Project Good Robot 7: Lines of Sight

By Shamus Posted Friday Aug 30, 2013

Filed under: Good Robot 84 comments

As I play the game, I get this idea that a lot of AI problems are probably due to asymmetrical vision. Not all of them. It’s not that easy to make great AI. But there’s something inherently derpy about an enemy when you can see them and they can’t see you.

There’s a 90’s movie where fat guy Chris Farley plays a ninja. There’s a bunch of shtick where he tries to hide like a ninja but fails because he’s huge. The humor (where applicable) comes from the idea that this 300 pound man is standing behind a floor lamp and thinks he’s hidden, when in reality he’s basically standing in the open. He’s so dumb! He thinks we can’t see him!

gr7_sight1.jpg

I’m noticing a lot of this in my game. Foes are parked behind a wall, waiting to ambush me. But instead of “Ooh, ambush!” I think, “Oh, idiot ninja that thinks I can’t see him.” These are some really dumb AI, but the thing that makes them look dumb isn’t their AI, it’s the fact that I can see them hiding.

So let’s experiment with the idea of restricting what the player can see to the things their character could see.

Continue reading ⟩⟩ “Project Good Robot 7: Lines of Sight”

 


 

Bioshock EP12: Stop Me if You’ve Heard This Before

By Shamus Posted Thursday Aug 29, 2013

Filed under: Spoiler Warning 33 comments


Link (YouTube)

NOTE: Eagle-eyed readers may have caught the mistake I made earlier today: For about ten minutes I did accidentally post episode 13 instead of episode 12 here. My bad. In my defense, I was in another window, writing you a post about something unrelated to BioShock. So you kind of win either way.

At any rate, here are my original comments for this post as they appeared way back in 2010:

The Big Daddy transformation was a cavalcade of lazy plotting, supported by a layer of contrivances, and glued together with a few pounds of sloppy videogame logic. I think it actually undermines the earlier themes about free will. Now that you’re no longer a slave and you’re free to think for yourself, the game requires you to do something dumber and more illogical than anything that you did while you were supposedly under control of others.

This section of the game very nearly wins the title of “Most Obnoxious Plot Door”, a title which currently belongs to Neverwinter Nights 2. But BioShock gets off the hook because this plot door only takes about thirty minutes, not five hours.

It’s a shame we had to cut this sequence in the middle. We point out the rest of the flaws with the Big Daddy Quest in the next episode. Then there’s one more mini-episode after that one where we wrap this series up. We’ve already selected our next game, so your pleas are futile.

Enjoy!

 


 

Project Good Robot 6: Controls

By Shamus Posted Wednesday Aug 28, 2013

Filed under: Good Robot 93 comments

I apologize if this series seems to be glossing over some details while exploring others in exhaustive detail. This is a very hard series to write and I’m having trouble keeping it all straight in my head.

At any given moment there’s the stuff I’m working on and thinking about. Lagging behind that activity by about three weeks is the stuff I’ve written about and organized into words. And lagging behind that by another week is what has actually been posted to the blog. So when organizing my thoughts I have to figure out if feature X is something I’ve done, something I’ve documented, and something you know about.

It’s confusing, is what I’m getting at.

One one hand, these programming posts are really useful for documenting and clarifying my thoughts. On the other hand, having this muti-stage process with three weeks of lag time is not so useful. Because of this, I’m really eager to plow through this early stuff as fast as possible. Do I document all the little diversions and side-paths that didn’t work out? If so, then I’ll never get caught up. But if I leave that stuff out then this threatens to became a very dry recounting of features added.

I still don’t know how to handle this.

And now I’m about to make the problem worse. Here is a feature from day three. It took me longer to document in this post than it did to write the feature in the first place:

Continue reading ⟩⟩ “Project Good Robot 6: Controls”

 


 

Diecast #27: D&D, Analogue, Elder Scrolls Online

By Shamus Posted Tuesday Aug 27, 2013

Filed under: Diecast 84 comments

As all of you demanded, here’s a rambly show that’s mostly about what we’re doing. Well, some of you wanted this. I distinctly remember one or two of you saying you wouldn’t mind a directionless show. Occasionally. So here it is!

I hope you like it because these are way easier to produce we’re eager to please!

Download MP3 File
Download Ogg Vorbis File

Hosts: Rutskarn, Josh, Chris, and Shamus.

Show notes:

Continue reading ⟩⟩ “Diecast #27: D&D, Analogue, Elder Scrolls Online”

 


 

Project Good Robot 5: Taking Shape

By Shamus Posted Monday Aug 26, 2013

Filed under: Good Robot 68 comments

As much as I’d like to ship the game right now, I’m thinking there’s probably a really limited market for games where you fight the same enemy forever for no reason, where you can’t lose, you have no goal, there’s no score, and nowhere to go. And like all my past projects, we should probably avoid getting our hopes up with regards to shipping a game. Barring a steady paycheck, I tend to code as a way of teaching myself how to solve coding problems. This is both personally enriching and financially impoverishing.

But while we’re waiting for me to lose interest, let’s see if we can’t add some more features to this alleged game.

Continue reading ⟩⟩ “Project Good Robot 5: Taking Shape”

 


 

Tomb Raider EP23: The Ballad of Tom Braider

By Shamus Posted Sunday Aug 25, 2013

Filed under: Spoiler Warning 176 comments


Link (YouTube)

And so ends our adventure with Lara Croft and the island of misfit mooks. We were hard on the game in spots, but it was good where it really counted and salvageable (as a franchise) everywhere else. The gameplay is solid and the graphics are gorgeous. In an ideal world, the next game would require very little programming, they would finish in two years or less, and they would get this problem with tone nailed down so we know if we’re playing The Descent or Indiana Jones and Island of Shootdudes.

However, the next-gen consoles are coming, and I suppose some dunderhead somewhere in the chain of command will insist on more graphical bling. If I was on the team I wouldn’t mess with the art or rendering pipeline at all. I’d gently relax the polygon and texture budget, tell the artists to use more color, and then try to wow the bosses with technical buzzwords to sell the “new” graphics engine. That might be a bit “Emperor’s New Clothes” of me, but at this point I kind of suspect the people hooting for more graphics are the ones least qualified to tell the difference between graphics and art style.

(Well, I suppose someone needs to crawl down in the guts of the engine and find out what’s causing all this artifacting on the PC port. The good news is that I’ll bet every graphical glitch we saw in this season stems from the same bug. (And if you work at Crystal Dynamics and you’re looking for this bug: IIRC, every polygon explosion originated from Lara’s character model, and was usually triggered by a cutscene transition.))

We’re still haggling over what game we’ll cover next. In the interim we’ll probably cover Walking Dead: 400 Days, or Dishonored: Knife of Dunwall. But nothing is set in stone.

Thanks for watching.

 


 

Ding 42!

By Shamus Posted Saturday Aug 24, 2013

Filed under: Landmarks 76 comments

These birthday posts have become something of a tradition, so let me just acknowledge another Significant Milestone on the road that begins in the maternity ward of the hospital in Greensboro, NC in 1971 and ends at my headstone at some uncertain date.

So this is the year of the ongoing Life, The Universe, and Everything reference. Last year wasn’t very numerically interesting except that 41 is prime, and next year is also prime. That’s likely the last time I’ll have two prime birthdays that close together, unless I’m lucky enough to live to see the 101 – 103 years.

We just got back from having ice cream, so my birthday is already beyond improvement.

EDIT: As Scampi points out below, I was overlooking both 59-61 AND 71-73. Going strictly by averages, I should see at least one more set of twin primes before I bite it.

So that’s cool.