questions, don’t be afraid to send multiple emails. One short email with a clear question has a better chance of being used than a long email of several unrelated questions.



Hosts: Paul, Shamus. Episode edited by Issac.

Show notes:
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Raytraced Quake II

By Shamus Posted Sunday Jan 20, 2019

Filed under: Random 47 comments

Two months ago I wrote about raytracing. At the time I said, “Dear games industry: Good job. That’s nice, but don’t make me upgrade my graphics card for this. It’s nice and all, but it’s not ‘five hundred and ninety-nine U.S. dollars’ nice.”

The technology struck me as a fun curiosity but not remotely worth the required jump in processing power. Then this week I came across this story at Rock Paper Shotgun talking about how someone added raytracing to Quake II.


Link (YouTube)

I love it. For whatever reason, I actually think the effect is more interesting on the lower-fidelity scene.

I’m curious to know if this required new art assets. The textures look very accurate to what I remember, so I initially assumed this technology was just drop-in and was working with the original texture maps. Now I’m looking at things a little more closely and wondering if I was wrong.

If you look at the floor at the start of the video, you’ll see that light behaves a little differently on the floor tiles compared to the space between the tiles. Check out this image:

I really do think Quake II is the best of the Quake series, even without this mod.
I really do think Quake II is the best of the Quake series, even without this mod.

To me, it looks like the edges of those floor tiles are picking up specular highlights. I dunno. Maybe this is just a trick my eyes are playing on me.

In modern games, you don’t want everything to have a uniform shine. Some surfaces should be glossy, like a glass bottle or polished brass. Others should have a bit of shine, like brushed metal or wet stone. Other surfaces should be completely dull, like dirt or concrete. To get these surfaces looking the way you want, you usually have an extra texture map that will tell the renderer which areas should be glossy, and how much. Obviously Quake II didn’t have that sort of thing, which means to do it right someone would need to make those assets and add them to the game.

Then again, I looked at the Q2VKPT homepageQ2VKPT is short for Quake 2, Vulkan, Path Tracing. Vulkan is the rendering API used, and path tracing is the more correct term for Raytracing in this case., and none of the credits say anything about new assets. From the way it’s described, it sounds like Q2VKPT is a simple drop-in program.

Either way, I’m less excited about how cool it looks and more excited that you could get lighting this robust for so little effort. It would be amazing if we could go back to the workflow of the 1990s. This would give small teams the ability to make fancy shooters without being forced to evoke the 90s design style. Mixing the comparative ease of 90s development with the sizzle of modern graphics is the kind of innovation I can get behind.

Then again, these cards start at $800, so it’ll be a few years before any of this makes sense for either developers or consumers.

 


 

The Other Kind of Life – City of Blind Cameras

By Shamus Posted Friday Jan 18, 2019

Filed under: Projects 75 comments

Last week I posted the opening chapter of my novel, and promised to post another section this week. So that’s what I’m doing now. This next section appears ninety-ish pages into the book and is obviously a little spoiler-ish. I chose this section because it’s a pretty good vertical slice. We get to see some villains, we get a little action, and we get lots and lots of our leads talking about how robots work. That’s pretty much the book in a nutshell. If this passage doesn’t do it for you then this novel is probably not your thing.

If it does turn out to be your thing, then you can get the book in paperback or get the kindle version.

Continue reading ⟩⟩ “The Other Kind of Life – City of Blind Cameras”