Building worlds with a single click

By Shamus Posted Wednesday Jul 20, 2011

Filed under: Links 106 comments

Edge Magazine has a nice article talking about procedural worlds. Project Frontier makes an appearance, as well as Procedural World by Miguel Cepero.

The two projects make a nice contrast, and the fact that they are so different underlines one of my main points: We have not even begun to explore this technology. Ten more programmers could show up. launch projects of their own, and I doubt we’d have a lot of overlap. There are simply so many possibilities and so many approaches to building things. We have long since solved problems like pathing, bump-mapping and in-game physics, to the point where everyone knows how to do those things. But nobody can say definitively, “THIS is the best way to generate topography” or “HERE is the ideal system for making trees”. There is so much ground to cover and so few people working on it. (When compared to the number of people exploring the nuances of “crouching behind brown chest-high wall” technology.)

 


 

Spoiler Warning: Half-Life 2: The IT Guy

By Shamus Posted Wednesday Jul 20, 2011

Filed under: Spoiler Warning 176 comments

After a year and a half of constant rage and bile, Spoiler Warning brings you a long, uncomfortable love letter to Half-Life 2. Will our sickeningly sweet gushing throw you into a diabetic shock? Let’s find out…


Link (YouTube)

Note how City 17 is run-down, disheveled, and dirty, while at the same time still colorful. Everyone who has ever inflicted a brown shooter on the public should be made to sit in the corner and watch these first few levels. And then they should have to write on the chalkboard, “I will not squander tens of millions of dollars making colorless gameworlds which are devoid of contrast have no visual separation between foreground, background, and character elements.” 100 times.

 


 

Spoiler Warning: Half-Life 2: He Doesn’t Want Any

By Shamus Posted Tuesday Jul 19, 2011

Filed under: Spoiler Warning 262 comments

Mumbles couldn’t make it to Spoiler Warning this week, for reasons that had nothing to do with costumed crimefighting. She was busy at her mild-mannered job all day and has no idea what happened to the biker gang that tried to rob the Quik Stop. I believe her. I mean, Mumbles wears glasses. People who wear glasses can’t fight crime or they would break their glasses.

Anyway, glad we could clear that up.

In the meantime, we didn’t want to record more episodes of New Vegas without her. So, we did Half-Life 2 instead. For those of you who say that all we do is bitch and moan about games, well…


Link (YouTube)

This was just a one-off block of episodes. Next week we’ll be back with Mumbles, wishing for a nuclear winter in the Mojave Desert.

I will say our episode naming system sucks. What will the title look like if we ever decide to tackle the Half-Life 2 episodes? Spoiler Warning: Half-Life 2: Episode 1: Part 1: VortiGONE! Ugh.

As I said in the above episode, comparing the intro of Half-Life 2 to the intro to Homefront can give you a very clear picture of where games have gone wrong over the past seven years. In Homefront, they cram their entire reveal of the enemy into a single city block. You see people being shot in the street, being beaten, kidnapped, more people being shot, and so on. This all takes place in broad daylight, and it sort of makes you wonder what the whole “police state” thing is for. I mean, if the bad guys want to just shoot everyone they’re going about it in the most expensive and time-consuming way possible. And if they want to control the populace for slave labor, they’re going about it in the most inept way possible.

Then once you pull away from all of that, an NPC on the bus whispers to you that he heard about mass graves. This is such a goofy and sideways thing that I still wonder how that line ended up in the game. After watching a couple of parents being summarily executed in front of their toddler in broad daylight on a street corner, is the player really supposed to be amazed at the rumor of mass graves? In Half-Life 2 you feel like you’re facing an insidious and powerful enemy. In Homefront, the game makes it clear from the start that you’re facing an army of dumbasses.

You can make these comparisons with almost any modern shooter. Crysis 2 and Homefront are just obvious examples. It all goes back to basic storytelling principles: Pacing. Foreshadowing. Compact dialog. Consistency. Showing instead of telling.

Later in the episode we talk about the can cop. I looked it up, and 13.8% of all players (who own the game) have put the can in the trash, and 9.1% have thrown it at the cop. Note that these achievements were added a few years after the game was released, which is why we’re seeing such low response numbers here. This is really only a tally of new players, or those who have gone back to play the game again.

