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<channel>
	<title>Spencer Congdon</title>
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	<link>http://spencercongdon.com</link>
	<description>Game Programer</description>
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		<title>About the Absence</title>
		<link>http://spencercongdon.com/2011/01/about-the-absence/</link>
		<comments>http://spencercongdon.com/2011/01/about-the-absence/#comments</comments>
		<pubDate>Sat, 22 Jan 2011 16:18:44 +0000</pubDate>
		<dc:creator>Spencer Congdon</dc:creator>
				<category><![CDATA[Updates]]></category>
		<category><![CDATA[Website]]></category>
		<category><![CDATA[hb studios]]></category>
		<category><![CDATA[linkedin]]></category>

		<guid isPermaLink="false">http://spencercongdon.com/?p=576</guid>
		<description><![CDATA[It has been quite a while since I put up a new post and I assure you there is a good reason for it.  This website and blog was started while I was job hunting after I finished my degree.  As it would turn out, I got a job in the game industry at the [...]]]></description>
			<content:encoded><![CDATA[<p><img class="aligncenter size-full wp-image-577" title="hbstudios" src="http://users.pevicom.com/scongdon/wp-content/uploads/2011/01/hbstudios.png" alt="hbstudios" width="500" height="281" />It has been quite a while since I put up a new post and I assure you there is a good reason for it.  This website and blog was started while I was job hunting after I finished my degree.  As it would turn out, I got a job in the game industry at the end of November.</p>
<p>So I packed up and moved to Nova Scotia where I now work for <a title="HB Studios website" href="http://hb-studios.com" target="_blank">HB Studios</a>.  I&#8217;m not sure what this means for my little mod projects, but it certainly isn&#8217;t speeding them up.  My days are usually pretty full as it is, but I have to admit I recently saw some of the screens and videos I&#8217;ve done and it made me want to get back into them.  For now though they&#8217;ll stay where they are.</p>
<p>I might write some posts about games though, I have been playing quite a few of them lately.</p>
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		<item>
		<title>Mapping for Left 4 Dead 2</title>
		<link>http://spencercongdon.com/2010/10/mapping-for-left-4-dead-2/</link>
		<comments>http://spencercongdon.com/2010/10/mapping-for-left-4-dead-2/#comments</comments>
		<pubDate>Tue, 19 Oct 2010 18:57:58 +0000</pubDate>
		<dc:creator>Spencer Congdon</dc:creator>
				<category><![CDATA[Modding]]></category>
		<category><![CDATA[Video Games]]></category>
		<category><![CDATA[Hammer]]></category>
		<category><![CDATA[L4D2]]></category>
		<category><![CDATA[Left 4 Dead 2]]></category>
		<category><![CDATA[survival]]></category>
		<category><![CDATA[valve]]></category>
		<category><![CDATA[warehouse]]></category>

		<guid isPermaLink="false">http://spencercongdon.com/?p=560</guid>
		<description><![CDATA[
I have been absorbed in another mapping project over the last week or so.  This time it is for Left 4 Dead 2 (L4D2).  For those who haven&#8217;t played L4D2, it is primarily a cooperative online game where you and three teammates try to survive the zombie apocalypse.  Which mostly involves killing hundreds of zombies.
I had [...]]]></description>
			<content:encoded><![CDATA[<p><img class="aligncenter size-full wp-image-561" title="L4D2mapping1" src="http://users.pevicom.com/scongdon/wp-content/uploads/2010/10/L4D2mapping1.png" alt="L4D2mapping1" width="500" height="281" /></p>
<p>I have been absorbed in another mapping project over the last week or so.  This time it is for Left 4 Dead 2 (L4D2).  For those who haven&#8217;t played L4D2, it is primarily a cooperative online game where you and three teammates try to survive the zombie apocalypse.  Which mostly involves killing hundreds of zombies.</p>
<p>I had been wanting to try Hammer (the map editor for the Source Engine) again, because I hadn&#8217;t used it since the original Half-Life was released.  I was probably around 13 or 14 then.  Left 4 Dead has game mode called survival where the players are confined to a relatively small area and tasked with living as long as they can.  This provided a small, focused mapping task that I thought would be a good exercise to help me get a grasp of the editor in case I wanted to do something larger later.</p>
<p>At this point the map is fairly far along and I already have <a title="L4D2 development playlist" href="http://www.youtube.com/view_play_list?p=B2E9369046F398E3" target="_blank">some videos up</a> on YouTube.  I thought this would be a good point to talk about the design decisions behind the map and what is left to do before release.</p>
<p><span id="more-560"></span></p>
<p>The first thing I needed was an idea.  To help me get an idea I started playing with Hammer and doing tutorials to see what I could do with the resources provided with L4D2 and the SDK.  After getting some basic experience in the editor I started sketching rough layouts.  One of my original ideas was to recreate an older multiplayer level, such as <a title="Facility on YouTube" href="http://www.youtube.com/watch?v=oeQJQQUjWus" target="_blank">Facility</a>, and modify it to make a suitable survival level.  In the end I felt I wanted to do something original for my first try and chose a small warehouse-style level.</p>
<div id="attachment_563" class="wp-caption aligncenter" style="width: 510px"><img class="size-full wp-image-563" title="WarehousePlan" src="http://users.pevicom.com/scongdon/wp-content/uploads/2010/10/WarehousePlan.png" alt="The original plan, drawn on the back of a Sudoku puzzle." width="500" height="281" /><p class="wp-caption-text">The original plan, drawn on the back of a Sudoku puzzle.</p></div>
