I'll be going hiking beginning Friday and through the next week, so I won't be posting anything on those days.
When I get back, I'll see where things stand on this blog. I'll be refreshed, energized, and ready to slam down the awesome.
Tuesday, May 22, 2012
Friday, May 18, 2012
The Glitchers Sample #2
This is another test scene for a Glitchers series.
This one is less RPGish in nature and more of a modern spin. It's much shorter than the first because it's
just meant to be a quick introduction to the character and the setting, rather
than conveying any emotion or plot. I might pick this setting, the previous setting, or use something completely different. I'm thinking of combining them into a fun chaotic mess.
-----
Summer got up from her chair and studied the code on the
whiteboard, line by line. Looking at the
forest didn't show any problems, so it was time to look at the trees.
She took a marker off the ledge and tapped the board as she repeated
the code out loud. She read the complete
code three times, her tone growing increasingly frustrated with each iteration.
Finally, she put the marker down, backed away, and rubbed
her eyes. Time to look at the forest
again.
Colin wrote pseudocode in his notepad, considering other
ways to write the function. He couldn't
see the logic error, and sometimes the only solution is to erase and start
again with a new approach.
Colin didn't want to speak to ask a question; Summer hated
being interrupted while concentrating on problem like this. Despite her name, Summer could be a cold
woman when she was working.
"Oh, for crying out loud!" Summer suddenly burst, half
an exclamation of joy at solving the problem, and half of aggravation for not
solving it sooner.
She marched right up to the whiteboard again, wiped out two
variables--one being subtracted from the other--grasped the marker, uncapped
it, and quickly squiggled the reverse.
Colin facepalmed, and sighed. "Wow.
Thanks, Summer."
"It's the simplest things that getcha," she said.
Colin couldn't tell whether she made the statement with a friendly
'we've all been there' concession or a mocking smirk. She was impossible to read. Most of the men and a couple of women in the
office had once thought of her as a cute catch, but found her vexing
personality didn't match her name and face.
Work was all business, and it seemed that work was her life.
"I feel like an idiot," Colin said. "I've been confused for three hours on
this."
"That's the way it is.
It's never something in the structure or the idea that's wrong; it's
always a plus instead of a minus, a forgotten semicolon, a constant that should
be a variable..."
Summer's attempted reassurance didn't reassure Colin, but he
thanked her again, and left back to his cubicle.
Summer erased the whiteboard, thinking. If someone making a small program down here
could make a little error like that with such disastrous results, how perfect
must the code of the universe be? And
what happens when there is an error?
Tuesday, May 15, 2012
Article: Games as More than Rules
Ever since The Spoony One began his Counter Monkey series,
I've become fascinated with Pen & Paper RPGs. As I watch his Dethklok Campaign, I realize
I've been missing quite a lot of tabletop gaming goodness.
I've never been into D&D or other tabletop RPGs, mostly
just because I haven't had much opportunity to get into it. The entry threshold for such games is quite
high, what with needing so many players, understanding all the number crunching,
and having the time to play.
So the closest I ever got pre-college was a Milton Bradley
boardgame called HeroQuest, which I've heard as described as "D&D
101". In college I played Descent:
Journeys in the Dark, which is a D&D 102, if HeroQuest is the first.
However, both of these are completely inaccurate nicknames
and are practically insults to D&D.
Not quite as bad as the movie, but still.
The problem is more of what is defined as D&D. The rules, while complex, can be mimicked by
a computer, and there are many, many videogames that are simply that. But there is something completely different
between playing Neverwinter Nights on a computer and playing D&D with five friends
around a table.
The part about using your imagination is taken care of, for instance. |
And I'm not simply referencing the social aspect, although
that is undoubtedly a major portion of it, but one could argue (and I do) that
analog games will always have that advantage over digital.
But the real point of D&D is that it's a storytelling
engine that relies on ingenuity and improv using a dice-based system to add
some chaos to the mix.
The videogame versions have the numbers down pat, but a
digital system, no matter how well designed, cannot allow for the decisions
players want to make.
In any videogame, there are only a certain number of
discrete actions the player can make. If
the animation or physics don't allow an action, or if the designer did not
expect such a decision to be made, it simply can't be carried out.
