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Diablo 3…

17 May

diablo3

Diablo 3…Diablo 3 Diablo 3 Diablo 3 Diablo 3 Diablo 3 Diablo 3! Diablo 3 Diablo 3 Diablo 3 Diablo 3 Diablo 3 Diablo 3 Diablo 3 Diablo 3 Diablo 3 Diablo 3 Diablo 3.

Diablo 3 Diablo 3 Diablo 3 Diablo 3 Diablo 3 Diablo 3… Diablo 3 Diablo 3 Diablo 3 Diablo 3! Diablo 3 Diablo 3 Diablo 3 Diablo 3 Diablo 3 Diablo 3 Diablo 3…

Diablo 3, Diablo 3 Diablo 3 Diablo 3 Diablo 3 Diablo 3 Diablo 3! Diablo 3 Diablo 3 Diablo 3 Diablo 3.

Diablo 3 Diablo 3 Diablo 3 Diablo 3 Diablo 3 Diablo 3 Diablo 3 Diablo 3 Diablo 3 Diablo 3 Diablo 3 Diablo 3 Diablo 3 Diablo 3 Diablo 3 Diablo 3 Diablo 3 Diablo 3 Diablo 3 Diablo 3 Diablo 3 Diablo 3 Diablo 3 Diablo 3 Diablo 3 Diablo 3 Diablo 3 Diablo 3 Diablo 3 Diablo 3 Diablo 3 Diablo 3 Diablo 3 Diablo 3 Diablo 3 Diablo 3 Diablo 3 Diablo 3 Diablo 3 Diablo 3 Diablo 3 Diablo 3 Diablo 3 Diablo 3 Diablo 3 Diablo 3 Diablo 3 Diablo 3 Diablo 3 Diablo 3 Diablo 3 Diablo 3 Diablo 3 Diablo 3 Diablo 3 Diablo 3 Diablo 3 Diablo 3 Diablo 3 Diablo 3 Diablo 3 Diablo 3 Diablo 3 Diablo 3 Diablo 3 Diablo 3 Diablo 3 Diablo 3 Diablo 3 Diablo 3 Diablo 3 Diablo 3 Diablo 3 Diablo 3 Diablo 3 Diablo 3 Diablo 3 Diablo 3 Diablo 3 Diablo 3 Diablo 3 Diablo 3 Diablo 3 Diablo 3 Diablo 3 Diablo 3 Diablo 3 Diablo 3 Diablo 3 Diablo 3 Diablo 3 Diablo 3 Diablo 3 Diablo 3 Diablo 3 Diablo 3 Diablo 3 Diablo 3 Diablo 3 Diablo 3 Diablo 3 Diablo 3 Diablo 3 Diablo 3 Diablo 3 Diablo 3 Diablo 3 Diablo 3 Diablo 3 Diablo 3 Diablo 3 Diablo 3 Diablo 3 Diablo 3 Diablo 3 Diablo 3 Diablo 3 Diablo 3 Diablo 3 Diablo 3 Diablo 3 Diablo 3 !!!!!!!!!!!!!!!!!!!!!!

I think I made my point.. Smile

 
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Posted in Games

 

Majin and the Forsaken Kingdom

14 May

Majin and the Forsaken Kingdom Xbox 360

Finished playing “Majin and the Forsaken Kingdom” this weekend, I got to admit it is a pretty nifty title…

When it came out, I was probably busy with a whole lot of games and I ignored it (although the art always fascinated me)… I picked it up some months ago in a bargain bin, and I managed to play it this last week…

My first reaction is that the game is like Enslaved: a good title lost because of too many games out there and not that much media attention…

“Majin and the Forsaken Kingdom” is a family-friendly third person adventure, in which the player controls one character (the human) and can give some limited commands to the Majin, resulting in a somewhat cooperative gameplay experience.

