Sunday, February 6, 2011

Minecraft Build - Update 6: Functional portal and further development

Well after some fiddly and rather dangerous mining I at last got enough blocks of obsidian to make a portal. It was quite a pain in the arse as it takes nearly a minute to hack out a single block of the stuff even with my fancy diamond pick axe. When you need 14 to make a portal this was fairly taxing. The obsidian was also located in the middle of a big pool of lava so I needed to carefully block all of the lava from behind each block before I could safely dig it out. Anyways I got it and so after some careful planning and building I activated the portal on its specially built platform and ventured for the first time into the mysterious realm of the Nether.

I must say I was disappointed. I guess this could have sommet to do with the fact that Ive got it set to peaceful, so the Ghasts and Zombie Pigmen who normally populate the place were missing. Also, theres not much really to do or get there. In the whole of the Nether there is only 4 types of blocks, lava, netherrack, soulstone and glowstone. The Netherrack is nothing too exciting except it can be set on fire permanently, so should be good for creating a nice bright fire to illuminate somewhere. The soulstone does nothing other than slow your movement. Glowstone appears in big formations usually in the roof and emits bright light. This would make it handy for some underwater illumination but nothing much else really. Its also a pain to collect, each block you mine gives you one piece of glowdust, and you need 9 glowdusts to make one block. So basically you have to mine out 9 blocks of glowstone in order to get one block of placeable glowstone. Not very economic with your tools unfortunately. 

But that said my tower progresses. Iv added all the height I can as I have reached the upper limit of the game world. I didnt think there was one but I guess it was added in the beta. Not to worry though, my tower is very high so far and will continue to expand it laterally as I go. The new blocks from the Nether have been used as I can to spice up my tower here and there. Honestly though i grow bored expanding the upper stories so iv now concentrated on building some ground based stuff. I went and hollowed out two large chambers near the top of my mineshaft within which I have converted into underground farms fit with lava skylights. I have now got some crops and trees growing in side my fortress.

After several weeks of on and off building i am starting to lose interest somewhat. So to spice things up iv built a massive wall around my tower with ramparts and fire traps and have turned the game back onto monster mode. Armed with a sword I now plan to go out an hack up as many creepers as i can find to collect some sulphur so i can create some coveted dynamite. With this i can carve up the landscape much more effectively.
Anyway, I may post some more on this or not, but see below for my latest pics.

My exact point of respawn

Night view of my sky fort

Some experimentation with my glowstone

The base of my atrium

Level 3 atrium

The Nether

Lava lake in the Nether

My portal

The Nether side

My poral in its custom built platform

A view of the portal room with a cloud passing through the artrium

My courtyard

A view from the raparts




My fortress entire

Tuesday, February 1, 2011

Sculptris & 3D Modelling

I must say I am very excited about this 3D modelling class. I was very impressed by Sculptris and what can be done with it. While I have some 3D experience from my undergrad days namely in Solidworks, this program would struggle to create the smooth organic shapes that comes so naturally from Sculptris.

3DS is another story. Its been on my laptop in one form or another for years now but everytime iv opened it its been so scary and complicated looking Iv just abandoned even attempting to learn it. So I am glad we've finally begun a 3D class with what seems like a competent and decent lecturer so far. I look forward to shrugging off the heavy cloak of ignorance I have worn for too long and getting into creating some cool things like space ships and impulse engine manifolds :)

In the mean time I plan to churn out lots of heads in Sculptris, aliens, demons, human and anything else i can come up with. This will be a cool new tool for me and something I hope I can get quite good at.

My first serious attempt at Sculptris, your standard demonoid monstrosity!



Wednesday, January 19, 2011

Video Review

Behold, my video review submission. For this project I had to examine some video games and rate how they perform against the international humanitarian rules for the treatment of civilians. I used Adobe Premiere Pro to create the video. This was my first time using this programs so forgive my over use of the fading effect and some dodgy editing. Also, I want to re-iterate that the rating I give each game is how they perform in the above criteria, not what I would rate them overall.. Anyway. Enjoy!

