Marlow Briggs Special EP1: Marlow Briggs and the Better Than It Should Be

By Shamus Posted Wednesday Jul 16, 2014

Filed under: Spoiler Warning 132 comments


Link (YouTube)

Everything about this is just so diabolically absurd. The way Marlow walks with his palms facing backwards. The glitchy animations. The nonsensical setup. The Grade-A bulk AMERICAN CHEESE PRODUCT dialog. The way the main bad guy has this massive tent filled with nothing but a desk and henchmen. How he orders his henchwoman to kill Marlow with the (one would assume) incredibly rare, possibly fragile, certainly priceless, clearly impractical DOUBLE SCYTHEActually, there are two blades on each end. Is… is this a QUAD SCYTHE? instead of, you know, just shooting his dumb ass.

I like how the entire game wouldn’t have happened if Marlow wasn’t such a swaggering macho dunce. Like, he could have said, “Okay, sorry for trying to quit. We’re off to translate those codex things now. Bye!” And then just walked out.

But noooo. He just had to pretend he was an invincible murder god. Although in his defense, his reward for being so stupid was to become an invincible murder god. So I dunno. Call it a wash.

For the record: Rutskarn wasn’t available this week, and we didn’t want to finish Skyrim without him. Also, I feel like I really want to see Rutskarn’s reaction to this. We might come back after Skyrim is done.

 


 

Experienced Points: How Electronic Arts Made Dungeon Keeper A Huge Fiasco

By Shamus Posted Tuesday Jul 15, 2014

Filed under: Column 119 comments

This is your last chance, Electronic Arts. I swear if you don’t completely transform your entire corporate culture THIS INSTANT then my next column will be even longer and more detailed. I will list so many specific problems and cite so many shortcomings you’ll beg me to stop. I will bury you in passive-aggressive bellyaching and whining about missed opportunities. Your move, giant corporation. Your. Move.

So, yeah. This column is mostly me shouting into the hurricane and wondering why it still hasn’t responded to my grievances vis-à -vis the pile of rubble that used to be the school and the entire waterfront district.

I’m not actually surprised that EA hasn’t changed, of course. Even if I magically appeared in the EA boardroom as a pillar of shimmering light and delivered my analysis on a pair of stone tablets, and even if everyone in the room was instantly and seamlessly converted to my way of thinking, I predict it would take a very long time for people on the outside to notice. Corporate culture and company inertia are powerful forces, and you can’t change the thinking of tens of thousands of people with a couple of memos. EA will continue to burn the bridges that they’re standing on for the foreseeable future, and they will continue to stay in business because their cash cowsMadden, FIFA, Sims, Battlefield. are still giving milk and the ambient industry growth is insulating them from the brunt of their own mistakes.

It will probably take a major shift in the industry to even make them think about reform. And even if that happens, the chances are low the current leadership will have the slightest clue how to adapt. And anything large enough to rouse them to action (say, a major economic retraction or industry-wide shift) is also large enough to be the scapegoat for their failures. (Hey, you can’t blame us! The company was just fine until that recession.)

It’s a shame. They could be doing better, and we could be getting better products.

 


 

Diecast #66: LEGO Movie, Divinity, Valiant Hearts

By Shamus Posted Tuesday Jul 15, 2014

Filed under: Diecast 195 comments

Just before this episode went live, Josh sent me a link to this, which is probably the most unsuitably high-quality image of Reginald Cuftburt ever produced. It’s like seeing a classical marble bust of Spongebob. Anyway, share it on Facebook or GeoCities or Angelfire. Or Tumbl it. Or Twit it. Whatever it is you young people do with data when you’re doing internet show-and-tell.

Download MP3 File
Download Ogg Vorbis File

Hosts:
Josh, Shamus, Mumbles, and Campster.

Show notes:

Continue reading ⟩⟩ “Diecast #66: LEGO Movie, Divinity, Valiant Hearts”

 


 

Project Unearth Part 6: Kissing Cubes

By Shamus Posted Sunday Jul 13, 2014

Filed under: Programming 31 comments

Shadow volumes are interesting things. For everything that casts a shadow, you need to have a fully enclosed solid. Because of the way our shader works, for every triangle we need to know what its 3 adjacent neighbors are. And when I say “need” I don’t mean “ought to” I mean it’s impossible to do otherwise. You can’t supply a triangle to the shader without neighbors for the same reason you can’t draw a triangle with less than three vertices. It wouldn’t make any sense. (And if there aren’t 3 neighbors? Then this isn’t an enclosed solid.)

Let me bring up this diagram again:

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/*-----------------------------------------------------------------------------
This shader takes a triangle of type GL_TRIANGLES_ADJACENCY. It takes the 
following form:
 
                 1-----2-----3
                  \   / \   /
                   \ /   \ /
                    0-----4
                     \   /
                      \ /
                       5
Points 0, 2, and 4 are the points of the triangle actually being drawn. 
Points 1, 3, and 5 are corners of adjacent triangles, provided by OpenGL 
for the purposes of being able to analyze the topology here in a geometry
shader.
-----------------------------------------------------------------------------*/

This is no big deal when you’re using models made by artists. Maybe the artist has some kind of tool or conversion utility for identifying all the triangle relationships. But this becomes tricky when we’re building objects on the fly. When I’m building a particular cube, I can’t hook its triangles up to its neighbors, because at least half of them haven’t been built yet. I could peek at the next-door cube to see what I will eventually build there, but I won’t know what vertices it will use until I get there. So what you have to do is just build a bunch of triangles and then stitch them together when you’re done.