 


 

Sherwood Showdown: Winner Announced

By Shamus Posted Monday Jul 18, 2011

Filed under: Tabletop Games 107 comments

The winner of the random drawing has been chosen. Turns out it wasn’t you. I know. I’m disappointed too. I really thought you had it. The game should end up in the mail sometime today or tomorrow.

Well, fortune has failed you. However, you can still obtain the game by means of commerce. A brute-force solution, I admit, but it’s less labor-intensive than theft.

For those of you who are curious about how the winner was selected, I will post these quasi-technical details:

Continue reading ⟩⟩ “Sherwood Showdown: Winner Announced”

 


 

Project Frontier #17: Feature Dump

By Shamus Posted Friday Jul 15, 2011

Filed under: Programming 137 comments

Okay, this series has fallen way behind. I basically spent an entire week writing about one day of work, so to get caught up I need to cover a week of work in one day. Let’s get started.

But before we begin: IGNORE THE SILHOUETTE GUY HE IS PLACEHOLDER ART. ANYONE CAUGHT CRITIQUING PLACEHOLDER ART WILL BE BEATEN WITH A 1987 VINTAGE MONOCHROME MONITOR. THANK YOU.

Day / Night Cycle

frontier17_1.jpg

The sky has become significantly more complicated since I wrote about it back in part six.

Continue reading ⟩⟩ “Project Frontier #17: Feature Dump”

 


 

Spoiler Warning S5E41: I’m Invisible!

By Shamus Posted Friday Jul 15, 2011

Filed under: Spoiler Warning 179 comments

Check it out, Spoiler Warning has its own page on that one website. Be sure to check it out and read all of the linked articles, and the articles linked by those articles.


Link (YouTube)

So I’m wondering how you guys feel about us retiring the bonnet in favor of the top hat. Are you on team bonnet:

Continue reading ⟩⟩ “Spoiler Warning S5E41: I’m Invisible!”

 


 

Sherwood Showdown

By Shamus Posted Thursday Jul 14, 2011

Filed under: Tabletop Games 382 comments

sherwood_showdown.gif

My wife Heather has illustrated a card game. The game was designed by Roberta Taylor, who previously won the Canadian Game Design of the Year. My wife and I have been working on a lot of different things for a long time since I moved to freelance work, so it’s nice to see some of it finally coming to fruition. (And it’s somewhat telling that of the two of us, she managed to bring a product to market before I did.)

Here is how to play the game:


Link (YouTube)

Disclaimer: The game does not come with the Irish Folk music. If you purchase the game, you will need to provide your own Irish Folk band or learn to play the violin on your own. Humming is acceptable in situations where you might not have enough room for the entire band.

We just received our copies of the game two days ago. I actually haven’t played the thing yet. I am assured that it is a fast-paced game, although it seems like that would depend on the tempo at which the band is playing.

Anyway, you can buy the game online. If you run a gaming store or some other nerd-centric establishment and want to get in on the action by scoring some copies of the game wholesale, you can do so. Be warned that if you were to buy this game, you risk some of that money falling into my hands where I will use it to keep myself out of a cubicle for as long as possible. Please spread the word accordingly.

Also, I have a free copy of the game here that we’re going to give away. Leave a comment below that contains the word “gimmie” to enter yourself in the drawing, and I’ll email the winner to get their mailing address. (Protip: You have to enter a working email, sparky.) If I see the same email popping up for repeated entries I’ll delete them. Not as a punishment, but just to cut down on the number of comments I’ll have to wade through. The winner will be chosen using my extensive collection of gaming dice. I will not reveal the number of sides or die that will be used, in order to discourage people gaming the system. I know how you gamers are. Always gaming everything.

I’ll close the comments and pick a winner on Sunday, July 17th. If the chosen winner doesn’t get back to me in 48 hours, I’ll roll another, and so on, until I get someone to take this friggin’ game off my hands. Heather and/or myself will sign the game if you like, although that means taking the plastic off. You can make that decision when you win. (And I know you’ll win. I’m rooting for you!)

I’m told viral marketing is important for projects like this, so please spread the word to all your friends in a viral way. I recommend kissing.