Badonkadonk.

I must travel to Sweden and drink of the water there, because there is obviously something in it. After finishing up HouseGlobe the OxEye guys had a couple days left, so they whipped out a demake of Fallout called Fillauth.

Here’s a video of their map editor in action:

At this point, I’m betting on demonic powers. It’s demonic powers, right guys? Come on, spill it, your secret is safe with me.

On a similar topic, I’d like to thank Jeb from the OxEye Games Forums for taking the time to answer some of my multiplayer programming questions.

And, you know, now that I think about it, it might be a good idea to link to all the submissions for the Demake Competition, since I’ve talked so much about it. Jeez, you’d think I didn’t know how to run a website.


Atanua Goes Pro

Jari Komppa has a new version of his excellent logic simulator Atanua out.

Plus, if you want to purchase a copy for commercial purposes, you may now do so!


Let’s Play Starflight! 7: Messin’ with the Mechans

Doh. Forgot to post this last night after I uploaded it.

In this episode of Let’s Play Starflight, I shamefacedly admit to failure and we finally talk to the Mechans.


I Hate the Internet

Why? Because it keeps showing me stuff like this…

If that game looks oddly familiar, it should. It was made for the TIGSource Demake Competition, which is all about taking a game and “demaking” it for an earlier platform. Thus, Silent Hill 2 for the PS2 becomes Soundless Mountain II for the NES…

Portal for the PC becomes SUPER 3D PORTALS 6 for the Atari 2600…

And Homeworld for the PC becomes HouseGlobe, for 256 color VGA…

HouseGlobe in particular is very impressive. It’s got silk-smooth two-player multiplayer over the internet or a LAN, and despite a small tech tree and number of units supports several different strategies of play. It’s a great little 2D RTS, and the guys who made it pumped it out…in ten days.

That’s why I hate the internet. It keeps showing me how much I suck. At some point, you know, I thought I’d become a developer who could make pretty cool stuff pretty quickly. But that somehow has never happened. Frankly I wonder why I’m still employed.

(EDIT: The Demake competition was hosted at TIGSource, not Retro Remakes. Oops.)


Let’s Play Starflight! 6: Continuing the Android Quest

In this episode of Let’s Play Starflight, we finish up with the Elowan and attempt to rescue some stranded colonists.


You Should Call Me Mario

Because I just got one-upped. I thought writing a game in one page of source was good, but the last time I tried to write an RPG in one page of source, I concluded that it probably wasn’t possible.

But now the Temple of the Roguelike is having an ongoing competition for people to write Roguelikes in one kilobyte of source; that’s less than one-fourth the size of a one-page game. Most of the entries so far have been pretty simplistic, but now a true challenger has emerged, called A Journey to Hell.

Here’s the complete source code (compiled on Linux using GCC and curses):


#include <curses.h>
#define W(c)while(c)
#define F(v,h)for(v=0;v<h;v++)
#define D(i)F(y,S)F(x,T){i;}
#define G d[x][y]
#define M d[x+f][y+g]
#define Z(n)n<0?-1:(n>0?1:0)
#define r rand()
int x,y,S=24,T=60,c,d[90][90],L=1,b,k[]=L"$`*$.@?$?>",f,g,z,h,i,l=9,p=20,e=46,
v,u=96;m(f,g){G-64?M-64||(l-=G-u)>0||(M=e):(M^62||L++&&(L^7?N():(G=e)),M^u||(p
+=L,M=e),M^42||(l=p,M=e),M^36||(v+=x%9*L+L,M=e),M^63||(M=r%6?k[r&1]:97+L),M>u&
&--M);M-e?M-35||(g&&m(f,0),f&&m(0,g)):(M=G|256,G=e);}E(t){W(d[x=r%T][y=r%S]-e)
;G=t;}N(){D(G=35)x=y=9;F(b,S){f=r%58+1;g=r%22+1;W(f^x||g^y){G=e,r&1?(x+=Z(f-x)
):(y+=Z(g-y));}}F(b,10)E(k[b]);F(b,L*2)E(98+r%L);}main(){srand(initscr());
raw();start_color();F(c,8)init_pair(c,c,0);N();W(c-81){D(G-64||(f=x,g=y))
clear();D(b=1;W(G^k[b]&&b<7)b++;h=x;i=y;c=0;W(c++<u)(d[f+(z=(h-f)*c*.01)][g+(z
=(i-g)*c*.01)]-35)||(b=0);b&&mvaddch(y,x,G|COLOR_PAIR(b)))mvprintw(S,0,"HP:%d/
%d L:%d $%d %s",l,p,L,v,L^7?"":"WIN");c=getch();D(G>u&&G<123&&m(Z(f-x),Z(g-y))
)D(c<49||c>57||G-64||m((c-1)%3-1,1-(c-49)/3))D(G&=255)}endwin();}

Here’s a screenshot.

