Stolen Pixels #89: Left 4 Dumb: Part 11

By Shamus Posted Tuesday May 12, 2009

Filed under: Column 28 comments

The latest comic is up. Also note in the side-text are some notes about how I plan to run the series. Now, allow me to indulge in some naval gazing:

Left 4 Dumb is turning into an interesting project. I realized a couple of nights ago that a lot of my comic-making time is spent location scouting. Since the original Left 4 Dead levels aren’t available in Garry’s Mod, I have to find someplace suitable for making a particular comic. I decided early on that I wanted to avoid using the Half Life 2 levels as much as possible. This was partly because their Euro-style buildings would be jarring in a story supposedly set in western Pennsylvania but mostly because those levels are so famous and so familiar that it would be confusing for readers. “Hey, this looks like Black Mesa East. Is it really supposed to be Black Mesa East, or is this just the same set? Now they’re running to safety down this hall, but I know from experience that the hall is a dead end. Is that part of the joke or an oversight?” And so on. It would put the focus on the setting instead of the story, and would probably ruin a lot of punchlines for HL2 fans.

Since I can’t use those levels, and I can’t use the real levels, I have to look elsewhere for someplace to set the comics. This is turning out to be more challenging than I expected. Counterstrike: Source and Half Life 2: Deathmatch are pretty good, although limited in use because my comic is set at night and most of those levels have daytime lighting.

I notice I’m running into many of the same problems I encountered with DM of the Rings. I can either tell a joke or move the plot forward, but not both at once. Today’s strip advanced the plot, (Louis is rescued) reiterated the character’s goals, (going to the safehouse) and recounted what happened to Louis (he “died” and inexplicably returned to life via a hero closet) but the “joke” is lamer than Steven Hawking and FDR trying to play hacky sack. That’s the way it goes sometimes.

I’m actually a lot more relaxed about lame jokes than I used to be. A lot of the tepid DMotR jokes paid off in later strips as unintentional setups for running gags or to simply nudge the story in the right direction. And often even ones that didn’t amuse me would make people really laugh because the joke connected with them in some unexpected way. I used to think that weak jokes were a terrible crime, but now I see you can strike out on a regular basis as long as you hit a home run once in a while. And to be fair, even Bill Waterson and Bill Amend had the occasional “meh” strip, and those guys are widely recognized as deities of comic brilliance. I’m just a guy who vandalizes videogame art, so I’m no longer wracked with guilt if every strip doesn’t cover everyone’s LCD screens with nasally propelled coffee.

As promised, here is the aforementioned naval gazing:

Photo by Elsie esq.

 


 

Duke Nukem Never

By Shamus Posted Monday May 11, 2009

Filed under: Video Games 44 comments

We’ve been waiting for this announcement for years. We’ve known the project was doomed since the second or third time they announced they were throwing everything away and starting over. What’s amazing is how long it took them to announce that they were giving up. 3D Realms is going out of business. Since they haven’t actually produced anything but screenshots and laughable promises I don’t think the gaming world has lost anything besides a long-running joke.

Thirteen years in the “making”, Duke Nukem Forever is the king of vaporware and will likely hold that title for many years to come. (Duke is so awesome, he even wins awards for not existing!) Note that the American moon race, from the day of Kennedy’s challenge to the point where Neil Armstrong climbed out of Eagle and went frolicking around Mare Tranquillitatis, took less time than it took to not make Duke Nukem Forever.

Dear 3D Realms,

As you guys slide into bankruptcy court, allow me to make you an offer: I’ll give you the $60 I would have paid for the game, and all you have to do is tell me what you were doing for the last 13 years.

Pretty please? The mystery is driving me crazy.

 


 

Star Trek: The Franchise

By Shamus Posted Monday May 11, 2009

Filed under: Nerd Culture 61 comments

I’ve always had a strange relationship with Star Trek. I don’t self-identify as a Trek fan, but I’ve watched most of the originals, most of The Next Generation, half of Voyager, a handful of Deep Space Nine, and all of the movies. I’m not sure why, as I’ve hated it more often than I loved it. Still, I’ve absorbed enough that it’s pretty hard to claim I’m not a fan in some capacity. I think maybe I like the idea of Star Trek better than I like the product itself.

Part of the problem is just the sheer longevity of the show. Star Trek has run for over four decades. It’s spanned six TV series, eleven movies, and a cargo container of books and comics. With that much content by so many different authors with so many divergent agendas it would be impossible for any work of fiction to emerge without a few plot holes and regrettable errors, but I still find myself wishing they could at least get everyone in the band on the same page. If not in tune, and perhaps not even all playing the same song, but maybe it’s not to much to ask that they all stick to the same genre of music. Trying to create a coherent story that goes from space-western to morality play to space [and sometimes soap] opera, to thought-provoking sci-fi, to “action flick go boom” is so difficult that it makes me wonder why they bother trying to create continuity at all. It’s fine if they want to take some ideas and go off and make something new with them, but then they insist on trying to re-connect everything by dragging characters and events from one genre show to another, and the result always makes a hash of things.

