World of Warcraft: Nitpicks Revisited

By Shamus Posted Wednesday Dec 15, 2010

Filed under: Game Reviews 153 comments

Two and a half years ago I wrote up a list of grievances against World of Warcraft. Now the world has been re-worked for the Cataclysm, so I thought I’d revisit that list and see how things have changed.

1. Low drop rates for quest items

wow_nitpicks9.jpg

Drop rates are now usually at 80% or better. Of course, this is possible mostly due to the fact that they’ve sped up the leveling curve. Blizzard doesn’t need you to kill 200 Murlocs to get from level 10 to 11, so when a quest giver asks you to bring him 20 Murloc heads, you don’t need to worry that 90% of the Murlocs in the world will be inexplicably headless when you loot them.

Conclusion: Fixed. And thank you.
Continue reading ⟩⟩ “World of Warcraft: Nitpicks Revisited”

 


 

Spoiler Warning S4E10: Garrus Bueller’s Day Off

By Shamus Posted Tuesday Dec 14, 2010

Filed under: Spoiler Warning 130 comments


Link (YouTube)

At the top of the episode, we actually tried the assault on the doors like three times, and kept getting killed. We want to keep the show moving, and so Josh tried to avoid playing the game as intended: Crouch behind cover and play peek-a-boo / whack-a-mook for two and a half minutes. That’s really boring to watch, so Josh is a bit more aggressive than is advisable.

And then we stopped to begin the episode, and Mordin cleared the room alone. Sure, it seems odd that the ship’s doctor should be able to rambo his way through waves of enemies. But a more pressing question is: Where the crap was Jacob? I’m not sure why he decided to go on break right at this moment and leave all the work to Mordin, but I’m sure he’ll have lots of time to reflect on his mistake now that he’s never leaving the ship again ever.

EDIT: Oh right, he was with Garrus. Ah well. He’s staying on the ship anyway.

 


 

Drawn to Knowledge: Net Neutrality

By Shamus Posted Monday Dec 13, 2010

Filed under: Movies 154 comments

Here is my latest in the Drawn to Knowledge series. I have also created a YouTube channel, just for this show.


Link (YouTube)

Share and enjoy. Next time I’ll cover something a little less divisive.

Going into more detail…

Continue reading ⟩⟩ “Drawn to Knowledge: Net Neutrality”

 


 

Deck the Dalek

By Shamus Posted Sunday Dec 12, 2010

Filed under: Pictures 76 comments

Painted by my wife: A small (8×5 inches) holiday Dalek. (Watercolor.)

dalek christmas
CEL-E-BRATE! CEL-E-BRATE! CEL-E-BRATE!

My wife and kids are all huge Dr. Who fans, and fans of the new series in particular. (Tennant is the favorite Doctor among them. Personally, I was always partial to Tom Baker.) I don’t watch it. The Doctor is a master of time who can live for centuries. I am not, and so I can ill-afford to get engrossed in long-running sci-fi series.

I think it’s audacious how they have taken the classic 80’s villains and brought them into their modern productions with much of their camp still intact.

CEL-E-BRATE!

 


 

Experienced Points:
That Game I Should Have Liked

By Shamus Posted Friday Dec 10, 2010

Filed under: Column 106 comments

In which I express regret over a game I just couldn’t love.

Guess which one.

 


 

Spoiler Warning S4E9: Stairway to Heaven

By Mumbles Posted Friday Dec 10, 2010

Filed under: Spoiler Warning 235 comments

Good morning everyone, it’s Mumbles. Did you know that you can’t buy whiskey and eggnog before 6AM in California? So much for the Christmas spirit, law makers!


Link (YouTube)

So, the show is called Spoiler Warning and we typically try not to give anything away before it happens. But, do you have any idea how difficult that is? In the early Bioshock episodes, I was this close to just blabbing who Atlas was, even if it didn’t really mean anything to the viewer at the time. I was bursting with truth, good viewers, but I could not share.

With that said, there’s a big surprise in this episode. As you know, Rutskarn has not played the game and is experiencing it for the first time. It’s really too bad that before the recording, I accidentally told him Archangel’s identity and gave him ample time to work on some puns. Whoops. My bad.