While every bit of dialogue in a D&D session comes out
on the fly, little can be done to replicate that on a computer. Dialog trees do not account for every option,
and it will be a few more years before algorithms and programs are designed to
accept and analyze human speech to create appropriate responses.
"I'm afraid I can't do that, Dave. Use one or two word phrases only." |
Yet even beyond the dialogue, physical actions have the same
limitations. In the Dethlok campaign,
the heroes had to perform a spell to create a portal to a throne room, and
perform a second spell to break a King out of an amber prison. The players decided to make the portal, and
have the second spell caster stay on the other side and cast the
un-imprisonment spell through the portal.
This was something the DM didn't expect, but he allowed
it. In a videogame version, if the
designers didn't expect the players to cast a spell through a portal, the
programming simply might not allow it (perhaps claiming lack of line of sight,
or the distance being too great, or whathaveyou).
In the same encounter, another player set fire to his
bedroll to create a distraction, and the DM allowed that as well, on the fly
rolling dice to determine how the fire spread.
The fire was effective in blocking some enemies, and might have helped
turn the tide of the battle.
During an earlier boss battle, the final blow was a critical
hit with an axe. The DM improvised that
the blow cut off the boss's head just as a casual fluff to make the kill seem
appropriate and entertaining. The
players then took the head and kept it with them for ten days to prove that
they were trustworthy (after previously being framed for the death of the
King). The DM described how it had rotted
and smelled over that time, and one player who carried it had to improv an
excuse for the smell.
"The barkeep will never suspect a thing." |
In the course of the Dethklok campaign, there were at least
a few of these instances each session.
Without a human to extend the limitations of the system on
the fly, computer games simply cannot mimic the real purpose of D&D and
other Pen & Paper RPGs. The stories
of videogames, no matter how interactive they may get, can't get quite that
interactive without human intervention (or at least a premonition).
I'm not knocking on videogames, of course. HeroQuest, the board game, tried to create a
dungeon-crawler. But battles and
encounters in D&D, while taking up a huge chunk of the gameplay (and the majority of
the rules), are not exactly the core of the system. HeroQuest doesn't allow for more than the
most generic of dungeon crawls and no room for improvisation, because the rules
are too tight. You attack, cast spells,
search for traps, etc. You can't carry
the head of your fallen enemy. There is
hardly a storyline.
I don't have any major problems with dungeon-crawlers, and
I've enjoyed my fair share. But, even if
it technically has identical rules, it isn't the same game. By their nature, just about every videogame
is more like Clue or Battleship than D&D, simply because there is no room
to make up stuff on the spot.
I wonder if this is allowed simply because they forgot to say "No punching each other while on the ice" in the rules. |
Pen & Paper RPGs are a new breed of games (well, relatively
new, given the history of games, let's suppose), which challenges the idea of
what rules are for in a game.
In most games, rules restrict what you can do. In Clue, you can only suggest the murder
occurred in the room you are in, unless you are making an accusation. That is a rule. You cannot break the rule.
In D&D, the rules simply provide a framework for skills
and chance, and instead of limiting players, it encourages smart thinking and
rewards ingenuity. Just because the
rules don't explain what to do when you light a bedroll on fire and throw it
through a portal to the surprise of six guards, that doesn't mean it's not
allowed. There are enough variables in
play that a careful DM can take what is given and roll with it.
So to speak. |
Perhaps the most impressive piece of improvisation in the
Dethklok Campaign came in an early battle when the character Garret was killed
by the sting of a Scorpion Queen.
But instead of killing Garret outright, the DM allowed him
to survive, and gave him a curse from the Scorpion Queen's sting that possessed
him and not only gave him a character quirk, but significantly altered the
campaign. Every major event in the
campaign was effected by Garret's curse, even allowing Garret and two other
heroes to escape hideous torture. At
seemingly random times, the DM would ask Garret to roll dice to see if his
heightened spidey-senses notice something he otherwise wouldn't.
D&D is part game, part novel that five or so players
make up as they go. If the sessions were
written down and cleaned up, the stories created would easily rival the biggest
blockbuster movies or ancient epic poems.
This article, however, is not just vehement praise of
D&D, or even of all Pen & Paper RPGs.
Rather, it is more a discussion to help think about how we define
games. SimCity changed videogames just
as D&D changed boardgames, and perhaps MMOs did the same.
I end with two topics of questions:
Are there more ways we can expand our ideas of games? D&D turned games into a true storytelling
medium. What else can games do?
