The video games we play have advanced seemingly exponentially in terms of their technological complexity, and therefore the complexity necessary to create such advanced pieces of software. Why then hasn’t the immersion of these games, on average, advanced alongside of everything else? When I pick up a new game to play, I feel just as much outside of the game I’m playing as I did to games I played years ago; this fact disturbs me greatly. Why should I feel as little involvement and immersion with...
In the last decade, video games have become more and more like movies than their old-age makers could ever have even thought of. We have games like Halo 2 which are so big,expensive, and popular that it can generate more money in a single day than any blockbuster movie could ever hope to bring in on its opening day. One thing that is becoming really hard to do with modern games, though, is making a really “good” game; and, by good, I mean fun to play and experience . The actual source of this...
I've spent the last two weeks of my time with Torque doing nothing except tweaking the GUI that I plan to use for my upcoming projects, and tonight I can finally say that I'm done with the damn thing. I created every image completely from scratch, which I'm still proud of, then tweaked and re-drew every texture about three or four times, then tweaked and re-wrote some of the GUI scripts and the inner GUI core code. And it's done. I would've had this done far sooner, but this weekend has been ...
Jump to: Introduction :: The First Day :: Three-Week Mark :: Personal Implications :: Conclusion Introduction As of now, I am officially a two-week-old intern programmer at the game development division of Stardock ; a company most likely best-known for their Object Desktop suite of Windows desktop customization software (of which I believe WindowBlinds and ObjectDock may be the most well-known). Within the game development scope of things, though, Stardock is famou...
After a very small and virtually unidentifiable break from the monolithic RTS series , I decided that it was time to put my completely empty wallet's worth of money where my ever-so-large mouth is and get to work on developing some sort of game. Yes, that's right. I am actually going to work on a project that doesn't (d)evolve into me getting obsessed with some component of the overall tech which I eventually spend months trying to perfect. I, this time, pinky-swear (cross my heart, etc.) t...
So, some of you may or may not have noticed the positively supertastic absence of rambling entries and gaming editorials that had been written in the recent weeks; all apologies for that. My first move to rectify this content depression was with my review of Titan Quest which was fairly well-received on one of the two locations which I publish material given that I didn't do my normal advertising spree across the realms of the wide, vast, and frightening Intarweb. So, hopefully this review...
The lack of a comprehensive update in a few days may make a few of you disoriented in your travels, speech, and general being , but I promise, I had good cause. Kind of. Well, not really. But I bring pictures to compensate. Them pixels arrayed in an organized fashion represent the little room that I call home in a very slightly off-campus house with ten other people (all but two of whom I know on a friendly or friendly-ish basis). It's a pretty nice place, actually, and words cannot descr...
Searching through the reaches of the abyssal drawers of some of my nightstands and dressers in my room of ten years I came upon a number of buried remains of scratched-up CD-R discs which had previously served as reusable "diskettes" of a larger capacity for use in transferring data during the non-Internet days of my computing life. Amongst these compact treasure chests, I found a number of old pictures, as well as some old conversation logs and e-mails exchanged at key dramatic intervals over t...
2005 is a great year for gamers as a whole, with the release of the highly-touted Xbox 360 headlining the news (and, consequently, the temporally inferior PS3) for the brutes of the gaming crowd and new graphics card technology and big-name game titles for the intellectually elite [Ha.] PC gamers. Far and wide the most important event of 2005 is the release of Gas Powered Games' Dungeon Siege 2 , the sequel to the relatively under-appreciated original game of the same name, one of my top titl...
Short story made shorter: I'm putting my XNA Action/RTS Cubegasm on hold. My framework isn't nearly robust enough to make the kind of game I want to make and, since this is strictly a hobby project, I'd rather not have to put all of the gameplay on hold while I flesh out the necessary backbone in order to get to the "fun stuff." I didn't see this as a reason not to release the current code for the project, though. So I'm doing that. You can get the source package: here.
It's not a very big release. Nor a very done one. It basically doesn't do anything. It'll load up a game map with one fortress firing bullets (that never get destroyed) at the player's five cube-spawning points. That's about it. How exciting!
Replacing Cubegasm is a game that I can actually play alongside development (also using XNA); it's called Brain Snack. I'll post some more information/screenshots when they're not embarrassingly bad.
There are, as of my last counting, approximately a gazillion journalistic locales which offer game reviews on the internet or in print. There are not, to my knowledge, any columns which analyze a game mechanic within the context in which it appears along with detailing what is actually fun about the mechanic, and how it could be improved or exploited in the future. This particular edition of Mechanics will do none of that.