 


 

Let’s Code Part 3

By Shamus Posted Thursday Dec 9, 2010

Filed under: Programming 42 comments

Part 3 is up. Check it out, then my comments below:

Ugh. The example Microsoft code Michael shows us for DirectWrite is abominable. That’s about what I remember for DirectX programming as well. HUGE variable types, all over the place, mixed case, and cumbersome syntax. The end result is that even simple lines of code end up being very long, which is bad for readability. This is probably the #1 reason I work in OpenGL. I evaluated both in the 90’s, and found OpenGL to be far, far nicer to work with. Since then OpenGL has (reportedly) struggled a bit to keep up with the cutting-edge stuff. I suppose this would be bad if I rode the cutting edge, but I’d rather have it be slightly more cumbersome to load a pixel shader in one part of my program than have the ENTIRE program look like a wall of incomprehensible gibberish.

It’s really interesting how much my recent work is matching up with what Michael is doing this week. I said last week that I wrote my own program to produce Drawn to Knowledge. If you remember, that was this video:


Link (YouTube)

My program isn’t nearly as clean or as polished as what Michael is doing. It took me over three days to create, and is still rough to the point of being unfit for public viewing. But I had to deal with both the file-format question and the font-drawing stuff.

For file writing, I took the easy and cheap way out. As Michael said, you have to remember to mark your files somehow so that they will be readable in the future. Like, if you are making a save game system for your game, and later in the project you decide to add a bit of data for keeping track of how long the player has played this particular character. If you don’t have a way of keeping track of versions, then the newer version of the game won’t be able to read old save game files. It will look for that “time played” stat, and (because it’s an old savegame) find some other bit of data in that spot. This will throw off reading of the file and generally lead to some sort of hilarious failure.

For my own saves, I need to save all of these little doodles. They’re actually pretty small. (The entire presentation you see above is just ~317k.) So I took the lazy way out and gave the file a needlessly huge header file. How that works is this: The project settings record stuff like what background I’m using and what line color I’m using. (The next video will show this off a bit more. It’s done in purple “crayon” on white paper.) That bit of information is actually just a few bytes. But when I save the file I write a great big 2k block of (mostly empty) data at the top of the file. If I add some feature in the future then I can just throw that data in that big empty space and not worry about the file size changing. It’s wasteful to do things this way. But hey: two thousand bytes. Screw it.

Here is a shot of the program used to produce the video:

chalkboard1.jpg

The font business was more annoying. I don’t actually need fonts for my program to do any drawing. That’s really my handwriting, although messier than my usual handwriting because I’m still getting used to the idea of a tablet. But for debugging I DO need to draw some stuff on screen. When something malfunctions, it’s helpful to have the program able to print text to the screen so it can tell me about what’s going on. Luckily, I didn’t need to worry about it looking pretty, since it’s just for my own use.

And because I know people will ask: The next Drawn To Knowledge will probably come out next week. I still thinking about when I should put it out, how often, what topics I should cover, how it should look, and how much time I’m willing o put into it.

 


 
From The Archives:

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The Opportunity Crunch

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This is Why We Can’t Have Short Criticism

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The Loot Lottery

What makes the gameplay of Borderlands so addictive for some, and what does that have to do with slot machines?

 

Megatextures

A video discussing Megatexture technology. Why we needed it, what it was supposed to do, and why it maybe didn't totally work.

 

Fable II

The plot of this game isn't just dumb, it's actively hostile to the player. This game hates you and thinks you are stupid.

 

Final Fantasy X

A game about the ghost of an underwater football player who travels through time to save the world from a tick that controls kaiju satan. Really.

 

Who Broke the In-Game Economy?

Why are RPG economies so bad? Why are shopkeepers so mercenary, why are the prices so crazy, and why do you always end up a gazillionaire by the end of the game? Can't we just have a sensible balanced economy?

 

Good Robot Dev Blog

An ongoing series where I work on making a 2D action game from scratch.

 

Gamers Aren’t Toxic

This is a horrible narrative that undermines the hobby through crass stereotypes. The hobby is vast, gamers come from all walks of life, and you shouldn't judge ANY group by its worst members.