Procgen Flag-Ship

By Paul Spooner Posted Tuesday Jul 23, 2019

Filed under: Projects 42 comments

You may have noticed that the same vessel has been showing up a lot in the past few articles. This isn’t because I’m lazy. Well, no, that’s not true. It isn’t entirely because I’m lazy. It’s also because I spent months developing this particular vessel some years backThe Fall of 2012, and it would be a waste to not use it to demonstrate some of the principles I’m talking about, and improve the design, all at the same time!

I’ve been calling it the “Tramp Destroyer” because, hmm, where to start.

Visual Inspiration

I saw a piece of barkfrom a pine tree, I think lying on the ground and thought to myself “that looks an awful lot like a spaceship.”I never properly captured the layers. I’ll have to try again some time
So I picked it up and took it home and did some sketches.

There! No more starfields! You happy Jeff?
There! No more starfields! You happy Jeff?

Well, not “sketches”. Just the one sketch. Look, I was eager to get started 3-d modeling! So that’s what I did. Continue reading ⟩⟩ “Procgen Flag-Ship”

 


 

Diecast #266: Psychological Manipulation in Mobile Games, Picard, Cloud Storage

By Shamus Posted Monday Jul 22, 2019

Filed under: Diecast 86 comments

Here is an hour of two people talking about various things. I’m led to believe these sorts of recordings are popular and useful.



Hosts: Paul, Shamus. Episode edited by Issac.

Show notes: Continue reading ⟩⟩ “Diecast #266: Psychological Manipulation in Mobile Games, Picard, Cloud Storage”

 


 

42: The Next Best Thing

By Shamus Posted Sunday Jul 21, 2019

Filed under: DM of the Rings 15 comments


Continue reading ⟩⟩ “42: The Next Best Thing”

 


 

Baldur’s Gate III: Partying Like It’s 1998

By Bob Case Posted Saturday Jul 20, 2019

Filed under: Video Games 77 comments

I will now present to you an extremely abridged history of PC role-playing games:

Once upon a time, there was tabletop role playing, and it’s most famous example, Dungeons and Dragons. The hobby grew out of the tabletop wargaming hobby. In these early days, there was no conventional wisdom yet about what a tabletop RPG should be, and the genre took off into a dozen different disparate directions. Some faded away, while others became mini-traditions of their own.

In such an environment, trying to guess what a critical mass of potential customers actually want is partly an exercise in guesswork, and partly an exercise in trial and error. TSR (it’s publisher) put D&D through a refinement process, resulting in several different versions of the game. I won’t go into this in too much detail, partly because I don’t really know it. But the first “edition wars” sprung up over these different versions of tabletop roleplaying’s flagship franchaise.

When you're rolling your stats, this is the screen you'll see for a split second before you hit 'reroll' again one too many times.
When you're rolling your stats, this is the screen you'll see for a split second before you hit 'reroll' again one too many times.

Looking back now, I see this as an iterative process. TSR (or later, Wizards of the Coast) would put out a new version, wait for the community’s opinion to coalesce enough that you can locate a center, then start working on the next version. This process, while not exactly democratic, was at least democracy-adjacent. The community and the developers worked together as well as they could manage to collectively wrangle into the light what exactly it was we all wanted this thing of ours to be.

Continue reading ⟩⟩ “Baldur’s Gate III: Partying Like It’s 1998”

 


 

#41 The Forces of Stuff I Found in my Desk

By Shamus Posted Friday Jul 19, 2019

Filed under: DM of the Rings 41 comments


Continue reading ⟩⟩ “#41 The Forces of Stuff I Found in my Desk”

 


 

Spider-Man Part 21: Boss Fights

By Shamus Posted Thursday Jul 18, 2019

Filed under: Retrospectives 39 comments

People are dying of disease, six different supervillains are tearing apart the city infrastructure, violent escaped prisoners roam the streets, and fascist Sable thugs are oppressing the populace rather than doing anything about the situation.

Again, I kinda feel like this is too big of a failure for Spider-Man, particularly for his first game in a new franchise. But whatever. We’re here now so we might as well see what we can accomplish by punching people. Let’s do some boss fights…

You arrive to confront Scorpion, perhaps hoping you’ll get a proper boss fight. But instead he stings you in a cutscene and runs off. Why? Because Doctor Octopus wants to “torture” Spider-Man first.

That’s in direct conflict with the previous scene where he explicitly tried to kill Spider-Man. Given how vicious Doctor Octopus is towards Spider-Man, it’s somewhat perplexing that he doesn’t attempt to torture Norman Osborn when he gets the chance later on. Why does he want to torture his best friend but give his nemesis a quick death?

I know I keep harping on this, and I don’t want to give the impression that this is some all-encompassing flaw that ruins the story. I realize it’s not a huge problem and it amounts more to a missed opportunity than a an outright flaw, but for me this was an annoyance that ran throughout the game.

But whatever. The point is, Spider-Man is poisoned in a cutscene.

Continue reading ⟩⟩ “Spider-Man Part 21: Boss Fights”

 


 

Procgen Bug-Ship

By Paul Spooner Posted Tuesday Jul 16, 2019

Filed under: Projects 20 comments

I’m attempting, in this series, to program the computer to make space ships. So far, I’ve manually generated some blocky ships, and some roundish ships, and done a little exploration of hull plates and a few sub-systems. There hasn’t been any procedural generation yetunless you count the starfield in the background but I’m not too worried. I want to be comfortable making all of this manually before setting out to tell the computer how to make things. I could start doing the programming already, but I’m enjoying this whole manual exploration thing, so let’s keep going with that.

Last time I mentioned, near the end, that the morphological metaphor for space-ships is shaping up to be more along the lines of bugs than bears, but on reflection, the broader categories of invertebrates instead of vertebrates seems more apt. However, as much as I’d like to careen off on an Anthozoa-inspired tangent, let’s stay on the path I indicated last week and start by talking about: Continue reading ⟩⟩ “Procgen Bug-Ship”