Reductionism & Game Design

http://youtu.be/Jk3dOjzlgnQ

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 with over-complication and “sophistication”. Like an “over-painted” painting, it gets downright muddy, and can turn into pure crap fast.

Projectile Ballistics and Faith

http://youtu.be/bP1aZCI8EN0

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 suppress the sound and the sight to prevent sniper spotters from getting a mark on your position.

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MAYA 3 Is Near Completion

http://youtu.be/2FoBsfbTEQI

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 inspired by a visit to a number of tombs in 1969. I didn’t have to use the photos I snapped — the experience was captured wholesale and put into these eight tough Pre-Columbian tomb settings. Is it retro? Not enough to suit me, but yes, it is — however, many of the effects could not have been produced Back In The Day, so it’s a blend of retro design and very advanced programming. It is a timed game, with timed adventures and puzzles to solve.

King & Queen Sewer Rampage

http://youtu.be/8Mx6ImKpqng

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 vid of it and here it is. They are legendary and deservedly so; King actually survived that surprise Uber attack from behind!!! Check out his artful dodging! Party on, dudes, see you in-game!!!

2FART4 CTF Level by GoreBagg

http://youtu.be/xLZChMQY5Ek

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 games in Quake, before there was Quakeworld and high-speed internet. It’s a playable level. I hope you get as much joy out of it as I am. I’ve just added the mist in the sewers and NML (No Man’s Land in the middle), and a few mannable SGs in the sewers and flag rooms, requiring one or two engies to run them. Grapple can be enabled or disabled by the server admin. Kick & Ban are operative; teamtalk and talk are both enabled. Instant respawn can be toggled to a 10 or 20 second delay. I’m working on male and female characters for my CTF and Shared Adventures, as well as powerups, runes, charms, etc. and a large variety of magical & medieval weapons.

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 work. I’ll explain…

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Some Thoughts on the Subject of HTK

http://youtu.be/SDiYzEYQjIo

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 passing to the Next Realm in the Sky.

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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 its own world. You’ve got to get used to that idea or you can’t really write levels. There’s more, much more. Read on…

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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 can download it. I’ll be personally hosting the Bardo Run on Saturday. See you there.