<p>I&#8217;ve played several survival maps, but not as many as I would have liked.  This mode doesn&#8217;t get played quite as often in Left 4 Dead 2 which is a shame.  Survival gives the players a chance to make plans and explore a map thoroughly before battling the horde.  Since the players have a fairly good understanding of what is available to them when the attack begins, it is important that the map is properly balanced to still provide a challenge.</p>
<p>This map was designed to try and keep the survivors on the move; although supplies and weapons are in good supply, they are spread out and there is rarely enough for an entire team in a single spot.  There are also advantageous spots for camping but they are isolated from the better supplies.  Although the level hasn&#8217;t been tested properly yet, I hope that this provides a challenge that can be overcome with a coordinated team that stays on the move, using up supply points as they go along.</p>
<div id="attachment_562" class="wp-caption aligncenter" style="width: 510px"><img class="size-full wp-image-562" title="L4D2mapping2" src="http://users.pevicom.com/scongdon/wp-content/uploads/2010/10/L4D2mapping2.png" alt="A recent editor screenshot showing the map from above." width="500" height="281" /><p class="wp-caption-text">A recent editor screenshot showing the map from above.</p></div>
<p>Creating a small map also allowed me to include a lot of detail in the level in a reasonable amount of time. Although I have finished tutorials that give me the skills to create a complete campaign, I didn&#8217;t want to have to take as much time as would be required to make a campaign with this much detail.  At least not during my first attempt.  I enjoy the maps that feel like they are real places that have experienced the zombie apocalypse.  To accomplish this I drew a layout that seemed semi-realistic (gameplay does matter more after all) and designated each areas purpose, were it to be a real building.  It has a garage to load and fix vehicles, a locker and break room, a security office, etc.  Little details as well; phones where they would be needed, concrete posts near vehicle-heavy areas, and tools in the work area.  I&#8217;m not sure what type of building requires big generators in it, but at least it seems like it could be a real place.</p>
<p style="text-align: center;"><object classid="clsid:d27cdb6e-ae6d-11cf-96b8-444553540000" width="500" height="306" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=6,0,40,0"><param name="allowFullScreen" value="true" /><param name="allowscriptaccess" value="always" /><param name="src" value="http://www.youtube.com/v/zJv6MyBmKdw?fs=1&amp;hl=en_US&amp;hd=1" /><param name="allowfullscreen" value="true" /><embed type="application/x-shockwave-flash" width="500" height="306" src="http://www.youtube.com/v/zJv6MyBmKdw?fs=1&amp;hl=en_US&amp;hd=1" allowscriptaccess="always" allowfullscreen="true"></embed></object></p>
<p>From there it is a matter of transforming it into a place that has seen the zombie apocalypse.  Boarding up the exits, piles of garbage from the previous survivors, and a general disarray when it comes to furniture and other details.  Then there are the bodies, both zombies and fallen comrades, and the blood stains.  The place gets a little messy at this point.  Finally the supplies (weapons, health, etc) are added in a similar fashion, while trying to keep the level properly balanced.</p>
<p>So this is the current state of the level.  Next up is the navigation for the survivor and zombie NPCs.  Then on to texturing and lighting.  I will probably do another update when the level is complete.  In the meantime there are more videos available on my <a title="My YouTube channel" href="http://www.youtube.com/user/Toop6" target="_blank">YouTube channel</a>, so check them out.</p>
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		<title>The unfinished (but not forgotten) toys</title>
		<link>http://spencercongdon.com/2010/09/the-unfinished-but-not-forgotten-toys/</link>
		<comments>http://spencercongdon.com/2010/09/the-unfinished-but-not-forgotten-toys/#comments</comments>
		<pubDate>Wed, 22 Sep 2010 19:55:02 +0000</pubDate>
		<dc:creator>Spencer Congdon</dc:creator>
				<category><![CDATA[Editorial]]></category>
		<category><![CDATA[Video Games]]></category>
		<category><![CDATA[bioshock]]></category>
		<category><![CDATA[Fallout 3]]></category>
		<category><![CDATA[Far Cry 2]]></category>
		<category><![CDATA[GTA4]]></category>
		<category><![CDATA[unfinished]]></category>

		<guid isPermaLink="false">http://spencercongdon.com/?p=542</guid>
		<description><![CDATA[
So this is the other half of the discussion I started the other day with an article about games I didn&#8217;t love, but still managed to finish.  This other half involves games that I thought were good, but for some reason I can&#8217;t bring myself to play.  Not that I won&#8217;t play ever them, but [...]]]></description>
			<content:encoded><![CDATA[<p><img class="aligncenter size-full wp-image-552" title="UnfinishedToys" src="http://users.pevicom.com/scongdon/wp-content/uploads/2010/09/UnfinishedToys.png" alt="UnfinishedToys" width="500" height="281" /></p>
<p><!--pagetitle:Introduction -->So this is the other half of the discussion I started the other day with an article about games I didn&#8217;t love, <a title="Why do I finish mediocre games?" href="http://spencercongdon.com/2010/09/why-do-i-finish-mediocre-games/" target="_blank">but still managed to finish</a>.  This other half involves games that I thought were good, but for some reason I can&#8217;t bring myself to play.  Not that I won&#8217;t play ever them, but these are great games that always seem to sit idle while I play others, both good and mediocre.</p>
