Archive for March, 2011

Next Project

Alright the voting is almost over for the TIGSource Versus Competition. I think it ends Sunday or something. I don’t think I will do very well in the results but it doesn’t bother me. Lots of great games were made and that’s what it’s about. It provided me with enough motivation to actually finish a project which is a rare occurrence for me, so that’s a plus. Anyway a couple days after the competition voting started I came up with this idea for a stealth game based around the concept of you planning the heist rather than actually executing it. I have since changed the idea so that you can take control of your character directly. Heist movies have always had a spot in my heart but it is the planning of it that I really enjoy. Think about Ocean’s Eleven and how cool it was when you find out they dress as the S.W.A.T. team and Andy Garcia let’s them walk out the door with cash exactly how Brad Pitt told him it would happen. Or in the Italian Job (the new one) how they blow the boat and truck through the ground to steal the stuff. Those are the kind of moment I will hopefully let you create in this game. That is my goal and with a little luck and hard work. I have a development log over at TIGSource and I will post updates both here and there.

Goodbye for now.

The Other Senses and a New Game Idea

Whenever I read about new games and technology it always claims to add immersion. A lot of first person shooter games advertise as being “the most immersive experience” and they are all basically the same when it comes to immersion. New 3D games such as Killzone 3 and games for Nintendo’s 3DS all say that 3D is the next step to complete immersion but I think they are wrong. Video games, for me anyway, are much more immersive to me than movies for example because you have a direct impact one what is going on. You could say that uses your sense of touch, although this can be taken a step further which I will talk about in moment. Now music uses only one of your five senses: hearing. Movies use sight and hearing and games use sight, and touch. The way I see it the only way to get more immersed is to use the other senses for stuff related to the game. Lets say for example that you are playing a survival horror game and you walk into a room and you can smell the blood. In a standard game you sense of smell and taste are not used at all in the game and instead you smell scents from your house, breaking the immersion. I’m not a scientist or an engineer so I don’t know how you could produce smells that are related to the game but I think putting research into to that rather than 3D technology is a worthwhile endeavor. Taste is a little harder to do because you’re generally not tasting things on a regular basis but touch is another sense that isn’t really used. If you are playing an FPS it would be cool if your controller got cold and felt like steel but again I’m not scientist so I don’t know if or how this could be possible but I think ignoring the other senses is a bad idea. A problem with this idea is that some games aren’t about immersion like party games but you would have the ability to disable it for those games.

Anyway enough of my ramblings I have a neat idea for game and I am starting to develop it. Basically it is a heist game with the interface of a video editing program. That is all I’m gonna say for now.

So long until the next post.


Just posting to say that I made the competition deadline. I’m posting a little bit late because I have been busy and sick too. I am working on an update that will be compiled with the new Faucet Networking Extension as well as a music fix because it didn’t loop properly. Also it seems that I forgot to add credit to the people who made Faucet so that will be added and to make it up to them I am adding an intro for the game as well that credits them.

Anyway enough of the boring update stuff, I wanted to take a minute to talk about some things I find interesting. What I find particularly interesting are different rendering techniques. Such as Mode-7 (used in older games like Super Mario Kart and F-Zero) and ray casting (used in Wolfenstien and a modified version was used in Doom). I have always had a certain fascination with these kind of things because they have always had a unique look to them. I while ago I helped someone with a fake 3D engine they were building. It was used mostly in top down situations where you wanted 3d buildings and such. I contributed a script that would project a point onto a plane. This was used for shadow casting because you would project each vertex of the shape onto the floor plane in the direction away from the light source. Thats where I found these cool techniques but I have never been able to incorporate one into any projects. Hopefully that will change because I am determined to use one in my future adventures.

That’s about all for this post and hopefully I can post again during or after the voting has finished for the competition.