In this screenshot, the purple ‘@’ is the player (of course). The yellow ‘$’ represents money on the ground. The blue-green ‘?’ represents a chest. The white ‘b’ is a monster; the letter of the monster represents how hard it is to kill, from a (weakest) to z (flee in terror). The red quote mark represents a soul left behind by a monster I just killed; picking this up raises my maximum hit points.

Here’s what that 1K of source gets you:

* Guaranteed traversable levels
* Line-of-sight on the player
* Colored graphics
* Combat with monsters
* Ability to pick up gold and souls (dropped by defeated monsters; powers player up)
* Chests (which can contain gold, a monster or a soul)
* Ability to go down the stairs (generates a new level with tougher monsters)
* Win condition (beat the seventh level to win the game)

Of course his platform gives him a couple of advantages. My library to write colored graphics to the screen and poll the keyboard and mouse under Windows takes up almost 1K of code by itself; the curses library is much more space efficient. Also, GCC supports “default int” on both functions and parameters, meaning that Jakub can declare a function as “m(f,g)” and GCC will assume that ‘m’ is a function that takes two integer parameters, f and g, and returns an int itself. Visual C++ 2005 will not allow such shenanigans (though 2003 was not as strict).

Still, it’s an incredible amount of stuff for less code than it takes to initialize DirectX. I can only imagine what the author, Jakub Wasilewski, could do with the unending expanse a full page of source would provide him.


Spore

So the eternal war between “casual” and “hardcore” rages on, with Spore as its current battleground. Actually, I should amend that statement: the hardcore continues its war against the casuals, while most of the casuals don’t even know the hardcore exists.

I was really surprised at the low scores I was seeing for Spore before release. They made me kind of nervous…had Will finally dropped the ball?

But of course I did not allow them to deter me from purchasing the game myself (Galactic Edition, of course).

In the end, reviewers are hardcore. Most of the reviewers who played the game dinged it for its ease and lack of depth. I guess they were expecting the Tribe stage to be as deep as Rise of Nations and the World stage to be as deep as Civ IV and the Space stage to be as deep as Galactic Civilizations II. The problem is that Will wants people to be able to progress through each stage to the next one without too much trouble. He doesn’t want people to get to a stage and realize that they either just don’t like it or can’t do it. Because he knows that’s a shelf-level event. Thus each stage (up to Space) is designed to be an interesting experience, but not a particularly challenging game. This is very, very “casual” thinking.

And then, as if to clear up any doubt as to what kind of game Spore is, Will gave an interview to MTV’s Multiplayer Blog, where he said, “We were very focused, if anything, on making a game for more casual players. ‘Spore’ has more depth than, let’s say, ‘The Sims’ did. But we looked at the Metacritic scores for ‘Sims 2’, which was around 90, and something like ‘Half-Life’, which was 97, and we decided — quite a while back — that we would rather have the Metacritic and sales of ‘Sims 2’ than the Metacritic and sales of ‘Half-Life.'”

A lot of people have taken this as a ding against Valve, but it’s not really. Half-Life 2 was a very successful game. Very successful. And it sold about one-tenth as many copies as The Sims 2 and its expansion packs.

Wright has figured out that he can both make great games and make a metric asston of money simply by appealing to a wider audience. This was obvious with The Sims, but was far less so during the development of Spore. The high-pitched whine you are hearing is the “hardcore” faction realizing that a game they assumed would be “for them” isn’t.

Will Wright has created the ultimate casual game.

That costs $50 and requires a pretty hot computer to play.

It’s this schizophrenia that is driving everybody crazy.

(So how do I like it? Well, being firmly mid-core, I am thoroughly enjoying it. I’m currently at the Tribal stage. I can’t wait to get to World stage and see how Will has simplified Civilization. Of course, the game still has plenty of time to kick me in the Mean Bean Machine, but I kind of doubt that it will.)


I’M ON NATIONAL TELEVISION!

Um…well, not me. The game I worked on here at Aspyr, futureU, was given a very quick mention this morning on NBC’s Today Show! If you want to see it, go here and fast-forward to about 4:30 into the segment. Squee! Of course, I worked on the PC version, not the DS.

Update: Holy crap!

Okay, now look at that list. Spore doesn’t actually come out until Sunday and both Warhammer Online and Wrath of the Lich King are months away. So futureU is currently the highest-selling game on Amazon that actually exists.


Let’s Play Starflight! 5: Power Up!

In this episode of Let’s Play Starflight, we finally get our ship out of the Suck Zone and even meet an alien!


Name That Game 53!

This one is one I wish I’d had a chance to play. It’s by a very cool company that not too many people know about.

Name and developer, please! Bonus points if you can tell me what famous game the developers could have made if one of them hadn’t shot his mouth off at the pitch meeting.