Game Design, Programming and running a one-man games business…

Todays’ Specials

This is the one silly gratuitous thing I’ve bought for the office in the new house. I’m not very organised on the whole, and I tend to have sporadic moments of sudden ideas, and no consistent way to keep track of the huge huge list of things in my head. Clearly the solution is a great big chalkboard on the wall behind me.

I’d forgotten how horrid the noise of writing on a  chalkboard is :D There is a company that will print anything you want (logos etc.) onto a chalkboard, although it’s surprisingly expensive. I spend so much time doing the actual coding, and am so busy that I really need to grasp at anything that makes the coding time more efficient, and I think this will help me think more ‘big picture’ and still remember what I was thinking 10 minutes later :D

And my next guest…

I did a pre-recorded interview for Canadian radio today. The show is question is this one:

http://www.cbc.ca/spark/

Because it’s a big proper national radio station, they wanted decent quality, so I had to go to the nearest radio studio which turned out to be the historic city of Bath, set for many a Jane Austen novel, and home of lovely bath stone, used for practically every house around here. It also meant having lunch in ye famous Bath Pump Rooms, a very old (1789) building, which just goes to show the elegance, care and grandeur with which people built everything back then. These days we build featureless glass boxes. Bah.

The show itself was quite good fun, I did feel a bit like frasier crane sat in front of a microphone with a light on the wall saying ‘on air’ (although it was pre-recorded). The show was about piracy, and involved me because of this blog post. I’m fine with doing that, but it’s a bit frustrating to be ‘the piracy guy’, just because I’m open about discussing it. There are a ton of hot topics in games I’d love to talk about, the mis-management of projects, development costs, sexism in games, game violence, game pricing, blah blah. Maybe next time :D

Radiation leak on deck twelve… bah…

I’ve been working yesterday and today on a new weapon, which is a threefold thing, because you have the simulation, the visual effect, and the balancing. The sim is moderately easy, the visual effect was a nightmare. I tried lots of things but ended up with a sort of greenish slimey effect that appears in blotches on the ships, which took a lot of code re-jigging, but looks good. I now have a more generic system for splatting one texture onto the surface of a ship, blending the source and destination alpha together so I can effectively splat a decal onto a ship. I was already hacking this in for the armor glows, now it’s more general. In theory, I could have done the damage textures that way… It’s all done without shaders, so even really old PC’s will still see that effect.

Anyway, the new weapon (likely for a new expansion one day) is a radiation gun. In game terms, this is a weapon that is rubbish at shield penetration, does little impact damage and has really slow rate of fire… So why bother?
Because if it makes it through to the ships internals, it delivers a radioactive payload which keeps ticking. Over a period of time, the payload causes repeated damage internally to different modules. This continues even if the original firing ship is no more, or the shields go back up.
Effectively its like gambling and throwing all your shots into one payload. If it hits, they all hit. and their damage is distributed across the whole target. You can damage every module on a ship with one hit. Yay!

I think this is interesting tactically for several reasons:
1) ‘sacrificial’ ships with tons of weapons but sod-all defences are now viable, because they only need to get a few shots in at the right time. They can then go bang! their work is done…
2) shield disruptor bombs are now more useful, because coupled with radiation payloads, they can deliver a one-two punch.
3) it’s a slight counter to the tribe, who trade armor and shields for more internal hit-points. Radiation could be their undoing, and negates their ‘big tank’ strategy.
4) It adds the first gradual weapon, meaning that if you can deliver this initial attack, just staying alive and waiting actually can be a winning strategy.
5) it adds a reason to have minimal shielding. People ignore the really cheap shield modules, but now that will leave them open to radioactive weaponry.

Of course it’s all in the final balancing. thoughts?

Asteroids for now… moving onwards

I’m already on other stuff now, but with a bit of shader depth of field (subtle, but worth it) and the rare laser blast impact, and a bit of knocking them sideways with explosions, I’m done with asteroid belts for now. They will show up in an expansion at some point. There is a ton of other stuff to do next.
Doing the belts meant looking at all sorts of code and led me down paths which have meant improvements to performance in other areas. It’s always good to claw back some CPU or GPU, knowing there is a big list of stuff I want to add which can use it up again :D

These probably need to be darker (I might make that configruable per map), but is this better?