The Long Earth – RPG

Over the past few months I’ve been reading The Long Earth series by Terry Pratchett and Stephen Baxter and it has piqued my curiosity to see what it’d be like in an RPG.

The premise for The Long Earth is that there an infinite number of worlds aribtrarily labelled East and West from our own. The concept is that, given an infinite space with infinite possibilities, what would happen to humanity? 
(Or, how long till we fuck it up?)

To move between these worlds, people use a device called “a stepper” that lets them move between worlds. (Though there are those who can do it without the aid of a stepper and those who physically cannot move at all). 

And, just to throw a wrench in the gears, iron cannot step. No guns, no tools, no cars, boats, planes or weapons of any modern standard. 

The books follow the cast of characters as they discover worlds with intelligent life, stepping creatures and how humanity adapts to this “endless frontier”.

Using the Those Who Play system, I’d like to see these elements brought into an RPG in a meaningful way.


 

So here’s the breakdown;

1) Stepping Mechanics
2) New Economics and Social Structures
3) New Equipment
4) Random Generation


 

Stepping Mechanics

The single most important aspect of The Long Earth is the ability to step, this is usually accomplished by using a stepper but it is possible for characters to be natural steppers. This is a premium trait which costs 3 points out of your Traits. Costly, but worth it.

It is also possible for someone to be a Phobic but for player characters, this is highly disadvantageous and would make for a rather pointless Long Earth campaign. Someone cannot be both a Phobic and a Natural Stepper.

The other new skill is Knowledge (Soft Places) but requires the Natural Stepper Trait to take.

Soft Places are shortcuts through The Long Earth that allow people to skip a few dozen to a few million worlds in a single, difficult step. Having this skill allows players to reliably find these Soft Places (As long as there are any nearby to find). There is no process to finding them, more a feeling in the gut of Natural Steppers.

Now, how does this work in game. 

Stepping works much the same way as magic does, in that it costs energy. Though it depends on the person. From how it is described in the books, I’d place it around 1 or less points of energy for normal people, with the cost increasing with any injuries or illnesses the player has. 

Small cuts No effect
Large wound  + 1
Concussion    +5 
Cancer (Or other life threatening illness)  +3

During combat, a stepper box user would use their action to flip the switch and move East or West. They can prepare an action to use as they step but consider how disorientating it would be to suddenly have the world change around you. 

With this in mind, I’d say stepping and attacking would be a Difficult Task (25), with stepping and firing a ranged weapon an Impossible Task (40). 

For Natural Steppers however, this would be slightly easier as they are attuned to The Long Earth and needn’t worry about juggling their stepper and weapon. To a Natural Stepper, a step attack is the same as any normal attack.

Assassination

If your target isn’t moving and you can track their exact position in a stepwise world. Then stepping in and attacking would have very fatal consequences. To prevent against this, most politicians or important people tend to conduct their public affairs either raised above the ground or below the ground as steppers keep their height when they step.

“He built a scaffolding tower in a stepwise world, appeared right out of nowhere and tried to stab the Pope.”
– Rough quote from The Long Mars 

Like most things in life, ingenuity is key. It is very possible to dig a hole and step into someone’s bunker, as long as you can estimate it perfectly.


 

New Economics and Social Structures

If you could leave your home behind right now and go claim an entire world as your own. Live your own Tarzan live in the forest, mountains, beaches or fields. Would you?

I would and The Long Earth agrees that most humans possess the pioneer spirit. Constantly pushing further out as they carve their own part in the world(s).

Economics quickly changes from money to trade-able goods. Food, raw materials and Long Earth compatible technology (Copper, ceramics, and many other materials still step, it just takes a bit of thought to work around our iron dependency). These become the most important aspects of the Long Earth pioneer’s lives.

Now consider, if you worked by yourself to create a home, a community, would you pay taxes? Would you still consider yourself British, American, European? Would you even consider yourself to be a citizen of Earth anymore? (Datum Earth (Our Earth (Earth 0)))

That’s up to you, but when running a Long Earth campaign, remember that everyone has different ideals at heart. There is no 50/50 split on these matters.