Tuesday, January 4, 2011

Assassins Creed

Assassins Creed is a game I have heard about and been recommend many times since its release, however I never really had much of interest in the game until I finally saw it out on the PC at a discount price. It was released in 2007 and developed by Ubisoft Montreal. The games main designer is one Patrice Désilets, the man who gave us the recent Prince of Persia games. I played the Sands of Time and thought it was pretty good, nothing amazing now, but I enjoyed the platform climbing elements. I felt this would also be an similar effort, and at €15 was prepared to give it a go. Much to my delight I discovered a true gem of cosmic proportions!
 
Desmond Miles
One of the biggest surprises for me was the discovery that this was in fact a sci fi game. I was certainly confused during the installation with all the depiction of DNA strands and other obviously technological symbols and designs. I initially thought there had been a mistake and the wrong game had been packaged. Once the game began I could see that this definitely was Assassins Creed. In the game, you take on the role of Desmond Miles, a modern day barman who is being held against his will by a mysterious and obviously well funded corporation. Desmond is forced to use the Animus, a cool machine that lets him delve into his genetic memory and relive the life of his ancestors, in this case one Altaïr ibn La-Ahad, a 12th century member of the Hashshashin, or assassins, who lived during the third crusade in the Holy Land. Interestingly, this was in fact a real order existing for about 200 years during the middle ages. The game jumps between the past and present as Desmond is brought out of the animus for rest and plot development. He is free to wander around his bedroom and the animus room looking for clues to his captors identity and his intended fate. Most of the game is spent as Altaïr but these interludes are cool and add an interesting side to the game.

The Animus
The reason for this forced use of the animus is revealed as the game progresses and it is an interesting one, but I will not spoil the plot those who have not played the game yet.

The games cities are huge, giving you lots of ground to cover
The game is an openworld third person adventure where the player must move around different cities and a large world in between. The world is home to thousands of NPCs who wander about their daily routines. You need to scout out and learn the movements and habits of your various assassination targets before striking. There are also lots of small optional side missions to be completed and many hidden objects scattered throughout the game world. As an assassin, Altaïr is an highly trained and athletic individual who excels at parkour and can quickly scale building and roof tops to move fluidly across the city without ever setting foot on the ground. When you occasionally attract the attention of guards, and you will, you need to flee and hide, usually in a hay cart or in a roof garden. The citizens of the games cities also react to you presence. If you carelessly sprint or run through the streets, you can knock people over, damage property and generally piss off the locals. This is unwise as they are quick to call the city guards. You must move carefully and with purpose through the crowds, avoiding killing civilians and loitering near guards for long. The gameplay is alot of fun, moving through the city is very enjoyable as is stealthily taking down your targets.

The first thing to strike you are the fantastic graphics. The rich, highly detailed, immersive presentation really does the part and sucks you into the amazing setting. The scale and depth of the gameworld is breathtaking. The developers clearly did a lot of research into what life was like during the crusades and it really shows with the historical context feeling very realistic. Facial animations and the movement of Altaïr are highly refined and accurate. The games atmosphere is thick and you really feel like your moving through a genuine city. The sound effects are excellent, the markets and streets sound authentic with hawkers selling their wares, prophets speaking out against invasion and oppression, people having quite conversations and guards demanding that you move on or prepare to die. The games musical score is also worthy of note, really capturing the excitement and mystery of the games plot. The voice acting is excellent as are all of the sound effects with swords and bodies colliding realistically and with sickening satisfaction.

The games plot is gripping. Your various assassination targets are all different and have their own interesting stories. When you do manage to kill your targets, Altaïr has a very interesting conversation with them as their life slowly slips away. This I felt was one of  best parts of the game with fantastic acting and cinematic direction as your target explains why they were doing what they were doing and the reasoning behind killing them seems less certain. It really helps to get the story moving and is an excellent reward for completing each mission.

The games combat system is simple but a lot of fun. Altaïr has a large variety of moves and attacks that can be utilised. He can defend and counter, then launch a ferocious attack where he hammers his opponent into submission before sending them to the afterlife with a well placed sword through the midriff and a dislocated limb or two. Pulling off combo moves and successful counters result in very satisfying and often grisly killing moves that can occasionally have guards running for their lives. The reactions of the crowd of onlookers to the violence is also very realistic with your first kill or split blood resulting in screams and panic as everyone flees the carnage. Despite the large number of moves available, there is not so many that you will ignore any many of them with nearly every move required at some stage in order to best some of the tougher opponents. Again the graphics and animations are smooth and well done, with no slow down or lag even when fighting large groups of guards.


