Away to the New Year

1 01 2010

Well 2009 is over. I can say, honestly, that I did not accomplish everything I wanted to. Graduating from WPI was pretty damn awesome in the grand scheme of things though. I finally know now the reason I went on a hiatus from my TF2 map dev, particularly that I actually didn’t like the direction it was heading in. I’ve decided it needs to be more above ground and less underground. Probably still going to make custom Moai things for it though. So that’s one of my many resolutions that I have for 2010.

In other news I recently purchased GTA IV for the PC. Now those that know me well know I was a bit unkind to GTA IV in retrospect, but to be honest it was a pretty good game, just not…GTA enough. But the reason I got the PC version was for its video editor, which essentially allows people to create and share machinima videos easily, since the video editor is a powerful editing suite in its own right that lets you focus cameras where you want, even on people not directly in the “action” so to speak. Here’s an example of something I whipped up.

Now of course the other problem with GTA IV on the PC is that it’s notoriously unstable. I figured a year after its release would’ve been plenty of time to iron out bugs but this has not been the case. There seems to be a problem with my game wherin it freezes up the entire computer after i use the video editor and go back to the regular game. Which is a shame really…because the video editor is a lot of fun. Despite these problems I’m still really enjoying playing it again.





Maggots!

20 12 2009

Uninspiring title but I figured it fit. So I’ve finally had some time to play around with the newly-updated TF2 now that a lot of the serious bugs (most of them related to Steam connections) have been ironed out. It’s a lot of fun. So far I’ve only unlocked the Direct Hit (precision rocket launcher that trades splash damage for speed and damage) and the Equalizer (pickaxe that does more damage and increases your speed depending on how little health you have, also has a taunt that causes the soldier to cook off a grenade in a suicidal explosion that causes 450 damage in a 6-foot radius). The Equalizer so far is my favorite of the two. Being able to travel almost as fast as a scout when at critical health and being able to dish out massive melee damage as a result is a sick amount of fun and a good way to take one, two, or even more guys out with you in a rush that would make even the miners of 1849 look like turtles.

I also had some time to experiment with the crafting system. So far I only really know how to make scrap metal out of 3 of the same item, and all I had on hand for that was 3 extra ubersaws, but I think this works out since it means people have to do a lot of crafting and thus have to play for a long time to work up to stuff they want, thus keeping the system from being abused (in theory).

Oh and in case anybody doesn’t know somehow, the soldier just barely edged out a victory over the demoman, securing the unique fourth item which is a pair of boots that reduces rocket jump damage. Ideally an item that would truly benefit either class so a good idea from Valve indeed.





Craft Fair

14 12 2009

So over the past few days Valve (yes, I’m talking about them again) are doing not only their dual Soldier and Demoman class update, but they’ve also decided to add a competition to it, in which whichever class kills more of the other gets an exclusive 4th class upgrade. Pretty nifty in my opinion, which apparently is not shared by a lot of people on the Internet because they still think the L4D2 boycott is still going on (I’ll get to that in a moment). Over the weekend however, Valve introduced something that is either a great idea or it has the potential to be the idea that finally breaks TF2.
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A Real Donnybrook of Solo Game Development

10 12 2009

One of the bigger problems of being a person that does not really enjoy programming is that, even when I learn how to program it still remains a chore. Case in point, I’ve been experimenting with Flash CS4 enough to the point where I can make a vertical shooter. I also understand enough about ActionScript to the point where I think I can make an idea I’ve had in my head for the past 9 months a reality. The problem is that, as a non-programmer, the idea of doing more programming turns me off the idea entirely. Having said that though I plan to use this weekend to at least get something achieved graphically to start showing the idea in its most basic form, and then hope that maybe i’ll be more open to trying to code it. It’s not so much sophisticated as it is that I haven’t found a good enough tutorial on powerup chains/tiers (like in shooters like Gradius or Raiden) yet.





Renovating the site.

7 12 2009

I’ve moved some things around on the site, so some people may have to update their bookmarks (yeah I know, what people?). The sidebar will show the changes most clearly but I’ll also list them here.

1. Artwork has now been arranged by genre (although I still need to figure out where the TF2-related work I’ve done should go).
2. the link for the Game Development page in my portfolio is updated as such. I changed the permalink slightly.
3. I added a contact page, which is really just my email address for now.





Just some news

1 12 2009

Just a quick update on my various goings-on I guess. I’m probably going to end up rearranging my on-site portfolio so the images are grouped by genre instead of by project, which will make viewing relevant work a lot easier. I’ve also been working on development in Flash so I can start prototyping some design ideas, as well as possibly explore publishing iPhone apps once CS5 comes out. I know I’ve said things about the iPhone in the past but sometimes you have to let personal feelings go in favor of job opportunities as well as just exploring what you can do with certain technologies. And to be honest the accelerometer gives me a few interesting ideas.

I know it doesn’t really reflect well on me to flitter about from idea to idea, but that’s what I’m seeing a doctor for (i.e. figure out what’s up with that), but that’s not really pertinent. It’s also because I have the problem of having too many ideas and wanting to get them all out at the same time.





Rebels without a Clue

24 11 2009

I have decided, at long last, to put down my own thoughts on the recent heavy trend of gamers threatening to boycott games if certain things are not done. Specifically this is about my personal experiences going up against the Left 4 Dead 2 boycott, but also from talking to people who have complained about what Activision and Infinity Ward did with Modern Warfare 2 (but still play it anyway).

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For want of an adapter @BOSPostMortem

18 11 2009

First off a quick note, the reason the title is written the way it is is due to my attempt to see if I can get a direct tweet at the Boston Postmortem Twitter account. If not, well you can expect no more crazy @ symbols in my titles. If so…well then you might be in trouble.

