Bunker Busting: Moai Caldera Dev Blog 5

25 06 2009

As I said I’ve now developed a better entry method into the structure of my level. I also would like to correct myself a bit. See when I said “guardhouse” I guess I really meant “bunker” or “pillbox”. I sloped the exterior walls a bit to give it more of a sturdy, military-grade look, although it’s still only dev-textured right now. I also have to consider I’ve left one section flat, just above the doorway, where I was going to put a symbol or some signage. I’m not sure if that would look good or not though.
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Moai Caldera not on Haitus: Dev Blog Entry #4

23 06 2009

Ok so I solved my problem with the level. Initially I just had ramps leading down into the base, which would have been difficult for someone of my experience to build a landscape around easily. So I’ve changed it up so that now each team’s quickest entry point into the structure is a “guard house” of sorts with a ramp/stariway leading through the floor down into the base itself, as can be seen after the jump
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Moai Caldera on Hiatus

21 06 2009

I think I’ve finally hit a stumbling block on my map development. I just can’t get my head wrapped around displacements. I mean I’ve tried and all but to be honest, my idea was possibly too ambitious for someone so new to hammer. Since I essentially have to wrap the structure in numerous displacements all sewn together, and the documentation on displacements and terrain design is so sparse, I’m unable to acquire the necessary knowledge it takes to do such a thing. So I have to re-think the whole idea. I may have to make it so it’d be easier to make the necessary displacements (which may necessitate a full rebuild) or just instead do away with such a displacement-heavy map and make an all-indoors map as my first true attempt. For now though I’m going back to the drawing board and rethinking things. Hopefully I can come up with a solution soon. This isn’t the end of the world by any means though, because I’ve learned numerous things so far such as lighting, cubemapping, skyboxes, and so forth. So, not a total loss.





The Invisible Hand of Adam Smith Extends its Middle Finger

12 06 2009

As I get ready to trade in another 6 games I haven’t played in a while to Gamestop just to get one new game, I am reminded of the problem the game industry has with the cost of games. Ever since this console generation, game prices have shot up to $60, something we hadn’t seen since the N64 days. We were told that the switch to disc media would benefit the consumer because game prices would go down. That hasn’t happened. I doubt it will even with this current economic crisis. Now while some people blame Gamestop for their trade-in policies, I choose not to. After all, used games was how I built up the game collections of my Genesis, my N64, my PS1, my PS2, and my NES. The problem is that Gamestop has to make money off of the secondhand games market, and sadly with game prices the way they are now, they can’t drop prices dramatically on used games for the current generation of consoles.

So we’re back to the big problem, the price of a new game itself. ranging from $40 on handheld systems, to $50 on the Wii, to $60 if you’re buying for the PS3 or 360. These are pretty much the highest prices each company’s current-gen console has had for a game, apart from the aforementioned $60 N64 titles.
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