For social structures, look at our modern world and the sociological ideals of our past.

Democracy – democracy is an important aspect of humanity, we’re social creatures at heart and most of us want to have a say in how things are run.
Dictatorship – a sad truth that one person can control a number of others but history is littered with dictators. As wrong as it sounds, you can have a bit of fun coming up with dictatorships in an infinite world.
Perhaps there is only one habitable world in a thousand world wide belt of arid wastes and to land anywhere in the region of England is to run the chance of being brought before “The Archduke of Greener Pastures” and having your stepping box confiscated. 
Or maybe there is a missing world and the only way through is to serve in the “Liberation Tax” in order to earn passage through.
Meritocracy – Social standing is based on achievement rather than birth or wealth. Great hunters may be given the best equipment and praise from the community or great inventors may be given first choice of food and trade.
Communism – Everyone is equal and treated equal. Goods are given based on need and equipment is made available to any who needs it. 
Nomads – The Long Earth is fruitful, why stop moving? Nomadic society harkens back to the days before agriculture and with food available every step of the way, why bother to farm at all?

There are many types of sociological views and in the infinite, you’ll likely find anything. Cults, parody societies and decadence can make for interesting stops but remember, these are real people and many people want what’s best for them. So don’t over do the cults and decadence.

In the novels, some of the governments try to keep control over their stepwise neighbours by enforcing laws and taxes and keeping a military presence wherever they can. This can create tension and is even explored in the books themselves. 

Would you be comfortable with the military stomping up your world? 


 

 

 

New Equipment

As mentioned before, the stepper box allows people to move stepwise at will, but there are other devices in the Long Earth.

The Mark Twains – The Mark Twains are dirigibles that are designed to be able to step without any effort on the crew or passenger’s part. Thousands of worlds can be travelled this way and they are often used by the governments of the Datum Earth to police the Long Earth. 

Outernet – Not so much a new device as a needed recreation of an existing device; The Internet. The Outernet is the Long Earth equivalent to the Internet, the Mark Twains download data from each inhabited world they pass that has an Outernet connection and then uploads it into the next, constantly transferring information back and forth across The Long Earth.

Troll Call – As mentioned before, there is intelligent life out in The Long Earth and the most prevalent of them are the Trolls. A species that communicates through a multi-faceted song called “The Long Call”. It is much like the Outernet but organic and much more complex. The Troll Call allows humans to talk to Trolls.

Weapons – Weapons are no longer made of iron or steel. Instead, blades are now made of steppable materials (Pretty much everything except iron or steel) and guns are comprised of copper, ceramic and a few other metals. The homegrown nature of The Long Earth means that a person’s weapon is as much an identifying characteristic as their hair or clothes. That said, there are many mass produced weapons available to government officials and those with ties to the Datum.

There are hints to ancient, dead civilisations that had advanced weaponry in the novels, so don’t be afraid to create. They don’t have to work, they can simply be relics of a failed attempt.

Here are a few creations made right now, from nothing;

Charge Helmet – A peculiar helmet made for creatures slightly larger than humans but wearable with a bit of adjusting. The helmet has hollow horns (Possibly sheaths for the horns of the creatures that wore them) and a strange embeddings around the skull plate of the helm. When hit against another metal object, these helmets produce bright sparks and refuse to break. If the embeddings are filled with gun powder, the helmet explodes outwards at its target, without damaging the wearer. Made of a copper like material, can be stepped with.

Hornet’s Nest – A primitive fragmentation grenade with a dangerously large radius. The race that created them likely lit the fuse, dropped the ball and stepped. Only returning once the damage was done. Can be stepped with.

Grounding Dart – These iron darts, shaped much like ticks, bore into the skin of the target and push their sharpened tip into the muscle of the target. Stepping with one of these inside leads to muscle being torn and sometimes death if it hits deep enough. Made from iron, cannot be stepped with.


