Current Projects

A quick update on the current state of things in Ianlandia (aka what I’m working on):

– Started initial discussions with Jennifer and Patrick (neither of whom have websites that I know of for me to link to) about making a game over the course of the next quarter/school year/when it’s done. There are currently few details, although it looks like we’re aiming for either a very small scale RPG or an adventure game. The skills currently in the group are somewhat. . .constrained, but hopefully we’ll rise to the challenge! (Learning new things is fun, right? Right?)

– Started re-attempting to learn Blender today, if only to get a basic idea of how 3D modeling works. I still have an old e-book copy of Beginning Blender by Lance Flavell, which looks to be more than adequate for the task.

– Am going to do research into game engines for the project with Jennifer and Patrick. I need to figure out if Unity 3D is the best tool for the job, given that the game will probably be two-dimensional. We do want to use something that will apply later on in our careers, but at the same time using a 3D engine to make a 2D game seems like it could cause problems.

And that’s pretty much it for now! Back to Blender-book reading!

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Gaming Bucket List

So, I’ve been trying to use this summer to get through a huge backlog of games that I feel like I should have played at some point. I only own some of them, but all of these are games I feel like I should play at some point, either because they were popular in genres I enjoy or it seemed like they did something very right (and became classics) that I want to study. Keep in mind this list is far from complete and mostly for my own reference.

  • Fallout: New Vegas — Heard it was much better than Fallout 3, which I enjoyed. I’ve put in forty (!) hours so far and have definitely enjoyed it, although I feel I’m sabotaging my own fun by having read too much of the wiki and being concerned with getting the “best” endings, all the companions in one play-through, etc.
  • Planescape: Torment — I fully admit I want to get into this one for the writing.
  • Baldur’s Gate series — Mostly because they’re considered classics of the RPG genre, and I also kind of want to see what the Infinity Engine could and couldn’t handle, given that I rather like the idea of making an isometric RPG myself, although I’d probably shift towards 3D graphics just to gain experience in modeling and animation.
  • Icewind Dale series — For pretty much the same reasons as Baldur’s Gate.
  •  Neverwinter Nights — I’ve played through a small bit of this, but want to push through to the end.  I’ve found it to be one of the more interesting examples of translating tabletop mechanics to computer RPGs, and I especially think it would be interesting to think of ways for it to keep its 3rd Ed D&D crunch but make the system more easily understandable to newcomers.  I wasn’t really able to understand what I was doing until I’d played actual D&D, which strikes me as a bit of a flaw for a game that should be able to be understood within its own context.
  • Dragon Age: Origins — My main issue with this game is that I feel the pacing of combat is destroyed by needing to pause to issue orders every few seconds, and that I’ve ended up with a party that’s probably considered sub-optimal because of the characters who I actually like.  (Rogue PC, Leliana, Alistair, and Morrigan do not a balanced party make.)  However, the writing is good and it’s an interesting example of old-school RPG trappings made into a more modern game.
  • Deus Ex — Simply because it established much of the “mission sandbox” style of gameplay, where the approach was up to you.  I’ve played some of it so far and I have to admit the main thing that bothers me is some of the stealth implementation, but that’s mostly due to it being a game from another era and not having a first person camera.
  • Zork — Going back to one of the early classics.  And because I promised myself I’d beat it someday.
  • Zork: Grand Inquisitor — I’ve played a few hours of this, and I loved the humor.  Now that I’m older, I also think I could do more of the puzzles without a hint guide, due to this magical thing known as patience.
  • Myst — Another classic that I think I simply must play, if only to realize how much the adventure genre has evolved since then.
  • Uru: Ages Beyond Myst — Like Myst, but with some physics added into the puzzles.  Also would be an interesting study in spin-offs, as it seemed to keep much of the spirit of the original games intact while going and doing its own thing.
  • The Longest Journey — From what I played of this, I liked the characters rather a lot but often felt too dumb to figure out what I needed to do next.  But I think if I give it another crack I could finish it, and thus finish another classic of adventure gaming.
  • Syberia — Apparently I just want to play all the adventure games.  And PC Gamer adored this one when it came out, which a pretty good endorsement in my eyes.
  • Grand Theft Auto IV — I never finished Vice City because I found the protagonist wholly unlikeable.  From what I’ve seen of the story of IV, I think I would like Nico much more, and that would give me incentive to actually explore one of the more popular game series of all time, if only to improve my games literacy.
  • The Path, The Graveyard, Fatale, etc. (Everything Ever Made By Tale of Tales) — Say what you will about some of the gameplay mechanics, the games made by Tale of Tales strike me as some of the best examples of “games as art” available today.  And while their works definitely aren’t everyone’s cup of tea, I loved The Graveyard and am looking forward to trying their games that have a little more meat to them, to see how challenging things like genre conventions can be done to artistic effect.  (And who knows, maybe I’ll finally play Endless Forest and run around as a strange man-deer thing.  For the experience, if nothing else.)
  • The Witcher — I’ve played around sixteen hours of this so far, and the world and writing are all very good.  A great example of how to give true moral choices in games that aren’t neatly divided into “good” and “evil” paths, and choices that you make given only limited information, just like in real life.  My main issue with this game is that I’m not particularly good at the combat and some of the quests are rather confusing, but I think that’s mostly because I’ve let myself get bogged down in side quests far too often.
  • Psychonauts — Love what I’ve played so far, but need to go back and give it a whirl through to the finish, just to see the writing play out.  An excellent example of a game that could be played by children but is not designed explicitly for them, and avoids being dumbed down.
  • Dozens of Indie Games — To examine the scope of what individuals and small group developers can do, to generate logical ideas for what I want to do in my future game development.

