Dec 15 2008

A mystery at Murder Manor

Tag: VectorStormtrevor @ 11:33 pm

There were seven guests at the dinner party tonight.

Sam runs a business with his friend Billy.  He was hosting dinner for a few of his employees;  Tom, Daisy, and Mr. Green.  Also in attendance is Sally (a secretary who works for both Sam and Billy), and Sally has brought along her father as well.

There are some tensions among the employees;  they don’t really get along very well (presumably, they’ve been competing for promotions), and Sally’s not very happy with Sam, due to some workplace indiscretions.

By the end of the evening, Sam is dead.

So I took a little break from 3D maths tonight to work on the motive generation algorithm for a follow-up to Nicholas Spratt;  it generates characters and relationships between them, along with motives for murder.  And it surprised me just how well it’s working (the above is the very first plot+characters+situation generated by the system).  Where the original Nicholas Spratt game was a gameplay concept to see whether a murder could be unravelled solely based upon the memories of the suspects (with one suspect lying), adding motives will provide extra clues, and give individual guests secrets for the player to discover over the course of each game.

Also today, I fought my way through Gnomeregan with a few friends.  I find that for me, WoW is kind of a more social version of Bejeweled;  Non-stressful and not particularly challenging.  But it’s a good excuse to spend time with your friends at the end of a long day.


Dec 14 2008

A whole lot of terrain going on

Tag: VectorStormtrevor @ 10:13 pm

heightterrainYou can’t see the real new thing in this screenshot.  The new thing is that I’ve added a whole bunch of new math to VectorStorm, and have a “fly camera” hooked up so you can actually fly the camera around freely and look at the world from any angle.  Having a camera that you can fly around the world is a tremendously useful thing in any 3D game (in fact, virtually every 3D game out there has one of these during development, though they’re usually removed before shipping retail copies out to shops)

I also turned on backface culling, as overdraw and fill rate were starting to be an issue in the column-terrain rendering system I showed a screenshot of yesterday.  Doesn’t make any difference at all in a simple scene like the one in today’s screenshot, though.

Incidentally, the terrain above (and from the last few days, for that matter) is randomly generated, and is different each time the testbed app runs.  I’ve been making incremental improvements to it from day to day;  I think today’s is beginning to look like mesh you might find in a real MMORPG setting (unlike the ones before, which were all either too bumpy or too flat).  Right now it’s quite a small terrain, but there’s no reason why it couldn’t be much larger.

With all of that said, I’m not convinced that this type of heightmap approach is the best choice for use in the next generation of MMORPG Tycoon;  I’m going to play around with a couple different options before really tying myself down to it.  Whatever it ends up being, though, it needs to be easily editable by the simulated game designers, and the heightmap approach certainly does have that ability.  I just worry that it’s a little bland visually, without generating a lot of textures and props to strew about on top of the terrain.  And I’d really rather avoid doing that, if I can.


Dec 13 2008

So many terrains, so little time

Tag: VectorStormtrevor @ 9:17 pm

blockterrainThis is probably way too glowy.  It’s still using the glowy vector shader that’s standard in VectorStorm games;  it works nicely to oversaturate the bright spots, but just looks blurry over in the darker areas.  It should be pretty trivial to modify the shader into a proper bloom which affects bright areas without affecting darker regions of the screen.

But I do like how it adds extra colours into the scene, to be drawing ground as extruded cubes, and be able to put a different colour on the tops than on the sides.


Dec 11 2008

And while I’m on the subject

Tag: VectorStormtrevor @ 7:34 pm

vectorterrain3D vector graphics with hidden surface removal is always awesome.

Some edges aren’t drawn correctly here, owing to non-flat quads.  :(

The terrain itself is just some basic Perlin noise.  When most folks do terrain generation, they start with complicated models of the way that geography work, pushing up mountains and filling in ponds, and then simulating erosion over hundreds or thousands of years.  The benefit of thinking about man-made geography like that found in MMORPGs is that you don’t have to do any of that hard work;  just fit the world around the desired game, and that’s generally “good enough” for the plebs.

Of course, no MMORPG would have terrain nearly as jagged as that shown in this screenshot.  I just ramped it way up, to test out that everything was z-buffering correctly through the glowy vector pixel shader.


Dec 10 2008

Nothing to see here

Tag: VectorStormtrevor @ 9:10 pm

terrain

More testing of drawing with 3D perspective in the VectorStorm engine.

I’m going to need to do another Game in a Week game soon, using the new 3D rendering stuff more thoroughly, to iron out the kinks.


Dec 08 2008

Another Perspective

Tag: VectorStormtrevor @ 11:11 pm

anotherview


Dec 06 2008

Dwarf Fortress

Tag: VectorStormtrevor @ 10:16 am

I’ve looked at Dwarf Fortress before, but was never able to actually penetrate its obscure and often downright bizarre interface.  And I say that as somebody who has ascended (ie: won) NetHack four times.

But as a concept, Dwarf Fortress sounds really intriguing.  Build your own fortress in an procedurally generated world, defend yourself against goblins, mine the depths, etc.  So with the help of this tutorial, I finally began to get somewhere in it.

After several hours of play (and three abandoned fortresses), It seems to me that Dwarf Fortress is basically doing a hardcore version of The Sims in a fantasy universe.  There’s a shocking amount of depth there.  Undocumented, often counter-intuitive depth, but depth nonetheless.

