Jedi Fallen Order Part 9: Evil Wins Because Good is Dumb

By Shamus Posted Thursday Oct 15, 2020

Filed under: Retrospectives 111 comments

We’re back on the planet Zeffo, but this time we’re going to be exploring the back 9, which wasn’t reachable on our last visit. Apparently the Empire has resumed their efforts to dig up old artifacts, and this has opened up a fresh batch of obstacle courses for us to navigate.

Let’s just skip past the next half hour of platforming, puzzling, and stormtrooper-murdering. It’s all good stuff because the base mechanics of this game are usually strongThe quicktime events can go die in a Sarlacc pit, though., but I don’t have anything new to say about that.

Ha! You only scratched me with that vertical lightsaber stroke through my chest!
Ha! You only scratched me with that vertical lightsaber stroke through my chest!

At the end of the road, we come face-to-face with the Second Sister, who we fought back in the tutorial. As before, the fight is cut short. The two combatants find themselves on opposite sides of a force field.

So now it’s time for them to exchange some words. But before we do that, let’s back up a bit…

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Project Bug Hunt #6: Model Madness

By Shamus Posted Tuesday Oct 13, 2020

Filed under: Programming 52 comments

One of the major goals of this project is to see if we can furnish a space station. That is, we want to load in some models and arrange them around the level in ways that make sense.

My first thought is to build some crude models, just to prove that my idea is sound. I don’t want to stop programming so I can re-learn 3D modeling. I haven’t done any serious modeling since the turn of the century, and all the technology has changed since then. So I figure I’ll just make a few basic cubes to represent the various objects in terms of size.

That wasn’t a good idea. It just didn’t give me the sense of whether or not the system is working. I could see it was probably working in theory, but that wasn’t a very satisfying way to conclude this exercise. I don’t have any screenshots of this experiment, which is fine since the screenshots would be roughly useless.

So let’s skip that misadventure and jump ahead to the point where I finally open up Blender and decide to make some models.

Continue reading ⟩⟩ “Project Bug Hunt #6: Model Madness”

 


 

Diecast Unplugged #3: Scheduling Madness, The Boys, Crunch

By Shamus Posted Monday Oct 12, 2020

Filed under: Diecast 62 comments

As you’ve probably figured out from the title of this post, there’s no podcast this week. But! The tireless machine of pop-culture entertainment chugs ever onward, and there are things that need to be complained about in a timely way. I’d hate to think that something would dare to disappoint me in some way and escape the justice of my overlong bitch-and-moan style of analysis.

So here is a collection of topics that we would have covered on the show, but didn’t because there wasn’t one…

Continue reading ⟩⟩ “Diecast Unplugged #3: Scheduling Madness, The Boys, Crunch”

 


 

Project Bug Hunt #5: More About the Atlas

By Shamus Posted Tuesday Oct 6, 2020

Filed under: Programming 56 comments

Last time I talked about what an atlas texture is, why we need them, and how I use them. The important thing is that I’m not hand-crafting the atlas every time I add a new texture. I have some code that does all of this for me. It reads all the images in a particular folder, sorts them-large-to-small for efficient packing, and then generates my atlas texture. It also stores the location of each texture within the atlas. So later when I’m busy generating walls and level geometry, I can say:

cell = LibraryAtlas.Lookup (“textureName”);

That gives me the location of the sub-texture within the atlas. Now I can plot uv coords as if I was using a standalone texture and not worry about the atlas at all. That’s immensely important when you’re building polygons with code and you want to keep things as simple as possible.

Last time I shared my atlas texture. Actually, that was just one fourth of the atlas. Sort of? The point is, I don’t just have one atlas texture. I have four.

Continue reading ⟩⟩ “Project Bug Hunt #5: More About the Atlas”

 


 

Diecast #318: Mass Effect, Stormworks, XCloud

By Shamus Posted Monday Oct 5, 2020

Filed under: Diecast 63 comments

Even if you don’t listen to the podcast, I’m still curious what you thought of Raised by Wolves on HBO. About a month ago, I nearly spent a Tuesday column talking about how interesting and exciting it was. I’m glad I waited. That would not have aged well for me.



Hosts: Paul, Shamus. Episode edited by Issac.
Diecast318


Link (YouTube)

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Jedi Fallen Order Part 8: Dathomir Souls

By Shamus Posted Thursday Oct 1, 2020

Filed under: Retrospectives 96 comments

We arrive on the spook-world of Dathomir. In the past I’ve said that SWJFO has a little Dark Souls in its veins. This place is the most Dark Soulsian location in the whole game. The enemies here are a little trickier and a little less forgiving in their attack patterns. The place is all mournful ruins, knotted roots, giant spiders, bones, and dust. Also the place is wall-to-wall with empty pottery that you can smash for no reason.

Does this look a bit Soulsian to you? It does to me, but I dunno.
Does this look a bit Soulsian to you? It does to me, but I dunno.

I’m not saying this part of the game plays exactly like Dark Souls. I’m just saying this is as close as it gets, in terms of trickier foes, the atmosphere, and general pacing.

So let’s talk a little more about the combat in this game. And to do that, let me introduce you to…

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Project Bug Hunt #4: Atlas

By Shamus Posted Tuesday Sep 29, 2020

Filed under: Programming 49 comments

I’m afraid this one got away from me. I wanted to talk about code reuse. So I decided to talk about the atlas texture I’m using. But then I needed to explain what that is and why we need it. And then I got dragged into asides about how I use my atlas and some theory about how texture addressing works.  

So my two-paragraph aside is now an entire entry of information that’s not directly connected to the problem of generating 3D levels. I could send this mess back for another round of editing and restructuring, but then I’d have nothing to post this week and you would be sad.

I have made this longer than usual because I have not had time to make it shorter. – Blaise Pascal

I don’t know if this entry will hold up, but I think we can all at least agree that Blaise Pascal is one of the coolest names ever. My anglo-centric take on his first name is that it ought to be pronounced “Blaze”. Blaze Pascal! That’s practically a superhero name.

Anyway, I’m now making this overlong post even longer by complaining about the length. Let’s just Get On With It before I make everything worse.

Continue reading ⟩⟩ “Project Bug Hunt #4: Atlas”