Thankfully, there’s none of those usual issues in this kind of co-op gameplay (dodgy AIs doing more harm then good, etc)… You actually have to use Majin and his abilities to overcome puzzles and obstacles, which the game has his fair share. Combat is almost secondary, but it requires it to use the Majin… You can do the fights on your own, but they’re extremely hard that way…

The art of the game is gorgeous, giving you the fairy-tale feel that suits the game… Sound and music is good, but some of the dialogues are pretty flaky (thankfully only on the secondary characters, the main characters have decent writing and voicing).

The game follows the structure of a Metroidvania game, in which you acquire powers that allow you to access parts of the game that were previously unreachable.

My only real complaint about the game is the power-up and upgrade system. The upgrades feel “tacked-on”, with no real relevance (they have, I guess, but you don’t feel it). The power up is noticeable when you get back to the starting areas (lots of backtracking on this one), but the game’s difficulty scales up so uniformly with the power-ups that you really don’t feel it as well. The finishing move combos (that you keep getting upgrades) also feels empty and non-important.

All in all, “Majin and the Forsaken Kingdom” is a pretty fun experience, if third-person adventures are your cup of tea… It’s not as “epic” as an Uncharted game, but the story finishes being more emotional and with real fairy-tale moments that I enjoy immensely. 8/10

 
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Posted in Games

 

Another hiatus…

07 May

Sorry about that, but I’ve been busy with day-job and personal stuff and I haven’t been able to write anything…

Anyway, last week I’ve watched “The Thing” 2011 prequel, and it was awesome!

 

Watching this one and afterwards watching the original 1982 “The Thing” is a very cool experience, since they reference stuff in an amazing way…

I was really impressed with this…

This reminded me of the “The Thing” game:

 

Which was actually a very good game, with solid ideas that didn’t get the budget or marketing it actually needed…

One of these days I want to make a game in this vein: somewhere very remote, a very dangerous thing comes to life and proceeds to eat everyone! Open-mouthed smile

 
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Posted in Movies

 

Amazing what you can do…

26 Apr

…with a bit of imagination in 48-hours.

In the link below you can check out one of the games that came out of the Ludum Dare’s 48-Hour competition:

http://deepnight.net/games/ld23-memento/

Amazing work there by Sebastien Benard… Check out his blog at http://blog.deepnight.net/ for more stuff by him…

 
 

Post-Compo thoughts

23 Apr

This was the second time in a row I gave up on a 48-hour compo… This time I couldn’t think of a game for the theme, last time I just wasn’t having fun making the game I thought up…

I’m wondering if the joy of doing 48-Hour compos has faded for me…

Before, the 48-Hour compo was a learning experience (mostly time management), then it became about finishing a game…

But now, I think my feeling about them evolved… Now it’s the thought of creating something actually good… The last 3 games I’ve done in the compos that were finished (“Cursed”, “Conquest” and “An Old Man And His Quest”) came out really nice (for my standards in this sort of thing), and I think that kind of made me raise the bar…

So now, each time I don’t have a “great idea” (“Conquest”) or some “great 48-hour tech” (“Cursed” and “An Old Man And His Quest”) to work on, I get demotivated, start thinking about my awesome couch+tv+computer combo, and I loose interest…

Is this a flaw on my part? Or is it just a sign that I’ve made enough compos to have transcended the need for them, for purposes of self-validation? The compos for me were never about the competition itself, as I said above, it was about learning and finishing something, but nowadays I just don’t have the will for it, unless the idea I have really appeals to me…

No answer for any of these questions, but I just wanted to share, ‘cos that’s the kind of person I am! Open-mouthed smile

Hopefully the next compo I’ll be more motivated and can actually think of something good… and finish it for good measure! Open-mouthed smile

 

Throwing the towel…

22 Apr

I’m ashamed to say that for the second time in a row, I’m giving up…

There’s 15 hours to go, and all I have is a voxel engine and no idea on what to do with it… And because I have that voxel engine, I’m having even more difficulty having ideas that fit the theme…

I’m more of a “huge thinker”, not a “tiny thinker”… And just making a normal game but set it on a tiny world doesn’t appeal to me, since my idea is that a game with the theme “Tiny World” couldn’t be done in a big world (the “Tiny World” has to be part of the gameplay, not just a setting).