You have lots of different weapons and abilities in the game, all with their own strengths and weaknesses. Your hidden blade is ideal for quiet kills and instant death, throwing knives can take out targets from a distance and your vicious curved dagger is handy for eviscerating guards or sending jets of arterial blood into the air from some cleanly opened jugular veins. However I found the sword the most handy for general combat as its defensive and offensive abilities are the most rounded and useful. The game slowly opens up your inventory and armoury as the game progresses as well as unlocking new climbing and combat abilities. This keeps you interested as you find out what new ability you will have for your next mission.

There were a couple of issues that have to be mentioned. The controls for the PC version was definitely the biggest problem. The game can be quite tricky to play using a mouse and keyboard. It can be difficult to navigate some of the tighter or more complicated areas. Crashing into walls and obstacles was very easy. It could get quite maddening to get stuck trying to scale an unclimbable pillar whilst being chased by a regiment of the city garrison because you cant turn fast enough. There were many situations where death or other silly mistakes occurred as a result of the difficult control setup rather than player gameplay errors. Even towards the end of the game it was sometimes necessary to check the control layout and key mapping as I was never always sure of which buttons were which. The speed at which you react to situations is so critical in Assassins Creed that this would get very frustrating. The game is clearly designed with a joypad in mind, so it was annoying to find no real effort had gone into creating a decent and intuitive set up for PC users.

As cool and interesting as many of the games side missions are, they do get quite repetitive as the game progresses. There are only a small number of extra mission types available and they are the more or less the same throughout the game. In every city there is same few to do and towards the end of the game it was more of a chore to scale every view point and save every citizen. When you do rescue a citizen, you are forced to listen to their little thank you speech every time. There is a limited numbers of speeches and a similarly small number of different voice actors resulting in the annoying repetition of the dialog and no way to skip it.
As fun as the combat is, it started getting boring after I saved the 40th citizen
The games minimap on the HUD does not display the street layout, rather just the general direction of an objective. The street map could be viewed from the games menu however it would have been much more useful to have on the HUD. This would often lead to confusion as you got close to an objective. You could be right on top of the marker but unable to see what you were supposed to do, only for you to eventually realise your target is behind a wall or building. The need to pause the game to find the street map felt a bit cumbersome.

Oops! Sorry...  Fuck, time to flee again!
Another point is when you accidentally bump into a city guard, they, and any others in the vicinity, automatically begin chasing you. Its not always easy to quickly lose your tail, especially if you haven't already cleared all of the archers in an area. So this minor mistake can result in a 10 minute flight across the rooftops as you try to lose the legion of guards pursuing you. This can often mean you end up on the other side of the map forcing you to traverse the city again to get back to where you were. The size of the cities mean you usually sprint when your moving around so it can be very easy to attract attention. When this happens repeatedly the whole thing ends up becoming rather irritating after a while. When your in the world section of the game, some hiding spots can be very far away, if your horse is killed or lost in the pursuit, a lengthy stroll on foot is often the only way back. The controls also make it hard to dismount easily from your horse. Altaïr is a supreme athlete, acrobat, swordsman, marksman, horseman, pickpocket and spy but he cannot swim...

I have no complaints about the games excellent story, however the ending is a little weird, being a bit unclear that the game is in fact over.

Despite these minor points, Assassins Creed has been one of the best gaming experiences I have had this year. The fantastic presentation and depth, cool story line and sheer fun of the free running dynamic make this a game one I would recommend to everyone, although having a console may be better from a control point of view. A lot of effort has clearly gone into making this game and really pays off. I have just begun playing the sequel and cant wait to see how the game has been improved on. 4/5 thumbs.

Monday, December 20, 2010

Ludology - Final Impressions

So here we are, half way through official classes of my masters degree, and it is time to say farewell to this most interesting of subjects.