<p>So why do these otherwise great games get pushed aside?  In some cases the problem is clear.  GTA4, for example, has two very clear reasons.  The first is that not having checkpoints means enormous chunks of time can be rendered pointless because of small mistakes; ie. getting killed.  The other is that although the cell phone and the relationships that came with it were interesting and valuable to the story, being punished for not going to the strip club while I&#8217;m already <em>very</em> busy (ie. trying not to get killed) kept me from just fooling around.  Doing whatever you want in a GTA game is one of the great draws to the series, but you were constantly dragged away to play some dumb mini game.  If you didn&#8217;t get punished for saying no, I could put up with phone calls, but losing friendship benefits over darts was irritating.</p>
<p>Others aren&#8217;t so clear.  There can be much more subtle reasons that a game doesn&#8217;t get chosen for my occasionally sparse video-gaming time.  These are the cases I want to explore a little more.  These are games that I have enjoyed and have won several awards each.  Why aren&#8217;t I playing them?  Well, Mass Effect 2 is really good, so playing it keeps me from playing these others, but there has to be a reason I stopped playing them in the first place&#8230;</p>
<h2><span id="more-542"></span>Bioshock</h2>
<h3><em><span style="color: #c0c0c0;">Playing time: ~5 hours</span></em></h3>
<p><span style="color: #c0c0c0;"><span style="color: #000000;">It is embarrassing, I know.  I have had Bioshock for over two years, but haven&#8217;t finished it.  It won <a title="Bioshock awards on Wikipedia" href="http://en.wikipedia.org/wiki/Bioshock#Awards" target="_blank">half a dozen</a> Game of the Year awards and many others.  I even enjoyed it for the several hours I put into it.  So what is wrong here?</span></span></p>
<p><span style="color: #c0c0c0;"><span style="color: #000000;">Well, nothing is really wrong. Bioshock has fairly solid combat, an interesting plasmid (magic) system, and a good story told in an interesting way.  The best thing Bioshock has going for it though, in my opinion, is the atmosphere. Playing this game in the dark with full surround sound is one of those genuinely unsettling places to be, which is a <em>great</em> thing.  I felt a significant fear of the shadows (of which there are many) that I hadn&#8217;t felt since <a title="Fatal Frame II on Wikipedia" href="http://en.wikipedia.org/wiki/Fatal_Frame_II:_Crimson_Butterfly" target="_blank">Fatal Frame II: Crimson Butterfly</a>.  Or <a title="Ravenholm on YouTube" href="http://www.youtube.com/watch?v=5vHVT0s6mu0" target="_blank">Ravenholm</a> in Half Life 2.  I don&#8217;t want all of the games I play to feel like this, but fear is one of those emotions that isn&#8217;t often done well in video games, so a game should be praised when it pull this off.</span></span></p>
<p><span style="color: #c0c0c0;"><span style="color: #000000;"> </span></span></p>
<div id="attachment_549" class="wp-caption aligncenter" style="width: 510px"><img class="size-full wp-image-549" title="Bioshock" src="http://users.pevicom.com/scongdon/wp-content/uploads/2010/09/Bioshock.png" alt="Another game where pictures can't convey the incredible atmosphere." width="500" height="281" /><p class="wp-caption-text">Another game where pictures can&#39;t convey the incredible atmosphere.</p></div>
<p>Still, I think this element of fear that I came to expect from Bioshock is part of the problem.  That is, when the fear wore off I stopped coming back.</p>
<p>The health system in Bioshock involves healing yourself or dying and respawning in the nearest Vita-chamber. When you respawn you have all of your weapons, healthpacks, etc but only have part of your health.  It sounds just like a checkpoint system, except that enemies that you have already killed or wounded seemed to stay that way. So the player could constantly respawn with very little punishment and the current battle becomes a little easier each time. This significantly cheapened the concept of dying in my opinion, especially when the nearest Vita-chamber was in the same room as the battle. Of course it is my own fault if I abuse the system, but the fact that I knew nothing significant would happen if I died took away any fear that I had.</p>
<p>(Side Note: <em>I am aware of the option to disable Vita Chambers, which was patched in later</em>)</p>
<p>Bioshock has many other great features which will probably draw me back to it someday. Studying your enemies with the camera, modifying your weapons, the pipe-connecting mini game (I loved that it actually hurt to mess up) were all very interesting. Not to mention I really want to see the rest of Rapture. It is just too bad that it lost its grip on my emotions (fear at least) because I don&#8217;t think I&#8217;ve played a game since that could measure up to what Bioshock accomplished in those first couple of hours.</p>
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		<item>
		<title>Why do I finish mediocre games?</title>
		<link>http://spencercongdon.com/2010/09/why-do-i-finish-mediocre-games/</link>
		<comments>http://spencercongdon.com/2010/09/why-do-i-finish-mediocre-games/#comments</comments>
		<pubDate>Thu, 16 Sep 2010 20:46:06 +0000</pubDate>
		<dc:creator>Spencer Congdon</dc:creator>
				<category><![CDATA[Editorial]]></category>
		<category><![CDATA[Video Games]]></category>
		<category><![CDATA[assassins creed]]></category>
		<category><![CDATA[kane and lynch]]></category>
		<category><![CDATA[red dead redemption]]></category>

		<guid isPermaLink="false">http://spencercongdon.com/?p=524</guid>
		<description><![CDATA[
A month or so ago when I was playing Red Dead Redemption I had written a blog post talking about everything that irritated me about the game and why it shouldn&#8217;t have gotten a perfect score from any reviewer.  I never posted that article because it became too much of a rant.  I still believe [...]]]></description>
			<content:encoded><![CDATA[<p><img class="aligncenter size-full wp-image-527" title="MediocreGames" src="http://users.pevicom.com/scongdon/wp-content/uploads/2010/09/MediocreGames.png" alt="MediocreGames" width="500" height="281" /></p>