And secondly, how to we get videogames to do what humans can
do? How do we allow players to perform
actions that the designers didn't think of?
How do we create a framework in the digital world that rewards
improvisation and ingenuity?
The designer of this thing did not expect it to be used as a wig. |
Friday, May 11, 2012
Development Log: Facebook Timeline Adventure #2
I've decided it would be best to stop and restart the Facebook
Timeline Adventure.
One of three programs I've been using to keep track of it. |
I had been just making it up as I went along, with just one
random encounter after another. Since I
don't have a solid plan for it, it gets confusing fast. I had a few ideas that sprang to mind as I
worked on it, which caused me to rethink how I even began the game.
If I kept improvising, eventually I'd paint myself into a corner or expand the choice tree outward far too much, making the whole project unwieldy and difficult to write for.
So what I'll be doing with it instead is working on it off Facebook
for a time, getting an outline working and a better idea of where I want to go
with it.
Then I'll make a flowchart of the entire thing, based on my
outline, and finally I'll write the pages and pop them into Facebook. What is already there will probably be deleted, so I may just create a completely different story altogether.
If that plan works right, I'll be able to create a more
interesting and compelling game.
I hope to keep the RPG aspects of it simple to make it more
of an RPG/Choose-Your-Own-Adventure hybrid, that works as more of a parody of both games.
If you have any ideas for what you'd like to read, leave a comment. I may implement suggestions.
If you have any ideas for what you'd like to read, leave a comment. I may implement suggestions.
Tuesday, May 8, 2012
Learning Radiant - Hours 2 to 4
"The possibility of a resonance cascade scenario is extremely unlikely," they said; "it's probably not a problem," they said. |
Hour 2
Well, I tried to follow the tutorial again. Problems ahoy.
Well, I tried to follow the tutorial again. Problems ahoy.
So I did some searching and discovered a Valve Developer page which says:
"Note: GtkRadiant
1.5 has certain compatibility and stability issues when creating maps for
Half-Life, for this reason 1.4 or earlier are recommended instead."
So with that helpful piece of advice, I uninstalled 1.5 and
installed 1.4, went to create a new Half-Life file, and...
Half-Life was not an option to choose from. Counter Strike was, so I took it. It appears so far that, to the program,
Counter Strike and Half-Life are interchangeable synonyms.
Long story short, caulking still won't work. Perhaps caulking is something that Half-Life
simply can't handle, so I'm ignoring it until necessary.
So I tried the other steps again: hollow cube, texture, player start, light,
compile, and... it worked!
However, I started getting save errors. Radiant tried to append "No brushes
selected" to the end of the file name (even if I do have a brush selected
as I save). This is the weirdest
freakin' error I've ever seen.
Somehow I fixed it, through a combination of saving,
compiling and loading, but I'm still not sure exactly what the fix was.
The only error I seem to have left is figuring out how to
make Half-Life find the file and play it.
Hour 3
In an attempt to get the level working, I backtracked and
hosed myself. Even though I solved that
filename save error once, it came back.
Finally I found the solution with enough searching, which was to simply uncheck a particular box, and now
saving works fine. Still, the level
doesn't seem to load in Half-Life, but at least I completely solved one
problem.
Although, on occasion, the box rechecks itself.
The error I seem to be getting about loading Half-Life is
that I'm seeing the Eye of God.
As the loading screen slides up, the screen looks like what's on the bottom there. |
I can still hear the jump sound so I know the player is landing
on solid ground; it's simply the visual that isn't working, even though I have
a light and an enclosed space.
I had the thought that it might be a texture issue, so next
I added an HEV suit into the level, since it's a model. This is what I got:
I also noticed that when I load the test level, I get the
warning "could not find [wall texture] in any listed wad files, searching
all wad files instead!"
So my guess is that even though the editor finds the texture
properly, it is not directly connected to the map when I compile.
So next I tried turning the room into a prefab, thinking
that perhaps the texture would be (and I don't know the technical term)
"fused" to the model. However,
the program crashed when I tried to make a prefab, so I'd say that's out for
the time being.
Hour 4
I tried looking up the warning I got (minus the exact
texture name) and I got exactly 1 result, in German, and the solution was never
found.
