Project Hex Part 4 – 8 Bits is Enough

By Shamus Posted Wednesday Nov 10, 2010

Filed under: Programming 62 comments

One of the things that ignited this project for me was when Jay Barnson linked to this mind-blowing series on pixel art creation*. I read through it, then through the rest of the site. I dabbled a bit in this sort of thing years ago, but never really produced anything I’d show to other people. These tutorials gave me the itch to try again, and this project seems like a good place to scratch that itch.

* Well, it blew my mind. Your own brains and the blowing thereof is your problem.

In general, the goal is to make a 3d landscape that uses that old-school style. This doesn’t mean I’m actually going for retro technology. I plan to use high resolution, high-polygon, fancy blending tricks, and whatever else I have at my disposal. I’m thinking I want to create a contrast between the 8-bit feel of the world and the modern-ish interface. For example, the landscape will be pixelated and blocky, while the hex outlines will be crisp and blend with the pixels underneath. I don’t actually know how well it will work, but it’s an idea I want to try.

Here is where we left off last week:

hex_hills4.jpg

Continue reading ⟩⟩ “Project Hex Part 4 – 8 Bits is Enough”

 


 

Shamus Plays WoW Part 3: Into the Bandit’s Den

By Shamus Posted Wednesday Nov 10, 2010

Filed under: Column 57 comments

Part three of this series is up at the Escapist. No, I don’t know how long the series will run. Yes, it will cover the shift to Cataclysm. No, I’m not running to the end-game. No, I’m not planning on multi-player content – this stuff is hard enough to put together as it is. Yes, I’m aware that your favorite race / class is so much more interesting than the one I’m writing about – I avoided that one because I thought you wanted to write about it?

I’m really flattered by how many people are comparing this series to Terry Pratchett’s work. In truth, I’ve never read his stuff, although I’m aware of it. (My wife is a fan.) If I had to cite an influence, I suppose I’d have to go with Douglas Adams. Particularly his earlier, more playful work. The first two Hitchhiker‘s books were zany, hectic, silly, and clever. After that his books became darker, stranger, and more philosophical. The Dirk Gently books were even more so, to the point where it was hard for me to enjoy them at first. I’d gone in expecting Hitchhiker’s Guide to the Galaxy and got something quite different. I don’t think there was anything wrong with the books outside of my expectations.

 


 

Spoiler Warning FourXOne: Right Behind You

By Shamus Posted Tuesday Nov 9, 2010

Filed under: Spoiler Warning 139 comments

I guess I’ve already made it clear that I thought the opening to Mass Effect 2 was a complete stab in the back on the part of BioWare. Well, now we also are guilty.

Hello, person from the future. This space used to have an embed from the video hosting site Viddler. The video is gone now. If you want to find out why and laugh at Viddler in the process, you can read the entire silly story for yourself.

At any rate, the video is gone. Sorry. On the upside, we're gradually re-posting these old videos to YouTube. Check the Spoiler Warning page to see the full index.

 


 

Stolen Pixels #242: Welcome to Town!

By Shamus Posted Tuesday Nov 9, 2010

Filed under: Column 96 comments

A poem, about animal crossing. Please enjoy.

Animal Crossing actually never hooked me. I understand that for some the game is a powerful narcotic, but I found it to be an irritant. It’s more brazen with its time wasting than any “hardcore” game would ever dare to be. People faulted Too Human for the long, un-skippable death animation, but that’s trivial compared to the time wasting exercises in Animal Crossing. Imagine if you had to watch that long animation at every level change, every chapter break, and at the introduction of every new enemy and every new weapon.

The game pisses away little chunks of time here and there, making you sit through repetitious chatter and perform mundane tasks in the service of the town rodents. And then there is Mr. Resetti, who will torment you with a long harangue if you turn off the game without saving. Who devised this idea of punishing players by deliberately wasting their time? It’s one thing to fail to make a game fun. It’s another to make it aggravating on purpose.