We have covered a lot in just 3 short months and the workload has been high. However, being a Masters, this was to be expected and I found the work challenging and enjoyable. This module is also the only really game related subject we have done so far so I wanted to get my head stuck in as much as possible. I found much of the content very interesting and I do feel I've picked up a lot in terms of how games are developed as well as some of the theory behind gameplay. Getting to sit around in college for 4 hours a week with a class and lecturer who all up on the nerdometer like me was very gratifying. Having a lecture where we watch and discuss a post mortem of Dead Space (one of my all time favourite games) is one of the greatest moments of my long and so far relatively fruitless education. My new love of blogging was also something begun for this class so even if I was to leave college tomorrow, I feel I will have gained much from Ludology.

We've had a lot of different assignments that people either loved or hated, but in the end, no matter how small or seemingly forgotten these occasionally were, they are all by far the most interesting projects I have ever worked on. I can honestly say Ive never attacked anything with the intensity and glee as I have some of these. Fair to be said several I found very frustrating and stressful, but with a nice slab of hindsight and Christmas on the horizon, I can only look back with satisfaction.

While many of the projects were small and unmarked, more to get us thinking in the right way, several are worthy of note. Our biggest project so far was creating a board game. Me and three other learned fellows developed Dominion, and epic space opera strategy game aimed at übernerds and board game enthusiasts. This is involved a lot of planning and working out of rules. This project really showed me the incredible amount of work and testing that goes into even the most simple of board games. For more on this there is a development blog on the following link.
http://dominiongameblog.blogspot.com/


Another interesting but rather frustrating one was the Digital Prototype project. Here we literally had to create a game from scratch using a fiddly bastard called Gamemaker. One of the more interesting aspects of the this project was the theme. Our theme was William Shakespeare, where we had to base our game on an aspect of his work. Regardless of my actual project, and overlooking the flaws and difficulties associated with Gamemaker, this was another project that really gave me a great knowledge of how games like platformers are put together. I will never look at another 2D platformer like Mario again, now knowing how such games are logically structured and assembled.

Some screens of my Macbeth based platform game

There were several other smaller week long exercises or workshops that were also fun, like the forgotten puzzle exercise or else where we had to describe our life as a game. A short review project involving some online games was also interesting and I learned a lot about reviewing in general and presenting. Currently we are working on our video review that has a lot more depth than I initially thought as well as an interesting theme that will be fun to explore. I will be glad to be finished this project, but looking forward to more as we move into semester 2 and much more specific game related work.

Clockwise from top left: College Game, Attention Seekers, Distraction!
So overall Iv taken much from Ludology. We've had lots of challenging and interesting projects, cool lecture discussions and presentations. It is truly excellent to have to play video games as official research for class. Never before have I had to do anything that I have such an interest in. I think I am an even greater geek now than I was before I started this course and I am eternally grateful for that. Looking forward to semester 2!

Sunday, December 12, 2010

The Flight of Fleance - Beta Completed

So at last, after anuver busy day, I have finished the beta of Flight of Fleance. As I had mentioned in my character presentation, Macbeth is a dark and violent tale. There is frequent murder and cruelty throughout the play. There is also an overall sense of evil and of supernatural forces thanks to the witches and various ghosts and visions. So with this in mind, I tried to give the whole game a more dark and ominous look. Implements of torture and death are everywhere as well as the remains of those who displeased the new king. Iv also added some background music, although its not that evil, i think it works well for this project.

I am overall happy with my game, even though there are still some issues. For some reason, my character has a tendency to get stuck on corners of objects, requiring maniacal jumping to dislodge. I have tried all of the different masking options and messed with the collision detection both to no avail. Also, Gamemaker is a bit strange when it comes to using the correct sprites, especially when the character is running. So get ready to see your character occasionally remain motionless while running. Other than that, I think its a reasonable first effort with Gamemaker. Please have a go and let me know what you think.

Remember, try to avoid corners, tap the arrow keys if your character remains motionless and watch out for the swords. The levels increase in difficulty as the game progresses and apples give you some much needed health. Thats it! Enjoy

YoYoGames
Screen_2

Flight of Fleance
Added: 13 December 2010
By: Teknocrat