Today’s Bit of Gaming History: Magic Carpet

Now, that’s an interesting bit of video on its own, but it’s even more interesting if you look very closely at the prototypes Peter presents. In the first one, you are obviously flying over a Populous level that has been converted to use a voxel heightfield. Another one briefly displays an ASCII header that reads, “CREATION BY BULLFROG”. Now, if you’re up on your Bullfrog history, you know that the original name for Populous was “Creation”, and Peter was forced to change it when he couldn’t get a trade mark.

Thus, I think it’s clear from these prototypes that the project started with Peter telling his team, “I want to fly over a Populous world. Make that happen, I don’t care how you do it.” And once that was accomplished, they came up with a game – Magic Carpet – to go with it.

EDIT: I think I may need to start explicating posts like this one a bit more. I think too often I operate under the assumption that everyone else has studied video game history and design as ravenously as I have and thus I don’t have to explain things. Magic Carpet was a Bullfrog title released in 1994. It didn’t do that well because it required a powerful PC and the only network play was over LAN – this was back when most network play was done with a serial or null-modem cable. It also (as Sol mentioned) had a very short draw distance which made it kind of hard to play. The concept was good, though, and a remake could be quite fun.


The Inevitable Planitia Update About Why There Haven’t Been Any Darn Planitia Updates

It’s weird, because I’ve frankly been working quite hard on the game for the last month…but if you were to start it up and play it, it would look and play almost exactly like the combat demo I released. And yet I’ve done so much…everything is event-driven now instead of being procedural, the input code is greatly cleaned up, and I’ve even started adding an interface for activating god powers (though there’s only one power right now – click the button, damage a unit). And I am integrating ODE into the game, which I’m hoping will give it all kinds of nifty properties.

So soon, very soon, probably by the end of March, the game should look and play much better.

But right this second I got nothin’.


Gamespot Reviews Top Spin 2…

…which finally just released here in the States (it’s been out in Europe since late last year).

They gave it a 7.5, which is a bit disappointing. I was hoping for an 8 or better. At least we beat the DS version 🙂

And to answer Ryan Davis’ final charge near the end of the review: we had nine months, and Top Spin 2’s rendering system is amazingly complex. It’s honestly a tribute to Tom’s and Bobby’s abilities that the darn thing works at all. And personally, I never had any problems on the Intel DualCore 6600/2 gigs of RAM/Radeon X1900GT machine I’ve got here at work 🙂

Still, my first professional game review! And it’s definitely in the “Not Suck” category! Woohoo!


Name That Game 18!

And now we’re back to evil. If you played this game, I feel sorry for you. Though not as sorry as if you’d played Noctropolis.

Mmmmm....tiles!

This was another game that EA foisted off onto us at Origin. I remember poor Janie Kivil getting an irate older man who complained that the last level of the game was impossible. Unfortunately there wasn’t anything she could do for him; that level was completely arcade-based and required the reflexes of a twelve-year-old on speed. Sometimes I think some designers feel like they’ve failed if players can actually complete their game.

Anyway, name and developer, please.


Game Voyeur

I’m not sure why, but I’ve always enjoyed watching other people play games almost as much as I enjoy playing them myself.

Indeed, in some cases I enjoy it even more.

For instance…playing NetHack? Incredibly frustrating.

Watching someone who actually knows what he’s doing play NetHack? Fascinating.

Which you can do by telnetting to nethack.alt.org. (Or just by running this groovy Java app.)

And you can watch people play Slash’Em by telnetting to slashem.crash-override.net.

And you can watch people play Dungeon Crawl by telnetting to crawl.akrasiac.org.

If that’s a bit too primitive for you, how about some replays? There are enough Warcraft III replays at www.wcreplays.com to last you a year or more!

Of course, if Warcraft III isn’t your bag, www.gamereplays.org is quickly becoming the replay clearinghouse, with replays for Rise of Legends, Company of Heroes, Supreme Commander, Battle for Middle-Earth I and II, Command & Conquer 3, Age of Empires III…indeed, practically every RTS that isn’t Warcraft III.

The reason I love replays is because they’re such a small download for a lot of content. But sometimes you just want to watch somebody absolutely destroy a game and you don’t care that you’ll have to download several hundred megs to do it. That’s where speed runs come in.

There are two basic kinds of speed runs – straight and tool-assisted. Straight speed runs are just like they sound. Someone plays the game normally all the way through and demonstrates a great level of skill as they do so. Tool-assisted speed runs use emulators, luck manipulation and other tools to provide an eye-popping, but not particularly “authentic” experience. (If you’ve seen that stupendous video of someone beating Super Mario Brothers 3 in eleven minutes while racking up 99 lives and never taking a hit…that was a tool-assisted run.) Tool-assisted runs require patience, but no real skill.

Me, I like both. I don’t mind tool-assisted videos as long as they are labelled as such.

For straight speed runs, the place to go is the Speed Demos Archive. This is the home of my favorite speed run of all time.

