Let’s Play Starflight! 12: Homeworld

In this episode, we begin our search for Earth.


Planitia Demo version .85, Multiplayer Version!

All right, here it is! The first LAN multiplayer version of Planitia!

Of course, cleaning up the multiplayer wasn’t the only thing I did to it. You may be asking, “What took so long?”

Um…well, this.

That’s right – new units that actually animate! Many, many thanks to my friend Ryan Clark for doing the Photoshop work on these so I could focus on the programming angle and get them in quickly. Right now only movement animations work; I’ll get idle and attack animations in very soon.

Of course, you’re probably wondering where you can get this masterpiece! Well…

Click here to download the most recent version of Planitia! Please read the readme file if you have trouble starting a multiplayer game.

And please either comment on this post or send me email at anthony.salter@gmail.com if you have any suggestions or criticism!


Planitia Update

I’m sorry, but I’m not going to have that multiplayer demo for you guys today…you can probably figure out what I’m doing instead. The demo will be ready on Monday, and it’ll be much better than it would have been.


Laid Off

I swear to God, this has been the worst year of my life.

Yesterday at four PM we were all called in for a company-wide meeting. Now, such a meeting typically does not bode well, and true to form we were told that the slow economy meant that that there would be a round of layoffs at Aspyr.

Then they sent us all home. Without telling us who would be laid off.

Today I arrived at my scheduled meeting to discover that yes, I was being let go.

I guess my plan is to get Planitia looking more professional and see if I can use the fact that I wrote a networked real-time strategy game in my spare time to land me another job.


Neglected Blog

I must apologize to my regular readers…you guys haven’t had much reason to tune in lately, and I’m sorry. It turns out that I had a couple other minor health issues that I had to deal with, but it appears that it has all worked out now.

So today is going to be kind of a grab bag of what I’ve been doing/thinking about.

First off, being in the hospital convinced me that I need a laptop, but full-featured laptops are quite expensive. I’ve been drawn to the idea of the netbook – that is, a small laptop with no CD or DVD drive but built-in wireless and wired internet so that it can do everything over the network. Since I already do almost everything over the network, the idea of a netbook really appeals to me. Especially since prices can be as low as $250.

Of course, the one I really want isn’t that cheap; I’ve got my sights set on the Asus EEE PC 1000HA. I’ve chosen that one because of its large hard drive, its zippy Intel Atom processor, and its larger keyboard and screen. About the only bad thing anybody has to say about it is that the right shift key is in kind of a weird place, and I’m pretty sure I can work around that. The MSI Wind was also a contender but it has the disadvantage of coming in lots of slightly different versions, most of which are cheaper either because they have smaller 3-cell batteries (which greatly reduce the life of the unit) and/or use solid-state drives instead of hard drives. I don’t like solid-state drives for a machine I’ll be doing development on because a) they’re too small and b) they are read fast/write slow, so compiling takes longer. It really feels like with the Asus 1000HA I’m going to be getting the most bang for my buck.

On a completely different topic, my favorite movie is now Kung-Fu Panda. I was amazed at how good it was; it was well written, well voice-acted and superbly animated. If you haven’t watched it because you don’t like Jack Black, you should probably reconsider. There’s a bit of his shtick at the beginning of the movie, but it’s actually funny and then he disappears into the sweet, lovable Po. And the movie has a great villain in Tai Lung; while I was listening to the commentary the writers noted that the key to creating a great villain was to remember that the villain always considers himself the hero of his own story and Tai Lung certainly fits that bill.

And finally, I have actually been working on Planitia! Can you believe it?! No, I can’t either. I seem to recall stating that I would stop work on Planitia at Midnight on December 31, 2008 and move on to something else…but that was before I lost two months in the hospital. However, I will have a LAN multiplayer demo available this Friday, December 19, 2008. Response to this version may influence how much effort I continue to put into Planitia; I’ve got several other projects I want to get started on. I know that Planitia is nowhere near done, but I’ve now spent two years worth of evenings on a project that isn’t going to make me a cent…and I’m starting to feel the whole “opportunity cost” thing. If Planitia turns out to be a quick, fun multiplayer-only game…well, I guess I can live with that.


Time To Get Back To Normal

Okay, let’s get back to normal with an episode of Name That Game!

I really wanted to like this game. It was a first-person fantasy RPG at a time when there weren’t that many of them and it was billed as the spiritual successor to a defunct line of famous first-person RPGs. But I couldn’t like it because the control scheme was awful and unfixable.

Name and developer, please! Bonus points if you can tell me what RPG series this game was supposed to be the followup to.


Let’s Play Starflight! 11: Cloak Ninja

In this episode we continue to try to acquire the cloaking device, while also trying not to get gruesomely killed.


Dungeons of the World and the Craft of War Dragons

So. Dungeons & Dragons Fourth Edition has certainly raised some ire, hasn’t it?

New roleplaying game, roleplaying not included…

World of Warcraft Refit…

D&D for Dummies

This is NOT D&D!

D&D 4th Ed. is a travesty. It’s a terrible game with terrible mechanics.

