Project Frontier #6: Growing Grass

By Shamus Posted Thursday Jun 16, 2011

Filed under: Programming 162 comments

frontier6_8.jpg

I think we’re done mucking with the terrain for now. There will be optimization to be done later, but for now it’s stable, fast and it accomplishes most of what I need it to do. We’ll revisit it later when I add more geographical features, but for now it’s time to move on to putting stuff ON the terrain.

Actually, no. Let’s do something quick. The sky is really bugging me. Right now I’m just using a solid color to match the fog, so that things in the distance will fade into the sky. That’s nice, but we can do a lot better with very little effort.

Surprisingly enough, step one is to create a… cone?

Continue reading ⟩⟩ “Project Frontier #6: Growing Grass”

 


 

Spoiler Warning S5E33: Robbing the (Dead) Money

By Josh Posted Tuesday Jun 14, 2011

Filed under: Spoiler Warning 170 comments

And so our time in the Sierra Madre has come to an end.


Link (YouTube)

I don’t really have much more to say about this DLC that hasn’t already been said. A lot of commenters have complained that I missed a lot of the “good parts” and haven’t shown or explained any of the justifications for some of the weirdness in Dead Money. I suppose that might be a fair complaint, but to be honest, I played through the entirety of Dead Money before we really got into it on Spoiler Warning – and I felt I was pretty thorough – and I really didn’t see many of these justifications. Or if I did, they weren’t profound enough for me to recall when the issue came up.

I guess it really depends on how you want to look at Dead Money. I had a lot of fun with it, and I still believe it’s superior to anything Fallout 3 did, but I certainly won’t deny that it has sizable flaws. And for me, putting some small bit of text on a terminal hidden somewhere hard to find is hardly a justification for the security systems not simply trapping Vera in her room, but recording her pleading confession of guilt and despair at the end and then turning that into a security hologram. Or how your collar mysteriously disappears at the end without explanation. Or where Elijah was trapped and why opening the vault freed him and allowed him to walk through force fields that bleed when you hit them. Or how Elijah managed to pull off everything he did after being trapped somewhere in the Sierra Madre entirely through the use of Dog, a mentally unstable nightkin that has multiple personalities and was dumb enough to eat an explosive collar.

Cool? Sure. Sensible? Not really. So convenient that you really can’t not call it contrived? You betcha.

Hey guys, note from Shamus here: We’re having trouble getting the gang together to record the show this week, so this might be our only episode. So… savor it, I guess. Is what I’m saying.

This post was up for a few minutes last night, and then I pulled it down when I realized it might be our only Spoiler Warning this week, just because I like to distribute content evenly throughout the week. I’m like that.

Also, if the vault was built to be an inescapable deathtrap, why did Sinclair put his real actual pile of gold bars and cash money in it? (Moreover, who put them there?) Wasn’t he basically throwing all that money away for no reason? Or did he plan to let them set off the trap and then just wait for them to slowly die of thirst, and then dismantle the trap? I’m asking because I couldn’t figure it out based on what I’ve seen in the LP so far, and I was wondering if those questions were also covered.

 


 

Project Frontier #5: Stitching Time

By Shamus Posted Tuesday Jun 14, 2011

Filed under: Programming 131 comments

frontier6_1.jpg

My project. Looking nice enough so far. But it has a problem. The problem is this:

frontier6_2.jpg

Those are triangles.

frontier6_3.jpg

A LOT of triangles.

Continue reading ⟩⟩ “Project Frontier #5: Stitching Time”

 


 

Project Frontier #4: Dr. Seuss, Geologist

By Shamus Posted Monday Jun 13, 2011

Filed under: Programming 125 comments

As I said at the start of the project, I’m not aiming for realism. I’m looking for whimsical, retro, and fantastic. My goal is to have something interesting, as opposed to something realistic.

frontier3_5.jpg

I mentioned before the detail layer of the terrain. It adds the continuous rolling hills across the world. These hills are irregular, but for the sake of illustration let’s imagine they are perfect sine waves:

Continue reading ⟩⟩ “Project Frontier #4: Dr. Seuss, Geologist”

 


 

Spoiler Warning S5E32: The President of Burp Head

By Shamus Posted Friday Jun 10, 2011

Filed under: Spoiler Warning 168 comments

Wherein Dead Money gets revenge for all our taunting, moaning, and glitching.


Link (YouTube)

I think it’s pretty impressive that for all of the ridiculous stuff we’ve done on the show, this is the first time we’ve had to resort to cheating. I think Rutskarn is right – I’m sure Christine getting stuck was a result of our earlier jackassery, where we glitched Christine to save her life.

One more episode of Dead Money remaining, and then we’re back to the Mojave Wasteland for a while.

 


 

Project Frontier #3: Adding Variety

By Shamus Posted Friday Jun 10, 2011

Filed under: Programming 62 comments

I mentioned earlier that the program is comprised of a bunch of different systems. There are three systems we’re interested in right now:

  1. Regions are abstract areas that have certain properties. Like, “stuff within these boundaries should be very hilly, moderately high, have bright green grass, etc”. It doesn’t contain any elevation or polygon data. It’s just an area of rules.
  2. Pages are blocks of elevation data. Right now, these are generated in one go. When a given page is requested, the program drops what it’s doing and generates it. This takes a while, leading to really annoying quarter-second lockups as you move around the world. Somebody should probably look into doing something about that.
  3. Terrains take the pages of data and make the polygons and textures.

Here is an overhead view:

frontier3_1.jpg

Continue reading ⟩⟩ “Project Frontier #3: Adding Variety”

 


 

Spoiler Warning S5E31: Hermetically Sealed

By Shamus Posted Thursday Jun 9, 2011

Filed under: Spoiler Warning 237 comments


Link (YouTube)

We spent most of this week pointing out the ridiculous contrivances with regards to the Sierra Madre Gas Chamber & Casino. A few of you are offended because there are in-game explanations for some of these things. I’ve seen the end of the DLC now, and I’m not so sure. Yes, the place was designed to be a trap, but… this? Why were we gassed when we came in the front door? Why were we dragged to different areas of the Casino? Why weren’t we simply killed? Who dragged us? Where did they go? Why can’t Dean go through a curtain? Why didn’t he knock out that holo-emitter? Allowing for the fact that the vault itself is a trap, why is the rest of the building designed like Jigsaw’s summer home? Where do all these ghost men come from? Why does the “one collar goes off, they all go off” feature seem to come and go without explanation? And so on.

But since I didn’t play the DLC, I’ll allow that maybe all of these seeming absurdities are explained on a terminal or something somewhere. Josh was fairly thorough with the dialogs, but maybe there were characters we missed or questions that he glossed over somewhere. Even so, you need to have a heart of inert concrete to not be able to enjoy the supreme absurdity of the situation the player is in.

Mel Brooks once said: Tragedy is when I cut my finger. Comedy is when YOU fall in a sewer and die. (paraphrase) If that’s true, then the Sierra Madre is a Fortress of Timeless Comedy. Even if it’s all explained, it’s still a hotel designed to lock the doors, gas everyone, and then send in holographic Tron guys to gun down the stragglers. If you don’t find that funny then we can’t be friends.