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Showing posts from October, 2014

Germinating Gamination

Pardon the late entry, as this bizarro weekend I have primarily been enjoying having a cold.  It has been so long since I have been meaningfully sick that I had started to associate lesser bugs as significant illnesses, "Oh no, I'm feeling a bit tired today, I wonder if I have a bug?"  My current ailment would have none of that, it sat me right down and physically put me through most of the symptoms on webmd like it wanted to teach me what a real cold is.  The second day was spent almost entirely in bed, and since then I've been busy dripping or expectorating.

Sadly, this has somewhat derailed my earnest attempts to develop a game of my own in my free time.  I have determined that the platform I am developing on does not mean a whole lot if I cannot even decide what I want to make.  I have a few interesting ideas but, as anyone who has given game development more than a cursory glance can tell you, having ideas is the easy part, the devil is in the details.

Thus, my …

Faith Lost; Rebuilding

ArcheAge is turning out to be a rather poor use of $162: the game is being undermined by catastrophic security flaws, with no less than ten kinds of hacks running rampant at this time.  While hacks are not uncommon in online games, to have this magnitude of security flaws is downright criminally negligent, especially in what is implied to be a secure persistent-state universe game.  If there is a class action lawsuit brought against Trion Worlds and XLGames, my name would probably be amongst the plaintiffs: I want my $162 back.
Technically speaking, I suppose that is what you get for porting over an earlier version: all the hacks that were patched out of the South Korean version are getting a second airing over here, except without any impediment of the time that was needed to create them in the first place.  Either that, or Jake Song's company absolutely sucks at security, and they never got around to plugging those holes... if that is the case, I am never buying into a game deve…

A Tale Of Three Benchmarks

Yesterday had me perform an experiment.  Scientifically speaking, it was a lousy experiment, with no real control factor and a thousand and one different ways to interpret the results.  However, I learned something nonetheless.

The goal of the experiment was to confirm whether or not my assumptions about three popular game engines were correct, at least in one important factor: processing speed.  So I set the specifications of a benchmark to create in each that had the following specifications:
1028x800 resolution, windowed.Bullets made up by 2x2 pixel sprites of a single color (black).The bullets would bounce off each other.The bullets would bounce off of the edges of the window.There will be two text displays.  One displaying the frames per second, the other displaying the number of active bullets. As both Clickteam Fusion 2.5 and Construct 2 attempt to cap themselves at 60 FPS by default, the goal is to see how many projectiles bring the engines down to 50 FPS on the same platform:…

In Space, No One Can Hear Your Construction

Though I intended to give Clickteam Fusion a more serious shakedown this bizarro weekend, thus far it has gone to Space Engineers.
How does one play Space Engineers?  You are a near-future astronaut wearing a space suit (of course) that features a jetpack (for full 3D movement in space) and a life support system that substitutes energy for oxygen (and apparently food, too).  You can freely access the tools in your backpack, which may include:
A welder - This has two roles.  One is to bend deformed blocks back into their original shape, repairing them.  The other is to add components from your inventory to the blocks you place, building them.A grinder - Use this to break blocks built down to their original components.A hand drill - Use this to mine asteroids for minerals or make a mess out of built blocks.An automatic rifle - For personal defense. By and large, your main activity in Space Engineers is the same as it is in Minecraft: you turn natural resources into things you build.  Ho…

Getting My Engine Started

I have one again been backed into a corner by being a very picky gamer, and enough is enough.  As I clearly am not patient enough to wait for other people to get around to it, it is time for me to take game development into my own hands.

This is not the first time I seriously endeavored to create something, and I am no newbie.  On the other hand, making a computer game is an endeavor in which you are a perpetual newbie.  Further enhancing the difficulty of this, I am largely undertaking this endeavor all on my lonesome.  Past experiences have proven that this is not something to be untaken lightly.
Anyway, I have a pretty good idea how to get this done, and right now I am mostly stymied with choice of engine.
Why choose an existing engine?  Why not stop myself from being a slacker, buckle down in C# or C++, and create my own engine?  After all, that is the only way you can assure 100% freedom and compatibility with whatever cool idea you come up with (within hardware limitations).  Ho…

Recanting Some Degree Of My Recent Listlessness

While the last entry had me feeling odd about the mix of games I was involved in, this entry has me wondering what I was thinking to have the stance I did about them at all.

My assertion that ArcheAge gave me too many labor points was being looked at from the wrong direction: it is not that I have too many labor points for the time I had to play, but rather that I do not actually want to invest the time needed to spend that many labor points. 
What was I thinking?  I don't have enough time to commit to playing a single MMORPG; I really rather just sample an assortment of games of shorter duration while trying to find ones that truly push the envelope of virtual worlds.  Then I recollect that I knew exactly what I was thinking: the virtual world draw never fades.  Trion Worlds hardly had to dangle the hook of a slightly-more-compelling virtual world MMORPG for me to thrust myself onto the end of it.

Sitting here now, with a character at level 41 (out of 50), it is easy to glance f…

A Listless October 2014 Beginning

I feel odd; what a strange batch of PC gaming I've gotten myself involved in lately.
ArcheAge, surfeit of labor. ArcheAge, a South Korean import MMORPG, also happens to be one of the best MMORPGs in terms of virtual worldly aspects since Ultima Online.  It also imports the best of Dark Age Of Camelot's end game PvP and throws in a pinch of Farmville-like land management for good measure.  The one-character-can-do-everything approach neatly thwarts my rampant altaholicism.  So, while ArcheAge might alienate some people with its foreign accents, it is nevertheless a fiendishly-clever everlasting gobstopper.

Alas, the honeymoon has ended between ArcheAge and me.  It's because I am annoyed by the glut of labor points.  "Patron" status subscribers earn half as many labor points while offline than online.  24 hours of not playing the game is another 1440 more labor points to spend.  There's a 5000 point cap, so you use those points or lose them.

Using that many lab…