But I’m also coming to the opinion that Dwarf Fortress is a bit like WarHammer 40,000, in that it’s a game which I enjoy hearing stories about more than I enjoy playing myself.  There’s just so much micromanagement that the player has to do in order to make a fortress function.

Suppose you want one of your new residents to help dig a tunnel for your fortress.  For him to be able to dig, you’ll need to give him a pick.  Assuming that you don’t have any spare picks lying around, you’ll need to make one.  To make the pick, you’re going to need some metal.  To get metal, you need some excavated metal ore (which typically is found by digging tunnels through particular types of earth.  Since picks are required to dig tunnels to find ore to make metal to make picks, nobody’s ever figured out where the first pick came from).

So, once you have metal ore of an appropriate type (golden picks would be too soft to be able to dig), you need to smelt that ore into a bar of pure metal.  To do that, you need to build a smelter and have a heat source, which generally means that you need charcoal (volcanic magma would also do the trick, but I’m going to assume that you haven’t set up shop above an active volcano).

To get charcoal, you’ll need logs and a wood furnace.  To get logs you’ll have to chop down trees.  To chop down trees you’ll need to have an axe (making an axe also requires this whole process; see my comments about the dubious origin of the first pick), and you also need to manually tell your workers which specific trees to chop down.

Once you have the logs, you need to manually tell your wood furnace to produce a few pieces of coal.  Once that’s completed, you need to manually tell the smelter to smelt the metal using the coal you just produced.  Once that’s done, you need to tell the metalworker to work the metal bar you just produced into the tool you want.

The new worker will (thankfully) fetch the pick by himself once it has been constructed.  But the game won’t tell you when any of the above steps are complete, and you can’t queue up actions to occur once their prerequisites have been met, so you kind of have to be watching very closely throughout the whole process, or else it’ll just stall.

The thing that has me nervous is that Dwarf Fortress’s structure is very similiar to the structure of MMORPG Tycoon;  it’s built around the concept of running a simulation at a very low level, and letting the user’s creativity provide the entertainment as he builds something out of the various pieces provided.  Dwarf Fortress does this by providing lots and lots of little fiddly bits that interact with each other in complicated ways.

I’ve been trying to avoid little fiddly bits with MMORPG Tycoon..  trying to give players high-level controls, and have automatic game designers fill in all the little details.  (In the 1.0.x series, those little details are abstracted away entirely).  In effect, if you wanted to make a pick in MMORPG Tycoon (if such a thing made sense within the MMORPG Tycoon simulation), you’d select “Make Pick” from a menu, and then your minions would rush about organising all the required work to construct the pick, and you’d be notified when it was complete.  No micromanagement required at all.

The question is.. if you removed the micromanagement… is the game actually fun without all the busywork?  If all it took to make a pick in Dwarf Fortress was to give a command “Make Pick” and the dwarves handled all the intermediate steps for you automatically… would anyone still be interested in Dwarf Fortress?


Nov 29 2008

Load Screen Review: Three Modern Games

Tag: Load Screen Reviewstrevor @ 5:53 pm

[post removed]

For those interested in this sort of thing, please visit http://www.loadscreenreview.com/. I’m going to continue to use this site for actual game development stuff, rather than as a generic personal blog.


Nov 27 2008

Wow, it’s been a long time since I posted an update

Tag: VectorStormtrevor @ 8:29 pm

Well, I’ve missed the deadline for the TIGSource Commonplace Book compo.  I might still do the game I was thinking of at some point, but things have just been too busy lately.

I have a bunch of things going on at the moment, including development on MMORPG Tycoon and a few other unnamed projects.  I’m also midway through writing the next article in the “How to Design an Awesome Game” series from wayback, and have a few other things still waiting in the wings.

I also have a question for folks.  I’ve been playing with the new GCC-LLVM compiler which comes with the latest revision of XCode, for the Mac builds of VectorStorm stuff.  I’m finding that MMORPG Tycoon runs substantially faster when it’s been built using GCC-LLVM, compared against the old builds (using GCC 4.0) (or against Win32 builds running on this same computer, for that matter, though that is likely to primarily be due to OS X vs. Win32 OpenGL driver issues).

The downside is that GCC-LLVM support only exists in OS X 10.5 and above;  if I was to release MMORPG Tycoon built in that configuration, it would require OS X 10.5 or later in order to play on a Mac.  So I thought I’d ask..  of those still reading, are any of you still using a pre-10.5 version of OS X on a Mac that you might want to play MMORPG Tycoon upon?


Oct 20 2008

RasterStorm

Tag: VectorStormtrevor @ 9:13 pm

So it was only a matter of time until I weakened, and added texture support to VectorStorm.  I’d been thinking about doing it on the sly, and revealing it in a Game in a Week where your character was in search of some impossible artifact which turned out to be a textured object in a vector graphic world..  but that all seemed like too much work.  And I’m going to need some basic texture support for the thing I’m thinking about for the Lovecraft compo over at TigSource, so I finally hooked all the pieces together.

In the screenshot, that’s the standard vector font, and a texture of a screenshot of the “Muncher” sprite (so technically, it’s being double-glowed), and a shot of my own ugly mug, all being affected by the standard glowy vector shaders.

Textures still aren’t going to be the norm in my games (as I’m certainly no artist), and I’m still calling the engine ‘VectorStorm’, but I wanted the ability to use a few textures where they’re needed, so here they are.

I’ve also migrated all the VectorStorm library improvements back from MMORPG Tycoon to the core VectorStorm testbeds repository, so if anyone’s really curious to see the various engine changes, that’s the place to look.


« Previous PageNext Page »