Why couldn’t “procedural generated” have won?! Smile

building_stuff

Anyway, good luck everyone!

 

Raycasting working, woot!

21 Apr

Contrary to my expectations, I got raycasting working… It’s not perfect, and I still need to identify which face the cursor intersected with, but it works nevertheless!

raycasting

Next step, finding which face it has intersected, and actually create blocks (updating the voxel representation)…

I might have to call it a day in an hour or so, since there’s a concert tonight that I wanted to see… Ah, the difficulties of juggling game development and a real life! Open-mouthed smile

 

Camera controls done…

21 Apr

Finished the material system for the voxel world and added some camera controls…

voxel03

voxel04

Not that happy with the camera controls; they don’t seem that intuitive, but they’re the same as the editor on my out-of-hours project, and while it works fine with an editor tool, it doesn’t seem suitable for a game… But after I get some game in this I’ll revisit it….

Anyway, now for the harder part in this project: finding out in which cube the player clicked and in which face, so I can build a new block there…

 

Voxel engine

21 Apr

Just finished implementing a simple voxel engine…

Was complicated getting all the conditions working properly, specially because I was trying to get some subdivision code working properly in the process, as you can see below… For the record, the image below should only be a plane at the bottom… Smile

voxel01

The full rebuild process is a bit slow yet (at least in debug mode), but I’ll optimize it later if it warrants.

Anyway, it works now:

voxel02

That’s just a random “height-field”.

Now I need to add different materials…

Still hoping inspiration hits me… Open-mouthed smile

 

The theme is what?!!!

21 Apr

Damn, woke about one hour ago and saw the theme… “Tiny World”…

Been thinking about an idea for one hour now, and I still have nothing concrete…

Until now, only two things come to mind:

  1. Generate a procedural world for a side-scroller kind of game, with a very small character… This is what I feel like programming, but I have no game for this… Just a guy moving about in a procedurally generated world, in a Metroidvania style… Doesn’t have anything to do with the theme and it might push my resources a bit too far…
  2. A tower defense kind of game: generate a procedural small planet and the player can build stuff on top of it (mines, cannons, power-plants, farms, cities, etc). He has to sustain and evolve the planet, defending it from stuff that comes from space (aliens, meteors, etc).
    The ideia is to do this in 3d, but that has the big problem of spatial perception: the player would be hard pressed to prepare against incoming threats, since they could come from everywhere.
    Going 2d on this idea might be more feasible from a gameplay perspective. Still, I think on this idea and there’s not actually much the player can achieve: he places some stuff around and then waits for an outcome, which sounds pretty boring.

 

Was hoping that writing this blog post would help come up with something else, but no success there…

Hum… Now for some web-searches on “Tiny World”…

Bah, no help there too…

Ok, let me try a different approach… just throwing some random ideas and see if any of them can be combined into something cool:

  1. The world is tiny
  2. The character is tiny (breaks the theme, I think)
  3. We build the world, having to manage its growth so that it becomes viable for something…
  4. We defend a tiny world
  5. We fight to conquer a tiny world
  6. The world grows/transforms from your actions
  7. Our tiny world is dying, need to find a new one (breaks the theme, I think)
  8. Our tiny world is dying, need to fix it (breaks the theme, I think)

 

Not many ideas… Most of my ideas are usually of bigger scope, so tending to “huge world”, more than “tiny”.

Can’t shake the feeling that there’s some grid-based small idea of a game that could be built, using the fact that the playing field is small and lending itself to fast playing sessions, but for the life of me, I can’t come up with anything…

……

Been brainstorming with my wife for a bit, and an idea came up… It’s not a “game idea”, but it gives me a starting point, and maybe a game will evolve from there…

I’m going to do a “voxel”-based construction kit, in which the player can put different color blocks in the world and then there will be some creatures that react in some way to the blocks…

But just making the construction kit will take some time, so I’ll start by that…