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Showing posts from March, 2017

More Is Lol

I was worried Mass Effect: Andromeda would not run particularly well on my five-year-old AMD FX-8120 processor, but the reality was that it was playable, just a bit choppy.  But why deal with chop when I can browse the Passmark CPU Single-threaded Performance Chart and see that I can more than double my performance by getting an Intel i7-7700K for just $350? 
...Plus a good quality overclock-capable motherboard.  And we're going to need some of that newfangled DDR4.  Oh, and lets not regret our choice of heat sink!  Overall, it ran closer to $900... but that's what credit is for!

Amidst being assaulted by impromptu child care responsibilities, I had a chance to give my new processor a spin and, frankly, I'm embarrassed.  If any game exists that requires more processor power, I feel I can blame the game and not the system.  The ones I own play remarkably well.  For that matter, Windows 10, Firefox, and Unity are actually running fast enough to keep up with me.  It's...…

Coasting Through Microcosms

Looking back over the last week, I've a bit of a mishmash of various little things that happened during my time off.  Such a blog entry is hardly worthy of the gaming public, but fortunately Google stats assure me that the gaming public generally doesn't come here very often anyway.  If lack of fame has any outstanding benefit, it's the boundless freedom of obscurity.  So let us precious few count the ways I have earned my lack of recognition this week.

Sunday, March 12th, 2017: After work, I restarted my little Unity project.  It is sorted in terms of maps that contains chunks of tiles.  I decided to make those elements a lot more visible in the Unity editor, tightening my dependence on it, because of two reasons: 1. They clearly know how to build a better engine than I do.  2. If I am going to put up with the added overhead of a professional grade tool such as Unity, I might as well take advantage of its robust editor.

Monday, March 13th, 2017: After work, played Streets O…

Doge Rogue, Done Enough

I budgeted 7 hours towards finishing my 7DRL, and it ended up closer to being 20, but that's okay, I got some good practice in.

Granted, this second and final day started off rather disappointing.
I wanted to have an idol retrieval leg of the quest, but the Rog Framework teleports were not allowing Doge to leave the boss level.  I also wanted to allow the player to restart the game upon beating it, but could not figure out a way to leave the scene, return to the scene, and reset the Rog Framework without breaking it. I do not think that any of these bugs were truly beyond my ability to resolve but, as the Rog Framework was not my own work, it might take me more time than I really had this weekend.  I consciously chose to pursue a more important priority: the point was to finish the game.

Once I accepted what I couldn't do, I was able to move on to the fun stuff I did not do yesterday.
I added the McGuffin to the final boss and made it transition to the end scene.  I added three…

Doge Rogue, 1/2 days In

Doge Rogue is not like the usual concepts I overthink about.  I've opted to take a little vacation from those and derail into something deliberately silly in order to *practice finishing a game* for once.  

To these ends, and given I only had a weekend to do this, I'm using the excellent Rog Framework for Unity.  This means all the major parts of the roguelike game are pretty much already done before I've even started, including the tile engine, the pathing, the LOS, the AI, even the map generation.  After all, my goal is just to keep things as simple as possible so I can finish it within the weekend without getting distracted.

Outside of what I've been given, perhaps the most innovative thing I've done in the game is come up with procedural Doge speak.  As it turns out, it's pretty easy branching to build a string of inner monologue for a being whose thoughts might go, "Much damage.  So crit.  Wow!"  All the enemies similarly have been given flavor t…

Doge Rogue, My Less Than 7DRL

I probably don't have time for more than a 7 HOUR roguelike this year, but I need to practice finishing a game because I'm prone to overthinking.  So I had to force myself to keep things really simple to prevent my mind from wandering off.

To these ends, I decided to make a silly rogue with a meme theme.  Doge Rogue will be based off of the doge meme

I will be using the Rog Framework I bought earlier off of the Unity store, and that already includes pathing, LOS, energy systems, and other roguelike basics.  All I should really need to do is populate it with content and actions.

Planned features:
Doge needs to descend to the bottom of a procedural dungeon, fighting other memes in his quest to keep old memes buried.The goal will be to get to the bottom, get the McGuffin, and then get back to the top level. Interface will be customized with doge appropriate icons and such.The action text will feature procedural nonsensical  meme messages. Since I'm keeping my development tim…

The Finest Of Meaningless Virtual Worlds Has Arrived

Following an oddly-dreary-but-quick week of work, I very nearly upgraded my desktop computer.  But I resisted the temptation because my current life circumstances won't let me enjoy a new rig anyway.  Might as well stick with an AMD FX-8120 chip that is about five years old and half as powerful as what I was going to upgrade to.

Instead, I bought Legend Of Zelda: Breath Of The Wild for the Wii U.  I was not able to get my hands on a Nintendo Switch, and frankly it's tough to justify the expense with its current library anyway.  Fortunately, the Wii U version offers a functionally identical experience.

I don't buy a lot of full price games these days, but this one is heralded by some professional reviewers as literally the best game ever made for any electronic platform.  The logic seems simple enough: if Legend Of Zelda: Ocarina Of Time is the #1 game of all time, and Breath Of The Wild is obviously better than that, then surely it is the new #1 game of all time, right?