This is actually really time consuming. Like, 90% of the time spent waiting for chunks to appear is waiting for it to thrash through these huge lists of triangles and figure out which ones are neighborsThis is the major reason I’m not using larger chunk sizes. Larger chunks make this triangle-matching less efficient. There are ways to improve this, but I haven’t gotten around to it yet.. Eventually I’m going to have to fix that. Chunks take about a quarter second to form. A given scene with even a modest view distance will have hundreds and hundreds of chunks. Which means filling in a scene can take a few minutes. While this doesn’t matter from a gameplay standpoint (this isn’t a game, and nobody is ever going to play it, so who cares?) it does matter from a testing perspective because I do a lot of tests and I’m really impatient. But this is a challenge for a future post. In the meantime…

It turns out that we have a problem:

Continue reading ⟩⟩ “Project Unearth Part 6: Kissing Cubes”

 


 

Errant Signal: Call of Juarez: Gunslinger

By Shamus Posted Sunday Jul 13, 2014

Filed under: Video Games 59 comments


Link (YouTube)

“It feels like we’re trying to move away from that gameplay / cuscene / gameplay / cutscene style of delivering story.”

YES! That sounds awesome. Rutskarn actually sold me on the game back when he was playing it. Months ago. But then I forgot about it.

Tragically, I missed getting the game when it was on super-deep discount at the latest Steam sale. And I have SO MANY new games right now that buying another one feels like game gluttony.

So, basically I’ve missed out on the game twice, and I’m running out of people I can blame that aren’t me.

My current playlist is: Dark Souls, Girls Like Robots, Stacking, Retro / Grade, Enslaved, Marlow Briggs and the Mask of Death, Kingdoms of Amalur: Reckoning, Octodad: Dadliest Catch, and Droid Assault. Supposedly. I mean, obviously I’m not going to get to them all. And more games will come out while I’m working my way through the list. But I guess the point isn’t so much to play them all but see which ones win out and hold my attention.

 


 

Free Radical Audiobook

By Shamus Posted Friday Jul 11, 2014

Filed under: Links 31 comments

I’ve written a few books over the years. I think my writing has improved drastically since I started, but that doesn’t change the fact that my first effort is still the one that incites the most discussion and has the most requests for a sequel.

But if you’re more of an audio fan then maybe you’ll dig the audiobook version of Free Radical recorded by Paul Spooner. It’s the whole book, unabridged, in OGG format. Like the text version, it’s free. (There’s also a print version, and the price is only to cover print costs. I don’t take any money for the book.)

I’ll admit these are hard for me to listen to. Especially the first chapter. That’s not a dig at Paul. He did fine work. It’s just that when I hear the words I hear the voice of a novice author who hasn’t yet found his voice and is suffering from a bad case of Trying Too Hard.

Thanks so much to Paul for putting this together. Here’s hoping some of you find it useful.

 


 

Internet News is All Wrong

By Shamus Posted Thursday Jul 10, 2014

Filed under: Rants 203 comments

Back in June The Atlantic had an article titled Why Audiences Hate Hard News and Love Pretending Otherwise. It says what I think a lot of people have been afraid to say: The trashy stuff everyone says they hate is the stuff they’re actually willing to read. The celebrity gossip. Top ten lists. Photo galleries, usually of beautiful people or ugly deeds. Lazy “what new terror is killing our children this week?” type moral panic. Inflammatory quotes, taken out of context, trimmed to their most provocative phrases, and re-arranged into headlines.

We can complain all day about how much this stuff sucks, but it’s what people read. It’s what they share on Facebook. It’s what they comment on. International news about complex geopolitical issues? Not so much. We seem to think we need those stories, but we’re happy let other people do the work of reading and thinking about them. This isn’t just a problem with news. Everyone claims to dislike trash culture like reality TV, Michael Bay movies, and toothless vapid pop music, but that’s what the public consumes. It’s what people will pay for. To a certain extent it’s unfair to blame a news organization if it’s simply reflecting the preferences and habits of the audience. How dare you give me what I want! You should instead make less money by offering up a product I’ll ignore!

It’s like getting mad at McDonalds because people don’t eat their salads. Dude, the salads are there. Eating them is your job.

But I don’t think you can blame the entire problem on the filthy peasantsI’m not a filthy peasant. I just showered.. A big part of the problem is that our news organizations are stuck in 1950. News stories are written like newspaper copy: Intro paragraph, details, background, public reaction, byline. That makes sense in print, but it fails to make use of the strengths of the medium. It would be like introducing TV news to the public by having a static shot of a guy reading the newspaper out loud. And to be fair, early news shows were pretty much that. It took us a while to add things like picture-in-picture of related footage, and a text news crawl at the bottom.

Here is the top story on CNN as of this writing:

Continue reading ⟩⟩ “Internet News is All Wrong”