I tried just opening a Half-Life level to see what they do differently. Unfortunately, because the editor uses .map
files for editing and compiles them into .bsp's, I can't load a Half-Life map
into the editor.
My next thought was that perhaps the editor has a problem
with the whole Half-Life/Counterstrike naming thing, and I had best reinstall
the editor and point to Counterstrike instead of the original Half-Life.
No luck. Same
problem.
Until I can get this fixed, learning Radiant will slow down
to a crawl.
If you have any suggestions for fixes, leave a comment and
I'll try it out.
Friday, May 4, 2012
1st Impression: Fruit Ninja Kinect
Fruit Ninja Kinect is a free download when you purchase a
Kinect. It's fun for the first two
minutes, but gets boring far too quick.
In Fruit Ninja, your task is pretty much what it sounds like
from the title: fruit will come flying onto the screen, and you try to slice
the fruit in half before it leaves.
You have a shadow displayed on the wall behind the fruit so
you can more easily aim your slices, which is a very well-thought detail. Unfortunately, that's the most creative
aspect of the design.
There are many kinds of fruit, most of which slice like all
other kinds. However, when you slice
certain kinds of bananas, you might slow down the speed of the fruits, or
double your points for a short time. If
you strike a dragonfruit, you zoom in on it and can continue to slice it for a
huge combo.
There are also bombs that are thrown which you must avoid,
which can make you lose ten points, or end the round prematurely.
There are a few different modes to the game with little difference:
some modes are timed, others let you keep going until you miss three fruit. There is also a Challenge mode which simply
mixes up the modes and gives you a goal to reach each round.
There are also two-player modes where you can work together
or compete.
However, there is little in the way of variety and the
rewards simply aren't worth the trouble (different colors for your slashing
motions, new backgrounds). There are
also 21 Xbox achievements to unlock, which seems like way too many.
Ultimately, Fruit Ninja Kinect is no more than a party game,
and even then it is not one you'd spend much time on. It's a minigame that should have been
included in a different game. It might
have worked well if it were a sixth game in Kinect Adventures, for instance,
but it did not need to be its own entity.
But while the game is fun for five minutes, what kills the
experience is the menu. You activate
buttons by slicing them, and I find myself slicing the wrong button when I am
simply moving my hand to reach the right button. The scrolling menu for selecting visual
options also seems to behave too quickly:
when I try to slide the menu down, it slides up.
I wish I could write a longer review, but there's is nothing
else to talk about. It is that simple a
game.
Fortunately it's a free game, so the most you are wasting is
some space on your Xbox.
At the end of the day, Fruit Ninja Kinect is better suited
to a Mario Party minigame than a standalone Kinect experience. It's okay that it shows off the Kinect's
abilities, but Kinect Adventures does this already, and far better.
Tuesday, May 1, 2012
Learning Radiant - Hour 1
I remember when I first downloaded and tried to use
Radiant. In the manual there was a quick
tutorial on making a simple room, starting with a hollow cube. I remember that I could make the cube just
fine, but when I clicked the 'Hollow' button, the cube got deleted. This annoyed me greatly, and I set the editor
aside, to be learned when I had more patience.
Well, starting it up again (to learn it in earnest this month) led to the same problem. I tried hollowing out a cube many times, but
it never seemed to work.
The manual's tutorial simply doesn't work for me, and I
can't yet find the problem.
So instead I found a decent resource on how to use Radiant,
and I tried making the room based on what it showed.
I made six separate thin cubes that would serve as the sides
of a hollow cube. I grabbed a random
texture from Half-Life (the only game I have that Radiant works for) and
applied it to the cubes.
This worked without problems, so I added a light and a
player start, and compiled.
My BSP disappeared.
In fact, my light disappeared too. The compiler detected no errors at all, so I
don't know why almost everything went boom.
That green thing is a player start. The gray is where my light and walls should be. |
I can only imagine there is a problem with the way I set up
Radiant, like the directory structure is off or it points to certain folders or
game files incorrectly.
So next, even though my BSP seemingly went away, I decided
to test it anyway. The online resource
seems to indicate that there is no way to test in-editor, so I went into
Half-Life and tried to load up my test map.
It can't find it. Half-Life can't find anything but Team Fortress and Opposing Force.
So I seem to have at least three problems I have to figure
out before I can move on: compile disappearance, hollowing disappearances, and Half-Life finding the file.
This is going to be a fun month.
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