Majoring in English in college meant two things: I read a lot and I talked about what I read a lot. There is nothing more self-indulgent and pompous than a bunch of people sitting around a classroom talking about books in the setting of higher education. College students and, more to the point, English majors come up with some of the most absurd talking points based on their interpretations of a given text that it all becomes laughable at some points. I'm talking discussion matter along the lines of absurdity if I was to say that Clifford the Big Red Dog's existence merely served as a metaphor for the presence of communist Russia in the global sociopolitical scene and all of the people he comes in contact with in Norman Bridwell's line of children books are all analogous to various world political figures throughout the 1950s and 1960s. Of course such a theory is absolutely ridiculous, but when intellectuals are asked to find a deeper meaning in a classical text there are instances of such crackpot theories.
In lieu of actually doing any development tonight I, instead, chose to write a gaming article (still no Metal Gear Story; I'm still thinking about that) and then a particularly-lengthy GameDev.net Daily. Now, since I've given up hope of getting work done tonight and have accepted the idea that Battlefield: Bad Company will dominate my nights for the next few days, I'll write about what I'm actually working on for the moment.
I've never worked on a project that had any sort of physics simulation occurring within it before; when I found out that Havok released their SDK that could be used by hobbyists and by any commercial product that retailed for less than $10, though, I retreated from my previous stay at Hotel XNA and back into C/C++ Direct3D9 Land. I didn't want to spend months writing a framework and a rendering engine, though, since I'm currently in the kind of mood where I want to put out a game every two-three months -- a timespan which is variable based on game release dates, occasional social interests and obligations, and work schedules. It is a direct result of this mindset which led me to using OGRE. I spent a few days configuring my project, the engine (and all of the modules for it which I planned on using), and Havok in Visual Studio and then got about implementing a basic Havok simulation and rendering aesthetic worked out.
For this update, my role in Asplode! was absolutely minimal. While I'm in the middle of a mild crunch for The Political Machine 2008 and then away at Rochester, New York for a Paramore concert, Josh was working asininely hard on version 1.2 of Asplode! . As started, my role in this update was purely peripheral as, in my spare time, I've been working on the start for Bipolar and taking some of Josh's code for his game and turning it into a more generic library that both of us can use in ...
Yeah, so, I'm releasing Asplode! now and such. And, along with the game, comes all of the source to the game. I originally wasn't planning on releasing the source but as development winded down and I started to play the game for longer sessions I soon realized that the game became virtually unplayable on my machine after about seven-eight minutes. I thought this may have been a result of poorly-managed graphical assets so I took a couple days to optimize them (and, as a result, the VectorM...
I've been playing a very time-intensive game of musical chairs with various three-dee engines over the course of the last two-and-a-half weeks in an attempt to find the one that would be best suited to my particular development style and the kind of game I want to create. And I can safely say that, tonight, I have reached the ultimate solution. That's right, after toying around with things like TorqueX, Torque Game Engine Advanced, OGRE, Irrlicht, Nebula3, and, finally, PowerRender. The latter two of the list appeared to have the most potential, with PowerRender being the closest thing to what I was looking for, but the most recent iteration of the engine is still under heavy development and, what was the most troublesome, seems to be getting very infrequent updates. So, after all of the wasted time, I decided that I was going to dig out my old C++/D3D9/D3D10 framework and just rip out the D3D9 parts for use in a new framework which I could use in the future.
I got exactly an hour-and-a-half of work done on that last night before I realized that it felt way too much like the kind of engine work I do at my job every weekday. So now, and for realsies, I'm back with XNA. I'll be releasing Asplode! this weekend in its terribly-performing state (and open source) and, hopefully, everything I learned in the development of that will help me create a far more useful toolset this time around as far as memory management is concerned. The most important lesson I have with me that I learned from Asplode! is that the most important thing about memory within a managed environment isn't necessarily the allocation of memory so much as it is the deleting of it. Apparently the garbage collector is a wicked beast that must be appeased in order to maintain stable gameplay performance. I don't know. I'm still getting the hang of the intricacies of C#. When I was working on Asplode! -- and this will be readily apparent in the source if people peruse it -- I didn't know anything about C#. I simply coded as if I would code a game using C++ and, when code didn't compile, I read up on why the error occurred and what I needed to do/learn in order to fix it. Hopefully, this time around, I'm a bit more well-prepared. It also helps that Drilian and I are teaming up for some of the more game-independent stuff.