Website Update – Graduation Edition

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The website hasn’t had an update for a couple of weeks, so I decided that something had to go up.  The main difference to the website right now is that all of my information got updated to reflect my official graduation from the Master’s Degree.  With distinction as well!  Our class is made up of the guys with the green hoods in the picture above.  Not all of us were able to make it back for the ceremony, but it was good to see everyone again as we all head out to find our positions in the gaming industry!

Graduation was a busy time, so that partially explains the inactivity on the site, but much of it is gaming related.

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Torchlight Custom Level Part 3: Jungle

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The time to reflect on part three is upon us.  I had predicted that this section would get completed much faster than the previous one, the type of prediction that usually curses a project.  In most ways it did go faster than the previous level, even though the overall time I put in was probably more.  This level is both larger and more complex, so my previous experience helped keep development from getting out of hand (I will talk a little about that later).

I have to admit that it wasn’t as smooth as I had originally hoped though.  Most of this is due to SunkenTemple tileset, which comprises most of the level.  I thought the transition to this tileset was going to be a straightforward as was to move from the Crypt set to the Cave one.  It didn’t really work out that way.

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Torchlight Custom Level Part 2: Caves

TorchlightPart2The next section in my Torchlight dungeon is based in the caves tileset.  As the player leaves the crypt they travel through a cave that has some of the crypt architecture incorporated into the environment.  This section has moved along much faster than the first, but has been significantly larger and more complex.

I was also able to put the planning stages to better use during this section of the dungeon.  The cave section started out as an incredibly small sketch, one that I hadn’t given very much thought to when dreaming up the overall dungeon.  I had expected it to not be much longer than the crypt section, mostly just a way to get to the outside areas of the level.  It turned out to be much more.

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Random Game Thoughts Vol. 1

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I often have random game thoughts, some more insightful than others.  A couple of times I’ve considered writing them down, but I’m finally getting around to doing it for once.  There are a couple older ideas I’ve wanted to elaborate on, but for now I think I will just stick to a couple of game thoughts I have had recently.

As the picture shows, the first of the two thoughts is about Super Paper Mario for the Wii.  It is actually more of a complaint.  The Paper Mario games are the slightly more RPG-like games in the Mario universe, though it hardly goes deeper than having more than one hit point.  One thing this game does have in common with many RPGs is a lot of writing.  Writing is fine, especially when there is quality humour to be found in the script, and I don’t mind reading in place of voice-overs.

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Torchlight Custom Level Part 1: Crypt

TorchlightPart1After playing through Torchlight I decided to try my hand at the editor (TorchED) in my spare time.  The editor is quite easy to get into, allowing for relatively quick creation of environments using the assets from the retail version of the game.  It also comes with a particle editor, logic scripting capabilities, and the ability edit and create a wide variety of other game objects.

So after a couple video tutorials and some plain old messing around I cobbled together a sketch of a level idea and dove in.  These short blog entries will briefly chronicle my progress over the next little while; I don’t expect this level to take too long to create.  I don’t plan on doing any sort of TorchED tutorial posts, these are more of a development diary for the mod.  Posted after the break are the plans and screenshots for the first section of the level.

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Dissertation Update Two (DUT)

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Alright, well it’s been just over a week since the final version of my paper was submitted for grading.  With the end in sight, I suppose it is time for another update.  This update does presume some familiarity with the project, so reading the previous update and the project page is recommended.

The testing went reasonably well, many participants who played through the demonstration preferred the adaptive music to a more traditional passive approach.  The application also ran correctly in all cases; the adaptive music was consistently successful at matching game events with specific elements of the music.  The seamless transitions between sections of the music appeared to go unnoticed by the participants (as they should, since they are supposed to be seamless) and there were a wide range of positive responses to this.

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Website Update – now with more video

websiteupdate1I’m busy preparing my dissertation for the our presentations on Monday morning, but I just wanted to do a quick website update post to highlight a couple additions.  Most of the update consists of videos in the Master’s Projects section.  There are videos of both final projects I did for our DirectX Programming classes as well as my project for the Console Programming class.  Each are fairly short, focusing on demonstrating each project in motion.

There will probably be another dissertation update after Monday, hopefully with a video and screenshots of the project in its near-final form.  At this point in time, it appears that the project will be successful, hopefully my supervisor and second reader feel that way as well.  Since I have more to do, I better wrap up this post.  The new videos are posted on the page mentioned above as well as after the break.

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Dissertation Update One (DUO)

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This website was created specifically to show off my own work and since my current project is my Master’s Dissertation, I decided that it was about time that I wrote an update.  I have been making small updates to the official dissertation page, but that mostly discusses what the project idea is about.  It has come time to give an update of the project’s actual progress.  For information about the goal of the project check out the aforementioned page, because I won’t be going over that type of thing here.

The first thing to note is that controlling the music and changing game objects based on the musical events are both working features right now.  The examples I have running are extremely simple, but more will come.  The first screenshot, shown above, shows the early level example.  The goal cubes are used to motivate the player through the level, changing the colour of each one by touching it.  The visual style is obviously minimalistic, and won’t be changing significantly, but it is all that is needed to demonstrate the project’s goal.

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Unreal Tournament: The Sports Game

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I will always have a soft spot in my heart for the original Unreal Tournament.  There is something about the original’s unbridled ass-whoopn’ that has never quite been matched by any other game.  The game was violent, blunt, and unforgiving.  The arenas were rough and dark, abandoned structures given a second life as the perfect places to watch competitors fight for their own.

The games that followed (2003, 2004, III, and Championship 1 and 2) never retained that feeling.  The environments became overly intricate, even delicate looking in some instances.  The players went from simply dodging to flipping and twirling off walls.  These are supposed to be hardened warriors, not ballerinas!  Nevertheless, these games have added some great things to the series and still provide a fun, competitive gaming experience despite how far they have strayed from the original game.

Even with the series’ advancements there is one thing, or rather a collection of things, that the Tournament has never gotten: a true sports game treatment.

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The essentials of a game ending

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Making it to the end of a game has always been a significant milestone.  Many early arcade games didn’t even have “endings”.  They were often a constant barrage of harder levels until the player finally succumbed to the difficulty and hopefully got their name on the high score sheet.   Most older console games didn’t have the ability to save your progress and provided a limited amount of lives.  So even if a game had a story, getting to the end in single session was challenging, to say the least.

In the time since then gaming has made many changes, including saving, checkpoints, difficulty levels and regenerating health, that have made it somewhat easier to reach a game’s conclusion.  With the popularity of multiplayer, some stories are also getting shorter as more development time is spent focusing on online features.  Some game still make it difficult.  Fallout 3, Oblivion, Far Cry, and now Dragon Age all push the length of a single player story to the extremes.  But the point of this article is not to talk about how the difficulty of games has changed.

The point is that reaching the end of a game usually takes a certain amount of dedication from the player and it should be a momentous occasion. Unfortunately, sometimes it is not.  An unsatisfying ending can really tarnish an otherwise good game.  So I’m going to take some time to jot down my thoughts on what a good ending should have.

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Spencer.Congdon @Gmail.com