Weird

I had another game development-related dream last night.

In it I was at a booth at some sort of trade show watching a demo of a new tech that would make computer-generated characters look much more realistic. The tech simulated a colloidal substance for the characters’ skin, which fixed pointy-head syndrome, allowed for much more realistic skin tones since the top layer of skin is translucent, and – my favorite – allowed for much more realistic modeling of wounds. The demo showed characters getting stabbed, shot and slashed, with the wounds then “healing” in a realistic manner. It even showed wounds healing differently based on the medical care the character got.

The only downside was that when the characters talked, the colloidal surface around their lips would seal when their mouths were closed and then tear away when they opened, making everybody look like zombies. When I pointed this out to the guy manning the demo booth, he made a face. “Yeah, we’re working on that.”


Subterranean

Sorry I haven’t updated recently…I’ve been working hard both at work and at home, and also had the holiday over the weekend (which went well; we got a great view of the fireworks and all my kids loved them, though my littlest was covering her ears at first).

Just wanted to let you guys know that the next version of Planitia…will be multiplayer-enabled 🙂 And I’m hoping to have it for you in a week or two.

Oh, and I will be doing something special for the 50th Name That Game! this week…I just don’t know what yet.


Sniff

You wait for a day to come for so long…and now that it’s here, you just don’t know what to say.


Dawn of the Company of War Heroes

Okay, yeah. Way behind the curve on this one. Terribly, stupidly behind the curve. But I’m not going to let that stop me.

The most recent darling of the real-time strategy game genre is Relic Entertainment, a Vancouver-based company that got off to a darn good start with Homeworld, gained a lot of publicity with Warhammer 40,000: Dawn of War, and finally struck pure, molten platinum with Company of Heroes.

But other than trying the Homeworld and Homeworld 2 demos back in The Day(TM), I’d never played any of their games.

So I was poking around Steam the other night and saw that Steam has some of Relic’s games, and they all have demos. Figured I’d give Dawn of War and Company of Heroes a shot and see what the fuss was about.

I loved Dawn of War.

I hated Company of Heroes.

Dawn of War is a superbly designed game, taking the base-building elements of Age of Empires, the resource gathering of Total Annihilation and the character of Warcraft III and blending them into a delicate tasting fruit smoothie.

Company of Heroes comes along and adds lots of crunchy, chewy bacon bits.

The thing I adored most about Dawn of War was that most of the decisions made took the emphasis off micromanagement. You don’t have to set up an ant line to collect resources; you get them automatically based on how many control points you own. You do have to manually build your buildings, but you can easily queue all that up and forget about it. And you can reinforce in the field.

Let me explain. Every time you create a “unit” of Space Marines (for instance), you actually get a squad of four. Clicking this squad reveals that you can add units to the squad wherever the squad is – no more making more units and then having to run them up to the battle. As long as one member of the squad is alive, you can create more wherever the squad is.

The end result of all these changes makes a game where it’s not nearly as necessary to micro. You don’t have to manually target your unit’s special weapons, nor are you constantly having to zoom back to your base to either defend your ant line or make new troops. My favorite tactic was to have one squad equipped with grenades and another with Storm Bolters. The grenadiers would knock the enemy squad down and the Bolters would make short work of them as they tried to get back up. It was pretty damn wonderful.

So how did Relic cock this system up with Company of Heroes? Simple, by adding back just as much micromanagement as they originally took out – they just added different micromanagement. You still don’t have an ant line and you still can reinforce in the field, but now each type of unit has at least one special ability that must be manually selected and manually targeted. Squads can come under fire and be suppressed or pinned. Control points you take must now be contiguous or they are considered “out of supply” and you get no benefit from them. And of course they had to add another resource to worry about – fuel.

The final straw for me was when I was directed during a tutorial to manually drive my tanks around so I could hit the enemy tanks in their weak rear armor.

I so hope that Dawn of War II is actually going to be Dawn of War II and not Company of Heroes in the Warhammer: 40,000 universe.


Internet-Enabled Chilluns

My son David and my daughter Jewel were playing hide-and-seek. During the course of those events I heard Jewel say, “Do you see David? Click on him if you do!”

It is possible I am letting them play on the computer too much.


Name That Game 49!

Oooh, one away from 50! The suspense is killing me…I hope it lasts!

In honor of the Spore Creature Creator (which I am still swooning over…when I can pry my children away from it) I present a much earlier game that also featured custom creature creation. Unfortunately, this game wasn’t well-received, at least partially because it was difficult to play – not only did it require your typical RTS base-building and unit herding, but you also had to build your creatures to successfully counter your enemy.

Name and developer, please! If you are correct, I’ll spare you when my army of genetically-enhanced super-mutants swarms the entire world!


The Obligatory Spore Creature Creator Post

The Spore Creature Creator. Is it awesome? Of course it is. Why?

Well, for starters, I don’t think I’ve ever seen an easier-to-use piece of software. How easy is it?

My daughter Jewel made that. She’s three years old.

The other thing that struck me is that the creator has all the functionality promised by Will in his original presentation video. While other developers have been cutting features, resulting in software that looks nothing like their original presentations, Will and his team have been working hard to not only implement everything but even add features.

And if you’ve never watched that video, I strongly suggest you set aside an hour and do so. Here, I’ll embed it to make it easier for you!


Planitia Update 29: Planitia Beta .74 Available For Download!

You can download it here.

What’s new?

* The following god powers have new functionality (but may be missing graphical effects): Healing Rain, Lightning Storm, Meteor, Golem.

* I have changed to the new animated sprites for all the walkers. Tell me what you think.

* You can now only add units to your army when your general is near one of your own villages. This fixes the problem of the AI sitting inside your village pumping out units in a continuous stream.

* Speaking of the AI, it has not been upgraded to deal with the new god powers yet, so beating it is now trivially easy.

* And finally new terrain manipulation system! This is what I’m really wanting feedback on, you guys.

Here’s how it works. The “Flatten” button is now gone from the UI. That’s because the cursor is now always in “Manipulate Terrain” mode unless you specifically choose another spell. You can tell when you’re in Terrain mode because the cursor will be white.

While in Terrain mode, you can left-click and hold to raise the terrain. You can right-click and hold to lower the terrain. And you can click both buttons at once to flatten the terrain. The terrain will be flattened to the height of the tile you originally clicked in.

What I’m looking for is feedback on how easy it is to use the new system and whether or not these expanded controls actually add anything to the game.

Please download, play and leave feedback! Thanks.


Congratulations to Jari Komppa!

After four long years, Jari’s final college project passed (kind of a given when it’s a complete logic simulation that has been featured in multiple magazines). He has been given his Bachelor’s of Engineering certificate and booted out the door. Congratulations, Jari! Maybe now you’ll be able to find a real job, instead of the crappy place you work now.


Name That Game 48!

This one is fascinating. I’d never heard of it until I read a recent article about the history of open-world gaming. This game was released in 1989 for the Amiga, Atari ST and the PC. It featured an open world with over thirty vehicles to use. Unfortunately most of the vehicles were difficult to use and it was also difficult to figure out exactly what you needed to do to win.

Name and developer, please!