“Midi-chlorians” is the sneering watchword of disillusioned Star Wars fans. If it’s not “Midi-chlorians”, it’s “Han Shot First”, the complaint of fans who don’t like to see the story changed via retroactive rewrites and “re-imaginings” of established events. But their troubles are minor compared to the trials of the average Trek fan. The Star Trek version of the scene would have Han Solo from the future time-traveling back to the gunfight to save Greedo from his past self because it turns out that Greedo is crucial (crucial!) to the life of the galaxy in some way that was never mentioned, telegraphed, or plausible in the original ordering of events. Then after playing his part in saving the galaxy, Greedo would betray future Han and run off to become a recurring villain, and every time they met they would talk about The Day in The Bar When We Tried To Shoot Each Other. Han would repeatedly spare Greedo for reasons that were never explained. Then they would be forced to team up against some Greater Threat to The Whole Universe. Then Greedo would become a good guy. Then he would get his own show.

This is the story of the Trek universe, a bubbling cauldron of thick, chunky nonsense and disjointed storytelling. It’s a beast with more holes than a Dunkin’ Donuts and more cruft than the Windows 98 codebase.

Oops.

I sat down here to write about the movie, and ended up banging out 500 words about the franchise itself. I guess this is fitting, since every conversation I have about any individual movie or television show turns into a tirade about how it’s further contorted an already badly mangled story.

Watched every movie? Complained about all of them? Obsessing over continuity problems? Who am I kidding? That’s the definition of a Trek fan, right there. I might as well put on some pointy ears and start writing fan fiction.

I’ll try again tomorrow to review the movie.

 


 

John Carmack Quakecon 2007

By Shamus Posted Saturday May 9, 2009

Filed under: Movies 19 comments

Almost two years old, but still a captivating* speech nonetheless. It never dawned on me I could just watch this guy on YouTube. I found this by way of a happy accident, and then experienced some sort of temporal shift as two hours vanished. As one of the foremost minds in graphics technology and a remarkable software inventor, John Carmack has lots of interesting things to say about technology, patent laws, mobile platform gaming, business, freedom, aerospace development, the OpenGL architectural review board, the difficulties of programming on the PS3, open source, rising development costs, Rage (their upcoming game) and many other subjects. The full talk is over two hours in length.

I must say his talks are pretty humbling. I was feeling pretty proud of myself for my cute little city thing until I realized that with just slightly more time he’d written an entire graphics engine for unfamiliar hardware. I made pretty buildings and a memory leak, and he made something that was robust enough to serve as the foundation for a multimillion dollar game.

Here is the full talk in playlist form:

I am eagerly awaiting the release of the Doom3 engine. In the past they’ve released their engines as open source as the software reached the point where it still had great academic value and little commercial value. But the graphics plateau we’ve reached might slow down this process. Doom 3 turns five this year, and it barely looks dated. It has certainly aged better than the original, which was very out of date by 1998.

Still, I’m hoping we see the Doom 3 engine not too long after Rage comes out. The unified lighting system is an exciting technology that I don’t think has been fully explored, even all these years later. It was one of those very rare advances that made things look better and made them easier to produce. It’s possible for the software to build (or load) geometry on the fly, which suggests that you could make procedurally generated maps. Barring that, it should at least be possible to make a game without any loading screens.

* Captivity not guaranteed. Well-adjusted people may find this to be dry and dull.

 


 

Experienced Points: Griefmonkeys

By Shamus Posted Friday May 8, 2009

Filed under: Column 38 comments

The topic this week at The Escapist is griefing. Here the staff weighs in on the subject:

But my place as the Friday columnist lets me get in the last word. (Maniacal laughter.)

 


 

Stolen Pixels # 88: Left 4 Dumb: Part 10

By Shamus Posted Friday May 8, 2009

Filed under: Column 27 comments

Yay! The first safehouse!

 


 

Pixel City, Test

By Shamus Posted Friday May 8, 2009

Filed under: Programming 133 comments

If you’re one of the people who has reported 5 minute loading times with Pixel City, would you be so good as to try this download and report the results?

I’m not sure what’s causing these slowdowns, but the program should be running orders of magnitude faster than what you’re seeing and I’m sort of groping around looking for possible causes.

Thanks.

Also, the YouTube demo of the program seems to have taken off. It’s now the #6 top favorited movie this week under “Gaming” on YouTube. It’s also the #6 most watched gaming video in New Zealand. (Far outpacing interest in other countries.) I had no idea I had so many fans down there. Hello, New Zealanders. I love your accents. Your country is beautiful.


Link (YouTube)

Anyway, thanks to everyone for spreading the thing around. I do think that lots of public interest is a great motivator for taking care of a project after the fun parts are over with. We’ve very much entered the dull grounds keeping and janitorial phase of software engineering here, and knowing people are still using the software and following the project gives me a reason to make sure everything is as polished as possible given my miserly time budget and general indolence towards projects that have left the experimentation stage.

Finally, thanks to those who have worked on the project over at GitHub. I’ve brought some of your changes back into my own codebase. If we had a forum over there we’d be golden.