True story: A few years ago my youngest was a little too young to know how to use the living room electronics properly. He’d want to watch a movie or something and end up pushing the wrong button. So, we had a rash of console resets until we taught him properly, and my daughters had to deal with Mr. Resetti a few times. The last time, my daughter cried. She wasn’t upset at the last hour of gameplay that had just been wiped out, she was upset at the prospect of having to endure Mr. Resetti again. The thought of paging through his angry rude chatterboxes for several minutes was enough to drive her to tears.

Screw you, Nintendo.

A lot of time is squandered in the game accomplishing very little. In the end, the random number generator has far more creative control over the town than you do. Imagine Minecraft. Now imagine that harvesting ALL blocks takes fifteen seconds, like mining obsidian. And it takes time to craft each and every item. And you can only acquire tools from the NPC’s that live around you, who are all irrational assholes. And you usually can’t ask for what you need, but must wait for their random behavior to bestow it.

I love the art style. I love the concept. I hate how cruel the game is with regards to wasting the player’s time. I’m sure existing fans would defend the time-sink as “part of the game”, but I’m convinced that if you removed all the deliberate time-taxes in the game it would provide an experience that is more entertaining and just as addictive. I don’t think the time tax is required to make the game fun, it’s just something players have learned to tolerate.

As I’ve said, I don’t play the game myself, but I still get angry at it. I’ll walk through the living room and see my kids playing it. They’ll click on the owl that runs the museum to see if he needs a particular fossil they’ve dug up. I’ll pass through to the kitchen, get a drink and some food, and come back into the living room and see that they are still trying to extricate themselves from the conversation, when all they needed was an an answer to the binary question, “do you need this item or not?” They’re just slamming through endless dialog bubbles, all of them stuff they’ve seen a hundred times before.

Whew. Maybe I should have published this post under “rants”.

And also, it bears repeating: Screw you, Nintendo.

 


 

Postcards from Minecraft, Part 4

By Shamus Posted Monday Nov 8, 2010

Filed under: Pictures 184 comments

Fun continues to be had on the official Twenty Sided Server. I was away from the game for a few days, so it was a real shock when I came back and saw just how much stuff people have built.

Let’s take a look around and see what we can see.

minecraft_pearlytower.jpg

Continue reading ⟩⟩ “Postcards from Minecraft, Part 4”

 


 

Archi Alternative

By Shamus Posted Sunday Nov 7, 2010

Filed under: Links 69 comments

One of the quickest ways to irritate an artist is to suggest that her work could be duplicated by a computer. And the fastest way to piss her off is to actually attempt it.

So when I did Pixel City I always wondered what a real architect would think of it. I would have to say that this is about the best response anyone could hope for.

Do read the post. I wasn’t even aware that people were trying to procedurally design real-world spaces. I’m not sure what the utility is in that. I can’t imagine that people need lots of generic stuff designed in bulk, which is what automation is good for. If I was populating the world of FUEL, I’d use procedural generation. But if I was just setting up my own driveway and garden, I’d want to take the time and put things exactly where I want them.

Interesting stuff.

 


 

Experienced Points: Amnesia: The Dark Descent

By Shamus Posted Friday Nov 5, 2010

Filed under: Column 98 comments

I’ve written quite a bit about survival horror in this space. I was always talking about some far-flung future then game designers would “get it” and make a game that set out to cultivate fear rather than just daunting combat.

It’s as if someone read those articles, and made the game according to my specifications.

It’s a good game. It’s a cheap game. It’s much smarter than Dead Space and many times as scary. I like to think that if this thing had marketing behind it, it would be tearing up the sales charts. (But maybe not. The imagery is really disturbing. I find realistic text descriptions of human torture to be a lot more frightening than gross space aliens being splattered by my shotgun in full 3D.)

As always, your mileage may vary. Do give it a look if you’re interested in this sort of thing.