Et cetera, et cetera, et cetera.

D&D 4’s detractors tend to hammer on three points:

1. The new edition is inspired by MMORPGs, most specifically World of Warcraft.

2. The new edition doesn’t actually promote roleplaying (with some going so far as to say that it doesn’t even allow it).

3. The new edition isn’t Dungeons & Dragons.

How valid are these points?

While I haven’t had a chance to play D&D 4 yet (Hi, Tom!) I’ve read the Player’s Handbook and The Keep on the Shadowfell quite thoroughly. I’ve also listened to the complete D&D podcast where Scott Kurtz and Gabe and Tycho play D&D 4 for the first time. Gabe had never played a paper-and-pencil RPG before but is an experienced World of Warcraft player, and he was continually finding parallels between the two.

Gabe: I should have gone with “[Jim] Felmagic”.
Tycho: No, you’d get a call from Blizzard. “‘Fel‘ is our word for dark magic!”

Gabe: This reads very much like a [Final Fantasy] Tactics game.
Tycho: Doesn’t it?

Gabe: What did you give me?
Scott: I gave you a +2 against this target – so my attack gives an ally +2.
Tycho: He buffed you.
Gabe: Okay.

Gabe: I cast Arcane Missiles. I mean Magic Missile.
Tycho: Same thing.

(after several encounters in which his character is the only effectual one)
Gabe: I’m going to one-man this instance.

As an exercise, let’s compare a famous spell as it matured through the editions. Let’s use the classic first-level magic-user spell Burning Hands.

Here’s the description of Burning Hands from the first edition of the Player’s Handbook:

Burning Hands (Alteration)
Level: 1
Range: 0
Duration: 1 round
Area of Effect: Special
Components: Verbal, Somatic
Casting Time: 1 segment
Saving Throw: None

When the magic-user casts this spell, jets of searing flame shoot from his or her fingertips. Hands can only be held so as to send forth a fan-like sheet of flames, as the magic-user’s thumbs must touch each other and fingers must be spread. The burning hands send out flame jets of 3′ length in a horizontal arc of about 120″ in front of the magic-user. Any creature in the area of flames takes 1 hit point of damage for each level of experience of the spellcaster, and no saving throw is possible. Inflammable materials touched by the fire will burn, i.e. cloth, paper, parchment, thin wood, etc.

Here’s the description of the same spell from 3.5 edition:

Burning Hands
Evocation [Fire]
Level: Fire 1, Sor/Wiz 1
Components: Verbal, Somatic
Casting Time: 1 standard action
Range: 15 ft.
Area: Cone-shaped burst
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes

A cone of searing flame shoots from your fingertips. Any creature in the area of the flames takes 1d4 points of fire damage per caster level (maximum 5d4). Flammable materials burn if the flames touch them. A character can extinguish burning items as a full-round action.

Sorry, but I don’t have a second-edition player’s handbook. But notice that the spell isn’t that different. The range has been increased from the first edition version and it does more damage (1d4 per caster level instead of one point per caster level) and the target now gets a saving throw. But the spell isn’t that fundamentally different.

Here’s the description from the fourth edition player’s handbook:

Burning Hands
Wizard Attack 1
A fierce burst of flame erupts from your hands and scorches nearby foes.
Encounter ✦ Arcane, Fire, Implement
Standard Action
Close blast 5
Target: Each creature in blast
Attack: Intelligence vs. Reflex
Hit: 2d6 + Intelligence modifier fire damage.

That’s a nice impenetrable description, isn’t it? It’s pretty much just a bunch of keywords. So let’s go over them.

Encounter means that the power can only be used once per a combat encounter. Arcane is the power type of the spell, so it can only be used by characters with access to arcane power. Fire is the type of damage it does and Implement means that if you have a wand, staff or orb that improves your rolls you can use it on this spell (for instance, Gabe could use his +2 Wand of Accuracy in conjunction with this spell). Standard Action means that you must have a standard action available to use it (every player gets a standard action, a minor action and a move action in a single turn). Close means that the area affected must be right next to the character. Blast 5 means that the area affected is a square five tiles on a side. The wizard then makes an Intelligence attack on all characters (friend or foe, PC or NPC) in the square, which is compared against the target character’s Reflex. Any affected character takes 2d6 + the wizard’s intelligence modifier in fire damage.

Notice how incredibly defined that description is. Notice also that it refers to tiles on a grid. D&D 4 completely integrates miniatures into the base game – it’s no longer possible to play without miniatures.

So the detractors’ first point is confirmed in my mind. The goals of the designers of D&D 4 were to make the game both easier and faster to play and they achieved that goal by studying how computer role-playing games had done just that. (I’ve no doubt that this will make Bioware‘s job easier when they make Neverwinter Nights 3.)

But does conceding point one prove points two and three? Is it such a bad thing that D&D 4 has stolen mechanics from computer RPGs? After all, computer RPGs have been stealing from D&D for thirty-five years – and I don’t mean “taking it as inspiration”. I mean directly ripping it the eff off. Practically every designer of classic RPGs says that they started by trying to program the Dungeons & Dragons experience into a computer and the entire industry progressed from there. What’s wrong with D&D finally taking some of those improvements back for itself?