<p><!--pagetitle:Page One -->A month or so ago when I was playing Red Dead Redemption I had written a blog post talking about everything that irritated me about the game and why it shouldn&#8217;t have gotten a perfect score from any reviewer.  I never posted that article because it became too much of a rant.  I still believe that all of my complaints are valid, I may even have some that I would add to the list, but it got me thinking about more interesting things than just complaints.  The main idea that came out, and was actually the title of the article, was &#8220;Why do I keep playing Red Dead Redemption&#8221;?</p>
<p>That article only touched on that question for a paragraph near the end, but thinking more about the question I realized that there were other interesting examples it could be applied to in my library.  The question is less about RDR and more about why I would keep playing a game I have so many problems with, but not play other, better games that I haven&#8217;t finished?  There are quite a few great games I haven&#8217;t finished in my library, which is odd because of how much I enjoy seeing a game through to the end.</p>
<p>So I have decided to write two posts on the topic.  This is the first and it will focus on games that I knew weren&#8217;t perfect, and in some cases didn&#8217;t enjoy, but still managed to somehow finish them.  The next article will be about those games that I have enjoyed, but can&#8217;t seem to bring myself to finish them.  I won&#8217;t bother to list good games that I have completed, or the bad ones that I didn&#8217;t, because those don&#8217;t require explanation.<br />
<span id="more-524"></span></p>
<h2>Kane &amp; Lynch: Dead Men (and friends)</h2>
<p>I&#8217;ve picked on Kane &amp; Lynch <a title="The essentials of a game ending" href="http://spencercongdon.com/2009/11/poor-game-endings/" target="_blank">before</a>, but it is probably the best example of a game that got by on a cooperative story feature.  I would probably have never played the first game if it didn&#8217;t offer split screen coop, which is something I can barely ever resist.  To be fair there are other games that I haven&#8217;t spent significant time with outside of their coop campaigns; Army of Two, Gears of War, Halo.  Although Army of Two wasn&#8217;t great, the other two are clearly better games that just didn&#8217;t manage to keep me coming back when the story was over.  Kane &amp; Lynch, more than the others, clearly rides the cooperative feature without offering too much else that stands out.</p>
<div id="attachment_529" class="wp-caption aligncenter" style="width: 510px"><img class="size-full wp-image-529" title="K&amp;Lcoop" src="http://users.pevicom.com/scongdon/wp-content/uploads/2010/09/KLcoop.png" alt="Two reticles? Check. Two health bars? Check." width="500" height="281" /><p class="wp-caption-text">Two reticles? Check. Two health bars? Check.</p></div>
<p>Story is an obvious choice when it comes to Kane &amp; Lynch&#8217;s low points, but there are others that made me never want to play it again.  Bland environments, irritating battles, and segments where one player isn&#8217;t allowed to do anything because Lynch is so messed up are among the reasons I remember.  Come to think of it, most of the game was so forgettable I&#8217;m not sure what the worst parts were anymore.  That is another strike against it I suppose.  Yet through all of this I played until the end, even replaying the last couple sections to see the alternate ending.</p>
<p>I attribute this to two things other than the cooperative gameplay.  The first is that the game wasn&#8217;t that long.  If the game was longer I would have been tired of it well before the end, but the end never seemed to be that far away, so I decided I might as well finish.  Second, replaying the ending only happened because the first one I got was so disappointing that I hoped the other would redeem the game.  No such luck.<br />
<b></p>
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		<title>Website Update &#8211; Graduation Edition</title>
		<link>http://spencercongdon.com/2010/06/website-update-graduation-editio/</link>
		<comments>http://spencercongdon.com/2010/06/website-update-graduation-editio/#comments</comments>
		<pubDate>Mon, 21 Jun 2010 16:21:16 +0000</pubDate>
		<dc:creator>Spencer Congdon</dc:creator>
				<category><![CDATA[Updates]]></category>
		<category><![CDATA[Website]]></category>
		<category><![CDATA[graduation]]></category>
		<category><![CDATA[Torchlight]]></category>

		<guid isPermaLink="false">http://spencercongdon.com/?p=505</guid>
		<description><![CDATA[
The website hasn&#8217;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&#8217;s Degree.  With distinction as well!  Our class is made up of [...]]]></description>
			<content:encoded><![CDATA[<p><img class="aligncenter size-full wp-image-507" title="websiteupdate2" src="http://users.pevicom.com/scongdon/wp-content/uploads/2010/06/websiteupdate2.png" alt="websiteupdate2" width="500" height="281" /></p>
<p>The website hasn&#8217;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&#8217;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!</p>
<p>Graduation was a busy time, so that partially explains the inactivity on the site, but much of it is gaming related.</p>
<p><span id="more-505"></span>I&#8217;ve recently bought even more games (some deals are just too good to pass up) and Batman: AA took up all of my time for a couple days while I finished it.  Truly a great game.  Since I am tearing my way through several games right now I&#8217;ve been thinking about doing another edition of Random Game Thoughts, so this could prove to be quite productive.  My recent gaming spree was amplified by my Xbox getting a red ring of death, depriving me of gaming for a little while.  I have to say the repair went extremely well though and I had it back within five business days.  It was still torture though since I acquired seven games while it was gone.</p>
