Project Bug Hunt #1: What Are We Doing?

By Shamus Posted Tuesday Sep 8, 2020

Filed under: Programming 42 comments

As I’ve alluded to before, I’ve been working on a new programming project. Like most of my other projects, this one is tied to procedural content generation. While the Good Robot project turned into a real video game, most of these projects are intended to be experiments, educational projects, or proof-of-concept demos. I guess this project is all three.

What are we Doing?

I want something just like this, except completely different.
I want something just like this, except completely different.

Our goal is to make a procgen shooter level. It probably won’t matter, but I’m aiming for something that would work as an immersive simYes, this is a confusing and awkward name for this genre. It was named back in the 90s when a lot of genre boundaries hadn’t settled in and we were still calling shooters “Doom Clones”., not a turbo-charged run-n-gun shooter. Games like System Shock, System Shock 2, and Prey are some of my most beloved games. I like how the space station setting allows for open-ended exploration without needing to contrive a silly wall around the world to keep the player in the playpen. I like how the isolated setting creates a quasi survival horror vibe, where you’re all alone in a haunted box full of monsters. I like how combat is slow-paced and risky, and I like having to balance my supply of ammunition, weapons, tools, and healing items.

I also give partial credit to games like Thief, Deus Ex and Dishonored for being Immersive Sims, even if they don’t take place in my favorite settings or feature the open-endedness I’m looking for. I give partial-partial credit to the BioShocks for being watered-down examples of the formula.

You can argue over genre boundaries all day, but you don’t need to haggle with me that game X should be included or game Y should be excluded. It’s fine. You can decide for yourself what Immersive Sim really means, but it’s not going to change my design. I’m just trying to make something I’d like, which means a procgen space station / space ship setting.

I’m not going to be adding AI or monsters to fight, so this focus on “Immersive sim levels” is mostly academic. I just want to head off objections that the stuff I’m building wouldn’t work as a shooter because it’s too constrained to allow for insane run speeds and rocket-jumping.

So anyway, back to defining our overall goals…

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Diecast #315: Mailbag Clearinghouse

By Shamus Posted Monday Sep 7, 2020

Filed under: Diecast 142 comments

People emailed us a bunch of questions, so we talked for a long time until they were all answered.



Hosts: Paul, Shamus. Episode edited by Issac.
Diecast315


Link (YouTube)

Show notes:
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Jedi Fallen Order Part 5: Crazy Cordova

By Shamus Posted Thursday Sep 3, 2020

Filed under: Retrospectives 131 comments

BD-1 and Cal are on the tutorial planet Bogano. There’s some sort of ruin / temple in the distance, and Cal figures that’s where he’s supposed to go. We get the rest of our tutorials out of the way, fight some local wildlife, and do some extremely gentle puzzles. 

These levels are interesting. While the traversal system is very much in the lineage of Prince of Persia / Uncharted / Tomb Raider, this game sets itself apart with its sheer verticality and complexity. The Tomb Raider games usually feature a linear path through an environment. They might branch a bit for cul-de-sacs with secrets, and sometimes you’ll climb up or down, but the main path can usually be visualized in a straightforward manner. 

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Gotham Knights: Batman is Dead

By Shamus Posted Tuesday Sep 1, 2020

Filed under: Column 139 comments

The trailer for the upcoming Gotham Knights dropped last week. It leads off with a video of Bruce Wayne saying, “If you’re watching this, I’m dead.” As of this writing, there are about 11,000 comments on that video and the vast majority of them are some variation of, “Yeah suuure he is. I’ll believe it when we see the body.”

But while I’m sure everyone is correct and the most profitable superhero of all time is still alive, I think it’s safe to say that the Batman I loved – The ARKHAM Batman – is super-dead.

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Diecast #314: Decaffeinated Die Cast

By Shamus Posted Monday Aug 31, 2020

Filed under: Diecast 55 comments

My plan was to do as many mailbag questions as possible, but then Paul asked about my programmingAnd he only did so because I put it in the topic list. and I spent half of this episode talking about coding, gamedev, and Blender. 

Also, I should warn you that I was running on half-brainpower because I am once again giving up caffeine. I was a bit of a stumble-brain during the show. Please pretend you noticed so I don’t have to worry that I’m actually this stupid all the time.



Hosts: Paul, Shamus. Episode edited by Issac.
Diecast314


Link (YouTube)

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Jedi Fallen Order Part 4: Buddy Droid One

By Shamus Posted Thursday Aug 27, 2020

Filed under: Retrospectives 116 comments

Once the bad guys have killed Prauf and blind luckDid I say “blind luck”? My mistake. I meant “The Force”. saved Cal from picking a fight he can’t possibly win, we end up in an Uncharted-style set-piece chase sequence. Cal has to make his way to the front of a speeding train while a fighter ship flies by and pounds the train with blaster fire. Inside the train he’s got stormtroopers shooting at himThis is the lightsaber vs. trooper combat tutorial. and on the outside he has to contend with the ever-changing geography of this train as it gradually disintegrates from the attack. Eventually we wind up with cars hanging the wrong way off the track, forcing Cal to continually improvise. There’s also another ship in the area, flying close and trying to help him, but he doesn’t know who they are or how they fit into this chaos.

The whole thing is really impressive. I imagine scenes like this are where a lot of those lavish EA dollars got spent.

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Epic is Not the Hero

By Shamus Posted Tuesday Aug 25, 2020

Filed under: Column 271 comments

So Epic Games is in the news again. This time they’ve picked a fight with Apple and Google. That’s fine. Both companies are very worthy targets, but I don’t have much else to say about the lawsuit itself. This story is evolving by the day, and I make videos much too slowly to keep up with fast-paced stories like this. 

The interesting thing is Epic’s Nineteen-Eighty Fortnite campaign, which tries to rally users to their cause. They even have the #FreeFortnite hashtag, but it’s not about making Fortnite free for us, it’s about making the Apple store free to use for Fortnite.

This is not the first time the company has tried to frame simple corporate business tactics as something brave or heroic. 

I don’t know Epic CEO Tim Sweeney and even though I disagree with him on many things, I don’t have anything personally against him. But whether he intends it or not, the way he carries himself on social media makes it feel like he thinks he’s the hero because other people are worse. It actually reminds me of Jack from the Borderlands series: 

Whatever, John.
Whatever, John.

Jack will do something self-serving and deeply frustrating to people and then assume he’s the hero because some of his foes are bad actors, and then he acts like everyone should worship his “heroics”. 


Link (YouTube)

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