I think the explicit definition of each power is what prompts comments like the “no roleplaying required” one I quoted above. Such definitions take away options from both the player and the GM.

But again, is that such a bad thing? Notice that the “sets flammable stuff on fire” part of the description for Burning Hands is gone. Why? Well, what GM hasn’t had a conversation like this?

Player: Okay, I cast Burning Hands on the enemy wizard.
DM: Okay, he takes three points of damage.
Player: And he’s on fire now, right?
DM: What? No.
Player: What?! He’s wearing cloth armor, right? He can’t wear anything else!
DM: Yeah, he’s wearing cloth armor.
Player: Well then I set him on fire! The spell description explicitly states that…

Et cetera. Another trick I’ve seen players use is to try to use Burning Hands to ignite any lanterns or flasks of oil an enemy character was carrying. The previous rule editions don’t say anything about this, which means it’s up to the GM. The only problem is, what does the GM do? Let the spell become horribly overpowered or piss off a player? This way no one gets pissed – but if the GM wants to allow the player to use the spell in a non-standard way, he still can. I can imagine a situation where a player needs to burn a rope and says he wants to use Burning Hands to do it, and the GM allows the player to do it if he can beat a target number on his attack roll and also gives up his use of Burning Hands in his next encounter. That’s the kind of flexibility that comes from both the players and the GM having the necessary imagination – and in the end, that’s the real component of roleplaying. With enough imagination and goodwill around the table, you could roleplay just with Toon’s fifty-percent rule (though I doubt my own roleplaying skills are good enough for that).

So while point one is valid, I think point two is very weak.

Which brings us to point three. Is this game Dungeons & Dragons? You’ll be casting Magic Missile on kobolds and using Great Cleave on umber hulks…is that enough? Wizards knows that the game is vulnerable on this front, which is why the first adventure they’ve released for it pays direct homage to the classic D&D adventure The Keep on the Borderlands. They also released a fourth edition version of the Forgotten Realms very quickly and are working to get Eberron upgraded, though that won’t be out until 2009.

But of course point three is all perception. Some people will say yes and some no. My opinion is that Dungeons & Dragons Fourth Edition is definitely Dungeons & Dragons. My only wish is that they hadn’t dropped the name “Advanced Dungeons & Dragons” with the third edition…I think it would be much clearer (and inspire less ire) if 3.5 were still Advanced Dungeons & Dragons and this new edition were the new “basic” Dungeons & Dragons. As for the haters…well, I’m reminded of one day back in the early nineties when I was in an arcade watching this guy play the Dungeons & Dragons arcade game. He cast Magic Missile but died before it hit its target. He sniffed, “I thought Magic Missile never missed and instantly hit.” At which point I knew I was in the presence of snotty geek greatness.

But I’ll leave the last word to Scott Kurtz:

Scott: I guess the guys I play with at home are idiots. I am having such a good time.


Name That Game 57!

This one shouldn’t be too hard. Oddly enough, it’s another collaboration between two companies – one of which doesn’t even make computer games.

Name and developer, please! If you win I’ll let you into my bandit cycle gang!


EVE Revisited

Good grief, I’m just completely torn over this. If you’ll recall, my first couple of hours with EVE Online practically induced narcolepsy, but I’ve got so many smart friends who love it.

And then I ran across a blog called The 0.0 Experiment.

If you’re not familiar with EVE a bit of explanation is in order. Each system in the EVE universe has a security rating from 1.0 to 0.0. Security rating 1.0 means “This sector is patrolled by NPC guard ships who swoop down on anyone who so much as target locks anyone else.” Security rating 0.0 means “You are on your own, buddy. In fact, someone is probably coming over right now to pod you, after which he will keep your frozen corpse as a trophy.” Players typically venture into the lower-rated areas only after gaining high amounts of skill and powerful ships to protect them.

So a relatively new player creates a new character named Innominate Nightmare and decides that he is just going to take his dinky little shuttle and jump out to 0.0 space as quickly as he can…and stay there forever. He forbids himself from ever traveling through a system with a security rating higher than .4. Since he’s consciously decided to throw himself into the deep end (in a very “make a mess, clean it up” fashion), he can be surprisingly laid-back about how often he dies. And since he’s actually a pretty quick-witted and funny fellow, he finds himself making friends everywhere. And since he blogs about the whole thing he finds himself becoming a minor celebrity in the EVE world.

That blog really shows off the depth of the EVE universe – and that depth is attained by creating a monstrously complex system and handing it to the players and saying “Here you go!” which is exactly what EVE’s creators have done. (For the most part. When the creators have interfered with the game the results have always been a disaster, and they have pretty much learned their lesson.)

And boy howdy does that appeal to me. There is nothing like that sort of depth in any other MMO I’ve encountered – certainly not in World of Warcraft.

I may give EVE another try real soon. If I do, I’ll blog the results.