<p>I also have a large drawing I&#8217;m trying to get done, which has displaced my Torchlight level for a little while.  Which is only fair, since Torchlight editing had displaced the drawing for quite a while longer.  Speaking of the level, it is still coming along.  It is actually more complete than <a title="Runic Games forum" href="http://forums.runicgames.com/viewtopic.php?f=23&amp;t=12173" target="_blank">my forum topic</a> currently suggests, I just can&#8217;t justify an update there quite yet.  It should be a decent finale though, I&#8217;ve got at least one secret planned a final battle quite a bit different than the rest of the dungeon.</p>
<p>So here is a small screen of the cliffs and hopefully I will have a game-related update in the near future.</p>
<div id="attachment_506" class="wp-caption aligncenter" style="width: 510px"><img class="size-full wp-image-506" title="clifftease" src="http://users.pevicom.com/scongdon/wp-content/uploads/2010/06/clifftease.png" alt="It does exist! There is an end!" width="500" height="281" /><p class="wp-caption-text">It does exist! There is an end!</p></div>
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		<title>Torchlight Custom Level Part 3: Jungle</title>
		<link>http://spencercongdon.com/2010/05/torchlight-custom-level-part-3-jungle/</link>
		<comments>http://spencercongdon.com/2010/05/torchlight-custom-level-part-3-jungle/#comments</comments>
		<pubDate>Mon, 10 May 2010 20:13:19 +0000</pubDate>
		<dc:creator>Spencer Congdon</dc:creator>
				<category><![CDATA[Modding]]></category>
		<category><![CDATA[Video Games]]></category>
		<category><![CDATA[linkedin]]></category>
		<category><![CDATA[mod]]></category>
		<category><![CDATA[TorchED]]></category>
		<category><![CDATA[Torchlight]]></category>

		<guid isPermaLink="false">http://spencercongdon.com/?p=492</guid>
		<description><![CDATA[
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 [...]]]></description>
			<content:encoded><![CDATA[<p><img class="aligncenter size-full wp-image-495" title="TorchlightPart3" src="http://users.pevicom.com/scongdon/wp-content/uploads/2010/05/TorchlightPart3.png" alt="TorchlightPart3" width="500" height="281" /></p>
<p>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).</p>
<p>I have to admit that it wasn&#8217;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&#8217;t really work out that way.</p>
<p><span id="more-492"></span></p>
<div id="attachment_496" class="wp-caption aligncenter" style="width: 510px"><img class="size-full wp-image-496" title="CombinedJunglePlan" src="http://users.pevicom.com/scongdon/wp-content/uploads/2010/05/CombinedJunglePlan.jpg" alt="The original plan for the Jungle and Village, with the ending incomplete." width="500" height="250" /><p class="wp-caption-text">The original plan for the Jungle and Village, with the ending incomplete.</p></div>
<p>The first problem is how the floor tiles fit together.  The trim pieces for the Cave set are really simple to work with and I had gotten used to planning a level with those pieces in mind.  The SunkenTemple ones do not fit the same way, so the first parts of the plan I made could not be perfectly recreated.  The second problem is that the floor pieces are poorly organized, so not all of them show up when &#8220;floor&#8221; is checked in the editor palette.  I also recall some pieces not having a collision mesh assigned to them when I started.  These are the type of little things that add up to a larger pain and it slowed me down near the beginning.</p>
<div id="attachment_493" class="wp-caption aligncenter" style="width: 510px"><img class="size-full wp-image-493" title="JungleAerial" src="http://users.pevicom.com/scongdon/wp-content/uploads/2010/05/JungleAerial.png" alt="Overview of the final level, much different from the last one." width="500" height="281" /><p class="wp-caption-text">Overview of the final level, much different from the last one.</p></div>
<p>There are other irritating things about how the walls fit together (which are organized in full, half, and quarter sizes) that make transition not as smooth as I would have wanted.  This complaint may have been amplified by some of the things I did with the walls, so I could have made it a bit easier on myself.  My last complaint (getting too ranty here) is that the diagonal walls don&#8217;t display correctly on the map, instead it shows the opposite diagonal which makes the map look terrible.  I&#8217;m still looking for a fix, but I don&#8217;t know if I&#8217;ll find one before I finish the dungeon.</p>
<div id="attachment_494" class="wp-caption aligncenter" style="width: 510px"><img class="size-full wp-image-494" title="JungleShrine" src="http://users.pevicom.com/scongdon/wp-content/uploads/2010/05/JungleShrine.png" alt="A closer look of the Jungle Shrine area." width="500" height="281" /><p class="wp-caption-text">A closer look at the Jungle Shrine area.</p></div>
<p>I mentioned before about keeping development from getting out of hand, this mostly concerns the organization of the level.  Well labelled groups are a must when making a layout of this size.  I have dozens of them breaking the level down into areas (8 of them) and type of piece.  Since the editor does not have a way of locking a group like one would in photoshop, it pays to have everything properly organized so that visibility can be toggled.  It is also very helpful when cleaning up the map to have pieces split into groups that will or won&#8217;t show on the map.  I had organized the Crypt and Cave sections with groups before, but it took much more to keep from getting lost in this level.</p>
