Half Time CH10: Ice Scream

By Rutskarn Posted Wednesday Dec 2, 2015

Filed under: Lets Play 37 comments

In cheap novels and really good ones, snow symbolizes new beginnings. It’s art imitating life; there’s a fresh snow on right now and I’m excited to see what kind of new start I’ll get without the use of any of my fingers and toes. Old people liked to talk about the sorts of snows you didn’t get anymore; well, this is the sort of snow you don’t get anymore. I’m proactively nostalgic for carping on about this blizzard for the last few decades of my life.

“And not only did it freeze my next two bowel movements solid, boy, you should have seen what it did to my team of halflings.”

“What’s a halfling, grandad?”

“Oh, you wouldn’t know about them. Half their species got wiped out when I tried to pit them against those amazons.”

An amazon team is built to the same basic dimensions as an elf team: thrower, catchers, linemen, heavy hitters. The difference is that to an amazon team, hitting heavy is less of a trade and more of a lifestyle. A shoulder check from a careless amazon grandmother has the same stopping power as a plummeting elevator full of halflings, and about the same halfling survival rate.

Continue reading ⟩⟩ “Half Time CH10: Ice Scream”

 


 

Good Robot #39: Teaching Players to Good Robot

By Shamus Posted Tuesday Dec 1, 2015

Filed under: Good Robot 105 comments

Some other indie developers were nice enough to play the game and send us their feedback. A common theme in the feedback was that things were too chaotic. Or too random. Or unfocused. Or too busy.

Looking at the game, it’s easy to see why, and it’s easy to see how we slipped into this state. We made a system that let you make wildly divergent robots, simply by tweaking a text file. Since creating robots is easy and variety is good, then more robot types = more good, right? Aren’t games always bragging about how many enemy types they have? Isn’t this a selling point? “Fight over 12 different enemy types!” it says on the back of the box.

Only 12, AAA game? Pshaw. We have that many in the first 15 minutes of the game!

It made sense at the time, but when the feedback rolled in it was a forehead-slapping moment for all of us. Of course this will seem like random chaos to someone who hasn’t played the game constantly for 6 months.

It’s like a version of Half-Life 2 where your first fight is against a group of foes with the behaviors of an antlion, a zombie, two soldiers, a metrocop, a strider, and a gunship. It’s not about being “too hard”, really. Even if you lower the hitpoints and damage output on the gunship and the strider to bring them into line with (say) a metrocop, the player still can’t be expected to parse all this chaos. They’re not going to appreciate the differences between the soldier and the zombie when both foes die in the same panicked volley of weapons fire.

Continue reading ⟩⟩ “Good Robot #39: Teaching Players to Good Robot”

 


 

Hangout Friday Dec 4: Steam Controller!

By Shamus Posted Monday Nov 30, 2015

Filed under: Notices 56 comments

No Diecast this week, due to a bunch of excuses that aren’t worth presenting. Also no column, because of the holiday last week and also because I really didn’t have anything to write about.

But!

Before you slam that back button and look for greener pastures, note that this coming Friday we’ll be doing a hangout. This time around we’ll be streaming… the Steam Controller? Somehow? I think the plan is just to play games that normally require a mouse, but using Steam Controller. We’ll see how it goes. Josh and I both have one. It’s a daring, strange, ambitious little device.

The hangout is at 10PM GMT on Friday. That’s 5PM on the east coastI can’t tell you which continent. It’s a surprise!. Josh and I will be there. Other people might show up. Twitch might actually work and let us stream to you! It’s a universe of possibilities!

Here’s a widget to countdown to the event, which make or may not work based on noscript / adblock settings:

When the time comes, the stream will be here:

http://www.twitch.tv/spoilerwarningshow

 


 

Why The Christmas Shopping Season is Worse Every Year (Repost)

By Shamus Posted Friday Nov 27, 2015

Filed under: Random 98 comments

Let’s all do our part this season and recycle as much as we can. I’ll start with this post from last year, because today is Black Friday in the USA and this seems particularly relevant.

Like all old codger stories, this one begins with the phrase, “When I was young.” I realize this is cliche, but it’s probably less annoying than using, “Before you were born” as an opening.

In any case, when I was young the Christmas shopping season began much more gradually. There was no “Black Friday” shopping blitzkrieg the day after Thanksgiving. The process took time and not everyone did it at once.

