Monthly Archives: May 2012

Reductionism & Game Design

This is a quick run-through of 2fart4 in extreme alpha condition, just to give you an idea of how the reductionist principle works with level design. This will eventually go into a mobile app. Most games are over-designed with far too much LoD — Level of Detail. It’s easy to junk up an art work … Continue reading

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Projectile Ballistics and Faith

Once you have a working projectile with real physics operating to produce apogee/perigee ballistics, Faith is certain. Beliefs may come, and beliefs may go, but Faith is always with us. Let’s talk weppins. First of all, in real combat, there’s not a lot of blossoming fireballs going on out of muzzles — you want to … Continue reading

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MAYA 3 Is Near Completion

Well, give me a few hundred more hours and I’ll have her ready to drive. I still haven’t put in some of the misty things and dank, murky, darkened tomb hallways and close, cramped low-ceilinged cut-stone corridors that must be lit by a small lantern, casting only a little circle of light. This level is … Continue reading

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King & Queen Sewer Rampage

Just happened to run into Coupon King & Queen and as luck would have it, I’d forgotten to disable my FRAPS, so was playing into the wind, so to speak, creating my own torpid and turgid lag. I blundered into this sewer action and thought, “What the hell??? Why not?” So I did a FRAPS … Continue reading

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2FART4 CTF Level by GoreBagg

Special posting for Queen — you may share this with her: I couldn’t resist making my own version of 2forts just to show that it could be done on the GODD engine, but then, when I got into it, I made some changes…quite a few…trying to keep the original layout of the very first TF1 … Continue reading

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Testing weapons, movement, pursuit, treasure boxes and ammo dumps

Just for your edification; this is a video of today’s test of off-line combat, pursuit, movement, treasure boxes and ammo dumps. No big deal, just thought you’d appreciate an “insider” glimpse of how we work. … Continue reading

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The Secret is Sharing

Note please that the above video has a quarter of a million views! When Diablo III first appeared on the scene, it wasn’t immediately evident what use it might be in Afterlife Adventuring, Bardo Safaris and Shamanic Skill-Building. It lacks many of the features we found useful in Diablo II, but one difference makes it … Continue reading

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Some Thoughts on the Subject of HTK

What is HTK, anyway? HTK is a game programmer term referring to the number of hits it takes to kill something in a game. It comes from D&D, which is “Dungeons & Dragons”, invented by two friends in the sci-fi fantasy realm, Dave Arnesson and Gary Gygax, both of whom became millionaires just prior to … Continue reading

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Thoughts on Virtual Combat

Alta Rydder is ready for action in GoreBagg’s Dragon 3D 1.08 beta version — this is totally updated and upgraded; it’s mistified and Goddlike. Let me throw a few thoughts out here about virtual combat. First of all, every character that you as a level-designer plunks thoughtfully down into the level map is real in … Continue reading

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New Super Computer

I’m just logging onto my new supercomputer for the first time. Claude installed it and got it running, and I’m in the GODD editor making a terrific and high-impacting level for you reincarnation buffs! I’ll be meeting folks in-game for reincarnation training all this week. This is an Afterlife Adventure I’ve been working on. You … Continue reading

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