<p>So I am moving on to designing the last section of the dungeon.  I only hope that this one hasn&#8217;t gotten too large, the load time in the editor is getting a little long.  Still, it is worth it because the result looks really good.  I have also been updating my progress on the <a title="My dungeon at the Runic forums." href="http://forums.runicgames.com/viewtopic.php?f=23&amp;t=12173" target="_blank">Runic forums</a> little by little, so check that out for additional screenshots.  I will make a gallery on this site soon so that there is a more complete collection.  Finally, here is one of the videos I uploaded to my <a title="Torchlight Development Video Playlist" href="http://www.youtube.com/user/Toop6#p/c/A281523974C04FFF" target="_blank">Torchlight Development Playlist</a> on YouTube for this level:</p>
<p style="text-align: center;"><object width="480" height="385"><param name="movie" value="http://www.youtube.com/v/qFEOCiAeym4&#038;hl=en_US&#038;fs=1&#038;"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/v/qFEOCiAeym4&#038;hl=en_US&#038;fs=1&#038;" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="480" height="385"></embed></object></p>
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		<title>Torchlight Custom Level Part 2: Caves</title>
		<link>http://spencercongdon.com/2010/04/torchlight-custom-level-part-2-caves/</link>
		<comments>http://spencercongdon.com/2010/04/torchlight-custom-level-part-2-caves/#comments</comments>
		<pubDate>Tue, 20 Apr 2010 21:59:28 +0000</pubDate>
		<dc:creator>Spencer Congdon</dc:creator>
				<category><![CDATA[Modding]]></category>
		<category><![CDATA[Video Games]]></category>
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		<category><![CDATA[Torchlight]]></category>

		<guid isPermaLink="false">http://spencercongdon.com/?p=478</guid>
		<description><![CDATA[The 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 [...]]]></description>
			<content:encoded><![CDATA[<p><img class="aligncenter size-full wp-image-481" title="TorchlightPart2" src="http://users.pevicom.com/scongdon/wp-content/uploads/2010/04/TorchlightPart2.png" alt="TorchlightPart2" width="500" height="281" />The 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.</p>
<p>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&#8217;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.</p>
<p><span id="more-478"></span></p>
<div id="attachment_483" class="wp-caption aligncenter" style="width: 510px"><img class="size-full wp-image-483" title="CaveSketchF" src="http://users.pevicom.com/scongdon/wp-content/uploads/2010/04/CaveSketchF.png" alt="The original sketch. There is more there than there appears to be." width="500" height="281" /><p class="wp-caption-text">The original sketch. There is more there than there appears to be.</p></div>
<p>So starting with the <em>very</em> rough sketch I brought out the graph paper and elaborated on the general shape I had drawn.  I left out the enemy, lights, and sounds details that were shown on the crypt plans.  This allowed me to concentrate on the basic layout and the key moments I already had in mind.  It ended up being split up into three sections; the lower, mid and upper cave.</p>
<div id="attachment_486" class="wp-caption aligncenter" style="width: 510px"><img class="size-full wp-image-486" title="CombinedCavePlan" src="http://users.pevicom.com/scongdon/wp-content/uploads/2010/04/CombinedCavePlan.png" alt="The entire crypt/cave plan." width="500" height="206" /><p class="wp-caption-text">The entire crypt/cave plan.</p></div>
<p>After the sections were drawn out and the basic floor and wall tiles had been placed I was left with quite a bit more room than I had originally intended.  So I went through the level and planned out each area in a little more detail in order to keep it interesting all the way through the level.  As I needed to do more planning I went back to the diagrams I had created and sketched in what I wanted to add. (Like secrets!)</p>
<div id="attachment_484" class="wp-caption aligncenter" style="width: 510px"><img class="size-full wp-image-484" title="LowerComposite" src="http://users.pevicom.com/scongdon/wp-content/uploads/2010/04/LowerComposite.png" alt="The Lower Cave plan overlaid on the actual level." width="500" height="281" /><p class="wp-caption-text">The Lower Cave plan overlaid on the actual level.</p></div>
<p>Details like lights and sounds still haven&#8217;t been put on the plans and probably won&#8217;t in the future either because there are so many of them.  As the level develops these details are added as I see fit and do not provide any useful information when on the plan.  The crypt/cave section of the level is nearly complete, but needs enemies.  These will be added to the plans because that helps to properly space them and give the level a certain amount of balance.  After that I will be starting the next floor of the dungeon, which takes place outside of the cave.</p>
<p>To see the level in action check out <a title="Torchlight Level Development Playlist" href="http://www.youtube.com/user/Toop6#p/c/A281523974C04FFF/0/FqNtpcKWftE" target="_blank">my YouTube page</a> or the player below.  The cave section is spread across three videos.</p>
<p style="text-align: center;"><object width="480" height="385"><param name="movie" value="http://www.youtube.com/v/xoLlhcRXBeQ&#038;hl=en_US&#038;fs=1&#038;color1=0x3a3a3a&#038;color2=0x999999"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/v/xoLlhcRXBeQ&#038;hl=en_US&#038;fs=1&#038;color1=0x3a3a3a&#038;color2=0x999999" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="480" height="385"></embed></object></p>
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		<title>Random Game Thoughts Vol. 1</title>
		<link>http://spencercongdon.com/2010/04/random-game-thoughts-vol-1/</link>
		<comments>http://spencercongdon.com/2010/04/random-game-thoughts-vol-1/#comments</comments>
		<pubDate>Sat, 10 Apr 2010 20:06:12 +0000</pubDate>
		<dc:creator>Spencer Congdon</dc:creator>
				<category><![CDATA[Random Game Thoughts]]></category>
		<category><![CDATA[Video Games]]></category>
		<category><![CDATA[James Bond]]></category>
		<category><![CDATA[Lego]]></category>
		<category><![CDATA[super paper mario]]></category>