There are, of course, many more, but this is already quite the hefty list on its own.  I guess I should get cracking on it.

What games do you keep meaning to go back and play?

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Unity 3D

I’ve taken to learning Unity 3D lately, and while it looks like it might be a bit too complex for my current needs, it seems like it will be useful to know in the long run. It seems to be fairly popular in the indie game development scene, and it’s a full engine, a level of complexity I’ve never attempted before. My one major concern is that I will need to script every single thing I want my game to do, but given my programming background I should be able to at least begrudgingly accomplish such a goal.

And who knows, it might be fun.

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Cleaning Up The Place

*Blows cobwebs off the server.* Well then, I haven’t been around for a while.

Going to try and start posting more, and cleaning up the site to make it less of a shameful mess. Started off by deleting all the comments, as I’m reasonably certain not one of them was made by a human being. Good to know I have a zillion spambot friends, though.

The focus of the site is going to shift a little bit, too. I’m going to try and start posting some of my writing and art as well as game design stuff, here. Hopefully a wider variety of content will translate into more frequent posts. Plus, it’s the summer now, so my school requirements will be a lot lighter. So that’s nice, at least.

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Augh Finals

Sorry for the complete lack of updates lately. >_< UC Irvine is finishing up the quarter, which means I'm currently drowning in work and studying for finals. I'll be done by roughly Wednesday of next week and plan to start developing games whole-hog again. I'm considering doing the Johnathan Blow thing and trying to develop a game a week. Sounds like fun, I hope I can maintain it. Would that be interesting to read about?

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First Steps

So I’m going to admit it straight out.  The whole reason I’ve started this site was so I could have somewhere to host my portfolio while I apply to internships for the summer.  Specifically, the Blizzard internship.

However, then something interesting happened.  I was looking at the requirements for interns and realized I needed to learn a lot.  A whole lot.  So I thought to myself, “Why not post it online as you learn?”  Then I could have a record of my progress and hopefully help out some other people along the way.

With that in mind, here’s the first post (detailing events from about two weeks ago), about building my first custom level in a 3D Game Engine (Source, the engine that powers the Half-Life 2 series of games):

So, I warmed up by completing the Your First Map tutorial on the Valve Developer wiki.  I’d completed it a time or two before, but it’s been awhile and I needed to get a refresher course.  After that, I started about setting up the apartment which was to make up the opening area of the game.  It needed to have two bedrooms, one for the protagonist of the level (the player), and one for his roommate.  Jury’s still out on whether the roommate’s alive or dead at the start, mostly because I need to figure out how to load AI scripts into characters in Hammer.  And how to allow the player to be able to run. . . Anyway!  Here are some screenshots of the creation process:

Building the apartment in Hammer:

Who needs walls that match, anyway?

The first room, as its walls were being added. You can see the open space on the right that's going to be the living room later on.

The first room and the open space that will make up the living room and the second bedroom.

Placing doors in Hammer is a tricky business. There are no pre-built door jams, so you have to build the walls *around* the door. Makes aligning textures a pain.

Both the bedrooms completed, including doors out into the living room.

I guess they should have ceilings. Everyone likes carpeted ceilings, right?

The player start model. Currently facing a wall, but that got fixed later.

Sam's model. Currently no AI, and stuck in a rather uncomfortable pose in his room. He currently does not respond to the player, or even get out of that pose.

And here's Sam's terrifying visage. May it haunt your dreams. 🙂

Hope to post more progress soon!  And thanks for reading.

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