Anyway, had a great time at Boston Postmortem tonight, found the AI developer panel really interesting even though I’m not programming-oriented. But as usual, it just isn’t a Boston Postmortem without the prerequisite “adapter crisis”. See for some reason, at every single Boston Postmortem, invariably they will need some sort of adapter to plug the computer being used for the presentation to the projector. Usually it’s a Mac VGA adapter that’s needed (furthering my belief that Apple Computers are against the natural order of things [/joke]), or some other sort of display adapter. This time around it was a DVI to VGA adapter. Anyway myself and a few other people at the table I was at (including someone from Turbine) came up with the idea that people should start bringing random adapters to these because invariably one of them is going to be needed. And it shouldn’t just be stuff we need for today’s machines, oh no. Suppose someone needs a Zip Drive or an ink ribbon for an IBM Selectric Typewriter? You can never tell at BPM after all. As for me I’m putting myself in charge of the “RCA to S-Video” adapters.

 





Do the words “walking tank” mean nothing to people?

7 11 2009

Recently a good amount of demo footage from Square-Enix’s new entry in the Front Mission series, Front Mission Evolved, has surfaced. Granted they’re not making it since it’s not an SRPG like the others, rather it’s a 3rd-person action shooter similar to Mech Assault or Mobile Suit Gundam Crossfire. A lot of people have had a lot of complaints about it, and personally I feel some of them are unwarranted. I mean that shouldn’t really be surprising seeing as how this is the Internet where logic frequently seems to take a backseat to shouting loudly about your opinion. Anyway I feel it’s time to add my own voice to the mix in terms of some of the more vocal complaints I’ve seen

1. The Wanzers Move Too Slow: This is kind of a big one. Many people who have played any 3rd-person mecha game has probably not played the ones I mentioned but instead played Armored Core, a game which very heavily relies on the “gundam” model of movement i.e. strap on some vernier boosters and go nuts. Front Mission is a lot different. While you do have a system for boosting it’s often limited to just going in one direction at a time and in very short bursts. This is not anything new. Every single Front Mission that has used the boosting/dashing mechanism has done it in short bursts. Same for the Verniers (or Jump Jets for you Mechwarrior fans).  Of course maybe I’m missing something since I didn’t play Front Mission 2 or 5 (they weren’t released stateside and I’m not into modding consoles or trying to read japanese at this time), but the systems always worked the same in the 3 games I did play, if they were even there at all (Front Mission 4, I’m certain, did not have in-game dashing). As to the Wanzers moving too slow, well that’s kind of the point. “Wanzer” is a portmanteau of “Wanderung Panzer” or “Walking Tank”. Tanks, to put it bluntly, do not go fast. Sure there are some wanzers that are lighter than others and thus can move further per turn (i.e. faster) but it’s not a huge difference. None of them are going to tear up asphalt at 100 mph. They are definitely a lot more like battlemechs or the HOUNDs from Chromehounds. Weapons of war that are far more utilitarian than stylish. And perhaps the biggest thing to consider is that the Wanzers used in the demo footage by the player looked a lot bulkier than normal, so it stands to reason they would move slowly.

2. AI is stupid. I disagree seeing as how the AI for games like Mech Assault and Chromehounds seem to have only one setting: “run forward, fire relentlessly”. And don’t get me started on the AI for Armored Core. Either it’s cheap as hell or dumb as toast. In FM Evolved the Wanzers will actually flank, move to cover, make tactical withdrawls in the face of overwhelming force, etc. No it isn’t perfect, they tend to have trouble finding accurate cover from sniper fire, but it does work fairly well. Another thing to consider is that again, this is demo footage. Demo footage never seems to be cranked up to the max difficulty settings (if such a thing exists) because the demo exists to show a player what they can do, not what they can fail at.

Those are really the two big complaints, I’m not going to address the truly stupid crap like saying the game automatically fails because the developer hasn’t put out anything good. Actually on second thought.

3. Double Helix Studios Sucks. Again, disagree. Double Helix is fairly new, formed by a merger of two other companies, one of which was Shiny Entertainment. Yes we can agree that Silent Hill Homecoming wasn’t up to par, but then again it’s hard to do a good SH game if you’re not Konami. Yes we can agree the GI Joe game wasn’t very good but it’s hard to judge a company based on a movie tie-in game. But really the whole reason why this argument is dumb is because if we’re to judge future output based on previous output alone, then that would’ve meant Deus Ex would’ve never been lauded as the amazing game it is because of Daikatana. And that obviously wasn’t the case seeing as how Deus Ex is awesome

Ok so now I think I’m done addressing the complaints. Really I think it’s dumb to immediately label a game crap based on demo footage unless it’s really obviously bad, which again is not the case here. To judge a game without playing it feels disingenuous to me. So far I have to say what I’ve seen of FM Evolved is good enough for me to want to play it when it comes out next year, and I feel that it will hopefully be that good. It has what I like out of games like Armored Core only seeming to do it just a bit better. Heck it even allows you to target the specific wanzer parts like in the strategy games. So I don’t worry about it too much. I do worry about the people who spend too much time complaining about it though.





GameX: A Retrospective

26 10 2009

So today I got back from GameX, a combination game and game industry convention that was taking place in the Greater Philadelphia area. I did do a couple tweets on what I had done while I was there but clearly that was insufficent. Since my laptop was way too broken to be of much use I’m going to have to condense everything I did/saw/found interesting into a blog post right here. Of course since this is really the first convention of any kind that I’ve been to I probably didn’t do enough things that people would deem sufficient for a con-goer, but oh well. More after the jump
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