		<category><![CDATA[Twilight Princess]]></category>
		<category><![CDATA[Zelda]]></category>

		<guid isPermaLink="false">http://spencercongdon.com/?p=468</guid>
		<description><![CDATA[
I often have random game thoughts, some more insightful than others.  A couple of times I&#8217;ve considered writing them down, but I&#8217;m finally getting around to doing it for once.  There are a couple older ideas I&#8217;ve wanted to elaborate on, but for now I think I will just stick to a couple of game [...]]]></description>
			<content:encoded><![CDATA[<p><img class="aligncenter size-full wp-image-469" title="RGT1" src="http://users.pevicom.com/scongdon/wp-content/uploads/2010/04/RGT1.png" alt="RGT1" width="500" height="281" /></p>
<p>I often have random game thoughts, some more insightful than others.  A couple of times I&#8217;ve considered writing them down, but I&#8217;m finally getting around to doing it for once.  There are a couple older ideas I&#8217;ve wanted to elaborate on, but for now I think I will just stick to a couple of game thoughts I have had recently.</p>
<p>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&#8217;t mind reading in place of voice-overs.</p>
<p><span id="more-468"></span></p>
<p>What I can&#8217;t stand is the sound the text makes as it is written out.  It is basically a cross between a squeaky marker and nails on a chalkboard.  You can skip the text after the first couple squeaks, but there is so much text that the player ends up doing this enough to make even small amount very irritating.  It is honestly amazing that play testers were able to endure the torture.  I have a similar complaint about the &#8220;low health&#8221; sound in Twilight Princess, but that is much less annoying and not nearly as frequent.</p>
<div id="attachment_470" class="wp-caption aligncenter" style="width: 510px"><img class="size-full wp-image-470" title="Lego007" src="http://users.pevicom.com/scongdon/wp-content/uploads/2010/04/Lego007.png" alt="The two fit so well, but I can't see it coming true... " width="500" height="281" /><p class="wp-caption-text">The two fit so well, but I can&#39;t see it coming true... </p></div>
<p>The other thought I had concerns the Lego video games.  Playing the games always ignites conversations about what other franchises would work well with the Lego formula (Building + Breaking = Winning).  The one that came to mind the other day was the James Bond franchise and <a title="10 Ten Lego games wanted by BingeGamer" href="http://www.bingegamer.net/2008/top-ten-lego-games-wed-like-to-see/" target="_blank">I&#8217;m not the only one who thinks so</a>.  It has multiple movies, tons of characters to recreate, and plenty of opportunities for those Lego vehicle levels.  Of course the only problem is having to fudge some of those more questionable names and situations in the movies, but the Lego games have always been good at that.  I would definitely play those games (there would have to be more than one), but as well as the two franchises might fit together, something inside tells me that it probably won&#8217;t happen.</p>
<p>So that&#8217;s it for these random thoughts, but I&#8217;m sure there will be more.</p>
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		<title>Torchlight Custom Level Part 1: Crypt</title>
		<link>http://spencercongdon.com/2010/04/torchlight-custom-level-part-1-crypt/</link>
		<comments>http://spencercongdon.com/2010/04/torchlight-custom-level-part-1-crypt/#comments</comments>
		<pubDate>Wed, 07 Apr 2010 16:53:00 +0000</pubDate>
		<dc:creator>Spencer Congdon</dc:creator>
				<category><![CDATA[Modding]]></category>
		<category><![CDATA[Video Games]]></category>
		<category><![CDATA[linkedin]]></category>
		<category><![CDATA[mod]]></category>
		<category><![CDATA[TorchED]]></category>
		<category><![CDATA[Torchlight]]></category>

		<guid isPermaLink="false">http://spencercongdon.com/?p=461</guid>
		<description><![CDATA[After 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 [...]]]></description>
			<content:encoded><![CDATA[<p><img class="aligncenter size-full wp-image-459" title="TorchlightPart1" src="http://users.pevicom.com/scongdon/wp-content/uploads/2010/04/TorchlightPart1.png" alt="TorchlightPart1" width="500" height="281" />After 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.</p>
<p>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&#8217;t expect this level to take too long to create.  I don&#8217;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.</p>
<p><span id="more-461"></span></p>
<div id="attachment_462" class="wp-caption aligncenter" style="width: 510px"><img class="size-full wp-image-462" title="TorchlightPlan1" src="http://users.pevicom.com/scongdon/wp-content/uploads/2010/04/TorchlightPlan1.png" alt="Layout plan for the Crypt section of the level." width="500" height="281" /><p class="wp-caption-text">Layout plan for the Crypt section of the level.</p></div>
<p>For each section of the level (I suppose I should be saying dungeon) I first draw up a diagram of the layout.  This one was fudged a bit, since I had already built part of the level before deciding on the rest, but it follows the same organization as the other plans.  Blue tiles are water, green areas spawn enemies, orange (kind of) boxes are triggers, red circles are lights, and yellow circles are sounds.  Some objects come with lights and sounds attached to them, but additional ones are added as needed.</p>
<p>The first section of the level is crypt-themed and is very short.  It is the first of four main sections: the crypt, cave, forest, and mansion.  Each of these are subdivided for organization purposes and will be detailed more when I get to those sections.</p>
<div id="attachment_463" class="wp-caption aligncenter" style="width: 510px"><img class="size-full wp-image-463" title="TorchEDScreen1" src="http://users.pevicom.com/scongdon/wp-content/uploads/2010/04/TorchEDScreen1.png" alt="The crypt section in TorchED." width="500" height="281" /><p class="wp-caption-text">The crypt section in TorchED.</p></div>