For tool-assisted runs, TASVideos is a great place to start. Since tool-assisted runs require emulation, they tend to be done on older games.

Of course, you can just type the name of your favorite game into YouTube and you’re practically guaranteed to get something

But my second-favorite speed run wasn’t found by any of these methods. Instead, I found it while doing research on “Metroidvania” games. It’s a complete run through the first castle of Castlevania: Symphony of the Nightnon-tool-assisted – in 71 minutes.

(Why was I doing research on Metroidvania-style games? You’ll see…)


Inaria in Java!

Our friend Marko Turunen has just completed a Java port of Inaria, and it’s quite good! The performance is great, he’s cleaned up some of my graphical nastiness and added new effects, and of course it’s cross-platform!

When I mentioned that I was amazed at how many people wanted to port Inaria to different platforms, he replied that it’s a nice game and it’s also small enough to be a pretty easy port. Those are very kind words. Thanks, Marko!


I Am Now 6^2

I turned 36 today at 9:30 this morning. Funny, I don’t feel any different…

Unfortunately, finances are tight and any gift-buying will probably have to wait until next payday.

In the meantime, I will give myself the gift of getting this really thorny problem fixed in Planitia, so then I won’t have to think about it any more.

Happy Birthday to me!

EDIT: Oh, look! I found myself a present after all!


A Joss Whedon Vacation

So I’m on vacation until the 11th.

I like to take my vacations in March. For one thing, it lets me be off work for my birthday. For another, not many people tend to take time off in March (unless there’s an E3 push happening, but that’s not the case this year). And the weather is usually very nice.

Now, I don’t go anywhere on my vacations. I just stay home. I haven’t been on a trip in years. I’d like to fix that, but travel costs money I don’t have.

But this year I’m taking a Joss Whedon vacation. Joss Whedon tends to take vacations only when he’s starting up a new project. So A Joss Whedon vacation is when you stop working hard on what you’re currently working on so you can work hard on something else.

And of course, for me the “something else” is Planitia. I am really hoping to get monumental amounts of work done on it in these next nine days.

And one of those monumental things is multiplayer. The engine for Planitia has to be done by the end of March. No exceptions. I’m going to need all of April to make and tweak content – I will not allow Planitia to suffer the same fate as Inaria. It’s just got too much potential.

Therefore, if multiplayer isn’t working by the end of March, it’s cut. Indeed, anything that isn’t working by the end of March gets cut.

You can view my current task list on Planitia to see how I’m doing. And I’m hoping to release another alpha by the end of this week.


War Among The Stars!

My good friend Tom Mauer is very interested in entering the Dream Build Play competition, which requires developers to take a game they are provided (in this case a souped-up version of SpaceWar) and spend three weeks improving it in some way.

His idea was to overlay a tactical strategy game on top of the simple arcade action, in the vein of Archon. The result: SpaceWar Tactics!

Give it a try and leave him some feedback, won’t you?


Planitia Update 11 – God Power Design

EDIT: I have put my “Planitia Tasks” document online and it can now be viewed by anyone at this link. So you guys can actually check on my progress yourselves now!

First off, I’ve done a comparison of the god powers of various games which you can look at here.

Now I’m going to subject you to a bit of stream-of-consciousness about god powers.

God powers fall into two broad groups: those that help your followers and those that hurt the enemy followers.

Another reason I don’t like Black & White – the god powers are anemic. This is because your goal isn’t to destroy the enemy god’s followers, but to convert them to your side. You must convert, because doing so increases the range in which you can use your god powers. I’m not going this route with Planitia…on levels when you are opposed by another god, your job will be to wipe out his followers, not convert them.

Making it so that you can only operate in your own sphere of influence is terrible. It makes the game almost completely defensive. Another thing I hate about Black & White. On the other hand, by default you could only raise/lower land in Populous 1 and 2 near your own settlements, but you could use any other god power anywhere. This is good, I like it.

One thing a lot of people don’t know is that some of the god powers in Populous 2 that “grew” effects across the land did so according to the rules of Conway’s Game of Life, so if you understood how the Game of Life worked (and you should), you could actually set up glider guns that would “shoot” carnivorous fungus into your enemy’s base. That is just too freakin’ awesome.

So here’s what I’m thinking. These are effects, not spells. They will be combined to create spells.

Help:
Land flattener/raiser/lowerer
Land restorer
Temporary unit growth
Create Hero
Don’t want walls; makes games too defensive (walls don’t protect against god powers anyway)
Roads?
Shield?
Inspiration (advances village tech level)

Harm:
Direct damage
AOE direct damage,
Damage over time
Land ruiner
Walker flinger

I’m thinking that I want a fairly low mana cap, but a healthy civilization will give you a fairly fast recharge rate. The big effects will take practically all your mana, thus you won’t be able to cast them more than once every few minutes or so, no matter how much mana you have.

I’m also sort of leaning towards the idea of different types or schools of magic, kind of like Populous 2 with its six different types. I think six is too many, though. Five would be interesting but it would feel too much like Magic: The Gathering. Three, maybe?