But today, as soon as Halloween is over the Christmas decorations come out and the Christmas sales begin. We roll our eyes. We joke. We grit our teeth. But it still happens this way every year. People write op-eds about how ugly and consumerist America has become, because it wasn’t like this in the “Good old days.” Unfortunately our current grotesque, soul-crushing orgy of prolonged and rapacious spending was unavoidable. We all hate it, even as we participate in it. It’s nobody’s fault, really. It’s just the unintended consequence of a couple of perfectly understandable forces.

Continue reading ⟩⟩ “Why The Christmas Shopping Season is Worse Every Year (Repost)”

 


 

Mass Effect Retrospective 24: Collectors Addition

By Shamus Posted Thursday Nov 26, 2015

Filed under: Mass Effect 125 comments

After the mission on Freedom’s Progress we discover that Cerberus managed to build the Normandy 2. There’s a lot to unpack with this idea, and so I’m going to take the problem of Cerberus and their unlimited (yet somehow secret?) GDP, and put that discussion off until Mass Effect 3. For now, let’s just roll with it.

Besides, as ridiculous as it is for Cerberus to build a better version of the most advanced ship in the galaxy, this reveal is only the second most implausible thing in this scene. The real stunner is that Joker is already working with Cerberus.

Continue reading ⟩⟩ “Mass Effect Retrospective 24: Collectors Addition”

 


 

Good Robot #38: Spec’ing a Feature

By Shamus Posted Wednesday Nov 25, 2015

Filed under: Good Robot 78 comments

When you’ve got more than one person working on a complex bit of software, you generally need a specification (spec) for new features. The bigger the team, the more you need a spec. The more complex a feature, the more you need a spec.

According to stereotypes, big firms usually lean too hard on specs, to the point where they might spend more time writing the specs than coding the feature:

“The button will be ten pixels from the left margin and will conform to the usability guidelines sheet 201-a. It will be labeled “Join Game” and will – after a confirmation popup as outlined in the interface framework – begin polling the designated server in request for an open slot. If no slot is found, then the fallback behavior […]”

Meanwhile, little indie houses have a slightly less formal approach:

Bruce: Can you add a button that will let players join the game?

Barbara: Sure.

Stuff gets done either way, but sometimes indies are a little slapdash and sometimes big firms are a little too bureaucratic. On Good Robot, our spec is usually a sentence or two in the shared Google doc that we use as a universal to-do list.

But this week I ran into something that I realized was too complicated for that. It was one of those features that sounded obvious and simple in the meeting, but then became mysterious when I sat down to write the damn thing. (This is the point of a spec: To reveal the unknowns BEFORE coding begins. This is important in big firms, since once you’ve begun coding you’ve ALREADY been allotted a fixed time budget, which means this is a bad time to begin figuring out what you need to do.)

So I proposed a spec. And then I thought I’d post it here, just to show what the non-exciting bits of game development look like. This is pretty informal as these things go, but it should give you an idea of what needs to be hammered out before you start coding.

Also note that I’ve replaced the names of the stuff in our game with DOOM references to make it easier to follow.

Continue reading ⟩⟩ “Good Robot #38: Spec’ing a Feature”

 


 

Half Time CH9: Season and Salt

By Rutskarn Posted Tuesday Nov 24, 2015

Filed under: Lets Play 16 comments

I spend the next twenty-four hours in a state of the most perfect bliss I have ever known. Every little thing makes me happy: the free flexion of my knees and fingers, uninhibited by plaster cast or staples, like chipper little stirrings of cicadas coming out of hibernation; the smell of a pot of sublethal locker room coffee, denatured into something digestible by sugar and hell’s own fires and served early with a side of bacon and toast-ed butter; a fresh newspaper, sports page open to the headline WAIT WHAT; the little engraving of the elf coach on the sidelines, three goals in and just starting to process the concept of disappointment; Bugman’s attitude adjuster in serious quantities. But this was all window-dressing. Like all really worrisome ascetics, my happiness isn’t created by what I did so much as what I understand. Something about our victory, our sweet, glorious victory, was clear:

It was definitely a fluke.

Continue reading ⟩⟩ “Half Time CH9: Season and Salt”