Archive for the ‘Video Games’ Category

Wow

Wednesday, September 7th, 2005

These guys get it. Boy do they ever. I’ve been thinking this for a long time now – people don’t play games to go through a progression of increasingly difficult challenges, or to learn some complex combat system, or to hunt for the ‘Enchanted Leggings of Resilience’ or anything else. They play games primarily to have fun, and as much as game developers like to claim that’s how they’re desgining their games, I just dont see it. Playing a good game should be like watching a movie, only you get to control the action and the fighting. Unfortunately, that is frequently translated into ‘you have to accomplish the same series of tasks that was done in the movie, and if you are presented with a task that’s difficult, you’ll just have to try over and over and over untill you get it.’ I can’t stand that model, and I think it’s uncessary. Which is more fun? In option 1, the way everyone does it right now, the hero fights the villian 12 or 13 times, slowly learning the villain’s abilities until the fight becomes a choreaographed dance instead of an impromtu battle, and the hero wins because he knows exactly how the fight’s going to progress, whereas the villian responds the same way each time. In option 2, which is the way I’d like to do it, and maybe these guys see it as well, the hero finds the villain and wins a fast paced, exciting fight, narrowly escaping his own demise. I’ll take option 2 any time, and I’m sure there are plenty of people who agree with me.

Yes, there is a place for competitive games, challenging I’ve had a blast playing united offensive, idiotic teammates aside. Ninja Gaiden was entertaining almost primarily because it could be so horrendously difficult. The thing is, though, the time I have the most fun in my games is when I feel like a badass; Lopping off the heads of bandits in Fable, crushing demons with the massive Dhabilaro in Ninja Gaiden, lurking in the shadows in Splinter Cell, or thowing sand people around like rag dolls in Knights of the Old Republic. Not fighting the same boss over and over again, trying to figure out how to beat him, or running through the same hall over and over again, dying to the same guys because you haven’t figured out the secret path you need to take. That’s just stupid.

I’m going to keep my eye on this ‘Fahrenheit’ game and see what comes of it.

Now With Muzzle Flashes!

Thursday, September 1st, 2005

Muzzle Flash!

OpenGL Is Kinda Wierd

Tuesday, August 30th, 2005

I guess I had been assuming that using an RGBA pixel format would enable alpha-testing, but apparently it didn’t. After looking up a bunch of examples which used a hack involving a blend-function to get around the lack of a pixel format with an alpha channel, I realized there was probably some test I needed to enable. I about smacked my forehead when I went to google and saw what the issue was, I just needed this bit of code:

glEnable(GL_ALPHA_TEST)

I wish I would have seen or thought of that earlier.

update: I need to go to bed for now, but after a bit of a struggle at first I implemented a lighting system, and if I do say so myself, the results are quite handsome. I also got some ‘under the hood’ work done, shuffling the game code so that the scene manager system is more prominent, allowing each scene to control the camera and other functions more easily. The other nice result is that the main loop of the game is simplified nicely. As for PyODE, which I thought I was going to put in tonight, I may wait on that. I’m not sure, yet.

rrrrowrr

I, for one, am Excited

Tuesday, August 30th, 2005

Tonight I’m going to use PyODE to add some decent physics to my game. I can’t wait.

Always Get the Basics

Monday, August 29th, 2005

I was working on some code for the Zombie game just now. At the risk of giving away spoilers, I was writing code to make sure the player stayed in the bed of a truck, which will be driving about and therefore oriented in any different number of angles.

My game was using a strange coordinate system because I hadn’t bothered to write clean code. Most sprite based entities whose angle was ‘zero’ would face upwards, while mesh-based entities whose angle was zero would face to the right. On top of that, the way angles worked may have been counter-clockwise for the sprites and clockwise for the meshes. I knew i was going to have to fix this code eventually, but tonight I tried to unsuccessfully to write code for the player in the truck of the bed. My plan was to translate the player’s position to the truck’s coordinate system and then slide him into a certain box representing the bed of the truck but i kept getting screwed up results. I finaly gave up and rewrote the crappy code, and as a result everything is much smother now.

Moral of the story: get the basics down good.

Update: YEEEEEHAWWWW

Yee-Haww!

Whaa?

Sunday, August 28th, 2005

I have posted a new screenshot on the ZombieFun page. It’s in the country, though. Peculiar…

ZombieFun Game

Friday, August 19th, 2005

I made a page detailing a game me and Jeremy are making. Check it out if you’re into that sort of thing.