<p>My custom level isn&#8217;t that similar to how levels are done in the actual Torchlight game.  In Torchlight dungeons are composed of premade chunks that are semi-randomly pieced together based on their connection points.  Each chunk is developed within a single theme (as far as I can tell) so that when they are pieced together the look is consistent.  Each section of my level is making use of pieces from more than one theme and is meant to be traversed in a particular order.  There are some levels in Torchlight that are created in this manner, but not all of them.</p>
<p>I don&#8217;t have too much more to say about this section since it is so short, but below is a video of the crypt section in a fairly complete stage of development.  I have the cave section sketched out already, so that update should come fairly quickly despite it being much larger and more complicated.  Being more accustomed to the editor helps as well!</p>
<p style="text-align: center;"><object classid="clsid:d27cdb6e-ae6d-11cf-96b8-444553540000" width="480" height="385" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=6,0,40,0"><param name="allowFullScreen" value="true" /><param name="allowscriptaccess" value="always" /><param name="src" value="http://www.youtube.com/v/cXhp6SVNltU&amp;hl=en_US&amp;fs=1&amp;rel=0&amp;color1=0x3a3a3a&amp;color2=0x999999" /><param name="allowfullscreen" value="true" /><embed type="application/x-shockwave-flash" width="480" height="385" src="http://www.youtube.com/v/cXhp6SVNltU&amp;hl=en_US&amp;fs=1&amp;rel=0&amp;color1=0x3a3a3a&amp;color2=0x999999" allowscriptaccess="always" allowfullscreen="true"></embed></object></p>
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		<title>Dissertation Update Two (DUT)</title>
		<link>http://spencercongdon.com/2010/01/dissertation-update-two-dut/</link>
		<comments>http://spencercongdon.com/2010/01/dissertation-update-two-dut/#comments</comments>
		<pubDate>Tue, 26 Jan 2010 20:57:49 +0000</pubDate>
		<dc:creator>Spencer Congdon</dc:creator>
				<category><![CDATA[Dissertation Updates]]></category>
		<category><![CDATA[adaptive music]]></category>
		<category><![CDATA[dissertation]]></category>
		<category><![CDATA[linkedin]]></category>
		<category><![CDATA[master's dissertation]]></category>
		<category><![CDATA[music in video games]]></category>
		<category><![CDATA[Video Games]]></category>

		<guid isPermaLink="false">http://spencercongdon.com/?p=447</guid>
		<description><![CDATA[
Alright, well it&#8217;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 [...]]]></description>
			<content:encoded><![CDATA[<p><img class="aligncenter size-full wp-image-449" title="Update2screen1" src="http://users.pevicom.com/scongdon/wp-content/uploads/2010/01/Update2screen1.png" alt="Update2screen1" width="500" height="281" /></p>
<p>Alright, well it&#8217;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.</p>
<p>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.</p>
<p><span id="more-447"></span></p>
<p>Still, the testing revealed some weaknesses in the testing process.  Many revolved around the questionnaire, which had questions that may have unintentionally biased some participants and others that could have been more direct.  The possible bias was taken into consideration when writing the project&#8217;s conclusions and that participants could have been biased in either direction depending on how they interpreted the labels of the musical implementations.  Other questions, which were looking for participants to acknowledge the synchronization of game events with the music were too vague and received suitably vague responses.</p>
<p>These problems meant that the more useful results from the testing were drawn from the conversations with participants following the hands-on demonstration and questionnaire.  Some people found it much easier to describe verbally what they felt the difference between the two musical implementations was.  These results were more interesting.</p>
<div id="attachment_450" class="wp-caption aligncenter" style="width: 510px"><img class="size-full wp-image-450" title="Update2screen2" src="http://users.pevicom.com/scongdon/wp-content/uploads/2010/01/Update2screen2.png" alt="The final pdf! Gotta love LaTeX." width="500" height="281" /><p class="wp-caption-text">The final pdf! Gotta love LaTeX.</p></div>
<p>For instance, although few people wrote about the connection between the colour changes (game events) and the music, most participants noticed it.  Many did not think to include it in their answer based on the wording of the questions.  These responses also reinforced the positive reaction to the adaptive music, whether or not the participants were aware of what the difference was.  It seemed that since the events were playing out during the music that was designed for them, participants felt some sort of subconscious enhancement to the game.  Some felt it was &#8220;faster&#8221;, &#8220;more fun&#8221;, and &#8220;more epic&#8221;.  So although they weren&#8217;t the expected responses, which may have been too technical in nature, these answers which concerned a more intangible feeling were valuable.</p>
<p>The colour changing events may have also been too similar to the player&#8217;s goal, which was to change the colour of the &#8220;goal cubes&#8221;, although this was never mentioned by a participant.  More variety, or no goal cubes, could have brought more attention to the connection between the events and music.</p>
<p>Anyway, the rest of the conclusions are in the paper and are too much to review here.  I have to make more changes to the project page to outline the project more clearly.  A great deal of future directions were proposed at the end of the paper, so those will be included as well.  Now, to wait for a response to my submission.</p>
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