Jedi Fallen Order Part 7: Kashyyyk

By Shamus Posted Thursday Sep 24, 2020

Filed under: Retrospectives 132 comments

While we’re in the tomb on Zeffo, we get access to another TikTok from Master Cordova. He rambles about the amazing Zeffo civilization and then mentions that he’s going to speak to some Wookiee leader named Tarfful. 

That’s it. That’s our lead.

I thought we were following him on a pilgrimage to tombs? Keep in mind, Cordova is (presumably) dead and this is a recording he made for an unknown person (us) in the future. And he gives us a lead to talk to somebody? It didn’t occur to Cordova that maybe some people might die in the coming conflict? He didn’t think it might be hard for a random stranger to talk to a Wookiee head of state? He didn’t think to give us more concrete goals? Like, planets are big and we don’t even know what we’re supposed to ask Tarfful if we find him. 

Damn it, Cordova. You are terrible at this. 

Continue reading ⟩⟩ “Jedi Fallen Order Part 7: Kashyyyk”

 


 

Project Bug Hunt #3: The Doors

By Shamus Posted Tuesday Sep 22, 2020

Filed under: Programming 44 comments

A point of order: In the last entry I talked about deforming the walls to give them some interest. In my final example screenshot, I showed an image of hallways that bulged out in the middle. I didn’t make it totally clear how I planned to use this, and as a result some people were left with the impression that my plan was to have bare bulbous walls everywhere.

The bulbous walls were just a minimum-effort demonstration of the idea. My plan is to have the shape of the wall vary by room type. Maybe the corridors will be wide but short, like the ship in Alien. Maybe some walls will be very narrow and tall like in the first level of System Shock 2. Whatever.

There was also the concern that bare walls would get boring, and I should add greebles. I’m currently planning on using the “furniture” idea for this. Something like this image from System Shock 2:

I'm worried these greebles aren't greebly enough, but we'll see.
I'm worried these greebles aren't greebly enough, but we'll see.

If that doesn’t work out, then maybe I’ll back up and try something else. But let’s try this easy thing first.

Continue reading ⟩⟩ “Project Bug Hunt #3: The Doors”

 


 

Diecast #317: Exapunks, Oxygen Not Included, Spider-Man Preview, Stormworks

By Shamus Posted Monday Sep 21, 2020

Filed under: Diecast 79 comments

Sorry my mic seems to be a little blown out this week. It sounded fine in my headphones, but… I don’t know. I try very hard not to fiddle with settings, positions, or volume levels during the week to avoid exactly this problem.



Hosts: Paul, Shamus. Episode edited by Issac.
Diecast317


Link (YouTube)

Show notes:
Continue reading ⟩⟩ “Diecast #317: Exapunks, Oxygen Not Included, Spider-Man Preview, Stormworks”

 


 

Jedi Fallen Order Part 6: Zeffo

By Shamus Posted Thursday Sep 17, 2020

Filed under: Retrospectives 102 comments

Our adventure brings us to Zeffo, which is a planet and not a lost member of the Marx Brothers. This is the homeworld of the now-extinct Zeffo civilization. We’re here to explore the local tomb so that the droid – which we brought with us – will show us the next holo-vlog from the late Jedi Master Eno Cordova. This is a very roundabout way of doing things, which becomes even more roundabout when we realize the Empire is here, digging for Jedi treasure or artifacts or whatever. 

The only real risk in our plan is having this droid fall into the hands of the empire. And now we’re dragging the droid with us into an Imperial outpost. If Cordova hadn’t been so cute and decided to play Ready Player One with this galaxy-changing data, we would currently have the thing we’re after and we’d be totally safe from the Empire.

I know it’s basically the mission statement of the Republic-era Jedi to create more problems than they solve, but I still roll my eyes when Cere feels the need to remind us what a brilliant guy he was. 

Continue reading ⟩⟩ “Jedi Fallen Order Part 6: Zeffo”

 


 

Project Bug Hunt #2: Let’s Build Some Walls

By Shamus Posted Tuesday Sep 15, 2020

Filed under: Programming 29 comments

To recap: The goal of this project is to generate something like an immersive sim shooter level. This means designing a level, building the rooms, and “furnishing” those rooms. I don’t know what furniture we’re going to use and to a certain extent it doesn’t matter. We just need to prove that we could fill the rooms with whatever the game calls for, and the furniture needs to be placed in a way that makes sense.

The Star Trek Enterprise might have a Captain’s chair, beds, a warp core, and an ice cream machineOh, you’ve never seen the Trek Ice Cream machine? Watch the episode where someone uses the toilet. The ice cream is right next door to that., but we shouldn’t see them all next to each other. A fridge doesn’t make sense in the middle of the room and the captain’s chair doesn’t make sense in the corner. My program needs to be able make this logic work without resorting to premade room layouts.

In addition, we need lighting that works within some reasonable performance constraints. The world needs coherent collision detection so the player doesn’t fall out of the level or get stuck on invisible walls. It needs to be possible for an AI to navigate the space, even if we don’t add proper shooter combat mechanics or proper enemy AI.

Continue reading ⟩⟩ “Project Bug Hunt #2: Let’s Build Some Walls”

 


 

Diecast #316: Stumble Mouth

By Shamus Posted Monday Sep 14, 2020

Filed under: Diecast 74 comments

I don’t know why I had so much trouble speaking English this week. It’s the only language I know, and it seems like I need at least one to do this jorb.



Hosts: Paul, Shamus. Episode edited by Issac.
Diecast316


Link (YouTube)

Continue reading ⟩⟩ “Diecast #316: Stumble Mouth”

 


 

Windows: The Dread of Updates

By Shamus Posted Thursday Sep 10, 2020

Filed under: Rants 179 comments

It’s Wednesday, and I’m programming. In a few hours I need to set this aside and get my next SWJFOLOL post ready for tomorrow. I’m having a minor little problem with Visual Studio that forces me to restart the program every hour or so to continue working. I see there’s an update available. Maybe that will fix my problem?

I click the button, and Visual Studio spends about 45 seconds updating itself. Then it ends with a message telling me that I need to restart my computer before I can continue.

Ugh. Well OF COURSE I do.

This is more annoying than you might think. I’m running Unity, my image editor, Blender, and (until a few seconds ago) Visual Studio. I’ve got web windows opened on both monitors, one for checking comments on this site and another filled with Google search results for the three or five C# problems I’m trying to unravel. I have several explorer windows opened up and all of these things are positioned in very specific places to facilitate my workflow.

The point is that it takes some time to get all of these things running again after a reboot. But fine. Let’s get this over with.

Continue reading ⟩⟩ “Windows: The Dread of Updates”