Project Frontier #8: FAQ

By Shamus Posted Wednesday Jun 22, 2011

Filed under: Programming 117 comments

frontier8_1.jpg

Projects slow down over time. It’s inevitable. Partly it’s because the more you add, the more complex the code becomes, and so the harder it is to make headway. Swapping out a part on a lawnmower is easy. Changing that same part on a fully-loaded 2011 automobile is likely to be an order of magnitude more complex. But mostly it’s because we tend to go for the low-hanging fruit first and tackle the thorny problems later.

I began writing this series of posts a week into the project, and I’ve been gradually catching up. To wit: I’m adding features more slowly than I’m writing posts about features. Now that I’m out of new stuff to show off, these posts are naturally going to become less frequent.

While we’re waiting for the next breakthrough, I thought I’d take a minute and answer a few of the questions I keep seeing again and again…

Continue reading ⟩⟩ “Project Frontier #8: FAQ”

 


 

Spoiler Warning S5E34: Welcome Back!

By Shamus Posted Tuesday Jun 21, 2011

Filed under: Spoiler Warning 104 comments


Link (YouTube)

I just watched the episode. I know we were giving Josh a hard time about the incinerator, but now that I can read the screen I see the incinerator is the least of our problems. Josh is still lugging around a missile launcher. Look at that crawl of items as the episode drags on. It’s an endless list of heavy, worthless stuff we all know he will never, ever use.

Can you talk to him for me? He just doesn’t listen to me anymore.

 


 

Project Frontier #7: River Raid

By Shamus Posted Monday Jun 20, 2011

Filed under: Programming 166 comments

WARNING: This one is tough to explain without spending 5,000 words detailing the most mundane inner workings of the engine. Sorry if it’s confusing. I did what I could to balance information and readability. I tried, I really did.

When I started the project, I had a pretty good idea of how the previous features were going to work. Terrain textures, the topography, the grass, the sky. My design changed as I worked, but I always had a plan.

I don’t have a plan for rivers. This is a shame, since the whole project is pretty much a bust if I can’t solve it.

Here is what the world looks like during my default build:

frontier7_1.jpg

Continue reading ⟩⟩ “Project Frontier #7: River Raid”

 


 

Project Frontier: Week 3

By Shamus Posted Friday Jun 17, 2011

Filed under: Programming 179 comments

As we reach the end of week 3 of the project (I didn’t start blogging until I was a week in) I decided to make a demonstration video:


Link (YouTube)

I’m not crazy about how the video turned out. There are annoying framerate skips. (Which only happen when I’m recording via Fraps. The program itself doesn’t have slowdowns like that.) I’d disabled dirt and forgot to re-enable it before recording this, so the surface is a lot less diverse than it should be, especially in the badlands-type areas. The rocks are colored to match the grass, due to a bug that I fixed after editing the video. In general, this just doesn’t show off the program as well as it could. I almost trashed it and started over, but then realized that those two hours could be spent improving the program instead of editing a two-minute video to show it off.

Also, I must thank the person who suggested Mercurial for source code control. Everything about it is awesome. I hooked my source up with Mercurial, and then put it in my Dropbox* directory, meaning I now have continuous, off-site backups of my entire revision history.

So, thanks for that. If I had access to professional-grade Perforce again, I’m not sure I’d go back. It really is that good.

On the subject of the source code:

Under normal circumstances, I’d share the source for this as I have in the past. However, I’m nominally unemployed and so I’m playing things a little closer to the vest. I have no idea how far this project will go or who will take interest. To be blunt: Minecraft has made a pile of thirty-three million dollar bills. It’s outsold a bunch of AAA games and it’s beaten them on the profit margins by a humiliating degree. Now, I’m not making Minecraft and what I have here is not worth millions. (Going by how much I’ve been offered so far, it’s worth zero. Heh.) But it’s entirely possible the employers or investors are looking for another game that hits those same notes: Replay value, retro-graphics, low system specs, unconventional gameplay. Someone might want to hire me because of this. Someone might want to buy the project. Giving away the source might make this less likely. Employers are sometime strange beasts, and they don’t always view source code the same way we do. People are less likely to buy code when they can get it for free, or if they’re concerned that the code is a group effort and they are worried of the group-fights that might appear once money is part of the equation.

I’m not ruling out sharing the source in the future, and I realize I’m giving up a lot by keeping the source to myself. Other coders out there could probably solve some problems that are difficult for me, or spot bugs I’ve missed. And it’s always nice to be able to show off a really well-polished bit of code.

But the point is, I’m holding onto it for now. Please respect this decision.

* My praise for Dropbox is somewhat less enthusiastic. It’s too stupid to ignore unwanted files and directories, which means it backs up a ton of useless intermediate compile-time files, and it freaks out a bit over the blink-and-you’ll-miss-them temporary files that are created during compile. The designers have flatly stated they won’t add a feature to exclude files, which means 95% of the crap in my Dropbox is stuff I will never want but can’t stop it from uploading. Clarification: You CAN tell Dropbox you don’t want certain files, but if you do that it DELETES THEM. Stupid, brain-dead design. Still, it’s free and it gets the job done.

 


 

Let’s Code Part 22: Something Like This

By Shamus Posted Friday Jun 17, 2011

Filed under: Links 11 comments

I have to thank Michael Goodfellow for the great series he’s been working on over at Sea of Memes. His project to create a Minecraft-esque world based on a ring of floating asteroids has made for an interesting read, and the problems he’s faced (and mostly overcome) has shaped my thinking on my own project. I actually had to stop reading for a while, because reading his site made me want to code, and I had other projects I was trying to work on.

He’s come to a crossroads now. He’s got several interesting ideas for how the asteroids should be formed and what the geography will be like. With this step he’s moving away from “Minecraft clone” and doing something really new. Stuff like this:

http://www.sea-of-memes.com/LetsCode22/green-asteroid-world.jpg

That’s just one of several approaches. He’s actually got a poll up if you want to have a look and express a preference.

Do check out the whole series, if you haven’t already. He’s more regular with his updates, and he’s usually got some videos of the project. And source code. (Although I’ll have a video later today!)

 


 

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.