 

Random Generation

The Long Earth is infinite, each world being slightly different from the last with Joker worlds (Very Strange Worlds) laced amongst the otherwise banded infinity. 

It would be rather infuriating to roll for a world every time the player’s step so here is a useful table for your use.

Generation

D100                                           Result
1-60   The trend continues for D10 x 5 worlds
61-80 The trend changes suddenly. Roll on Trend Table.
81 – 90 A joker world appears. Roll on Joker Table
91 – 100                 You discover a small community

Trend 

D200                                            Result
1-30               Same as Datum counterpart
31 – 50                                    Heavily forested
51 – 70                                         Rolling fields
71 – 100                                 Ice age conditions
101 – 120    Jungle conditions, pre-historic jungle
121 – 150 Oceans have risen, otherwise same as Datum
151 – 170 Oceans have risen, rolling fields otherwise
171 – 190                                   Desert, arid waste
191 – 200 Previously populated by intelligent life

Joker

D100                                               Result
1-10 Higher oxygen levels, bugs are massive, trees bigger
11 – 20 Heavier gravity, harder to walk, weak metals bend
21 – 30 Ozone stripped away
31 – 40 The Moon is gone
41 – 50 Solar radiation left world scorched
51 – 60 Meteor collision, ash cloud for sky
61 – 70 Ocean world, no land
71 – 80 Dry world, no ocean
81 – 90 Non-human, intelligent life, still here
91 – 95 No world
96 – 100 Roll again and add together 

 

You may want to add to these tables to make a more versatile generator for your own Long Earth campaigns but, there you go. A basic generator to make your life a bit easier.


 

If you enjoy Terry Prachett or Stephen Baxter, you should read The Long Earth, it is a great science fiction series about the effects infinity would have on mankind and feels real even when it talks about talking wolves, kobolds and elves.

It has great potential for a game setting and I’d love to hear if anyone plays using it or wants to!

What I’ve Been Up To

Since the Kickstarter ended I’ve been talking to two artists about commissions for the book and they’ve both been great to work with so far. I’ve got 6 images commissioned from them and 2 artists working on the book as part of the team.

Once I’ve got the first sketches I’ll post them to www.thosewhoplaygame.com for you to see.

In the meantime, you can check them out here

http://kokodriliscus.deviantart.com/gallery/

http://kriizi.deviantart.com/gallery/

Apart from that,

I’ve been working as the Editor and Head Reviewer for CIG while the Editor deals with his computer problems. It’s been a sudden dump of responsibilities but I’ve been told I’m doing well and I’ve not missed anything yet, so woo, go me!

Mainly it just means I’ve got to; send for codes more often, edit peoples reviews, shout at people who are late with reviews and tag and post to facebook and twitter.

Oh, and I started looking into Unreal Engine 4 and the addition of the different game mode blueprints is divine. I won’t have to spend ages tweaking Kismet or code to get a working racing game or top down game.
Once Those Who Play is off to print, I’ll be able to sit down and properly get started with it.

Until then, Those Who Play and Whispering Wizard (My studio) will be my main focus.

Game Design – Keeping Vision

Something I’ve found difficult when working in a group is keeping the vision of the project the same from planning to submitting. This week’s Game Design will help you keep everyone on the same page and help you evolve the project in a better way.

Staying the Course

First of all, you’ll want to make sure everyone is on the same page with what the vision of the project is. This is very easy to do if you are working in collaboration with people from the start but you won’t always be fortunate enough to have a full team from the get go.

To help new members understand the vision of the project, you should make some materials that show what is being made. These could be;

  • A pitch document that defines the gameplay mechanics, where inspiration comes from and the visual style (With examples).
  • An inspiration board. Examples of aspects of the game surrounded by things they draw inspiration from.
  • (This one isn’t always possible) A prototype level or trailer that shows the tone, style and ideas the game has.

My favourite of the above is the inspiration board, it is very easy to build an idea by putting example pictures, descriptions and made up gameplay stats around the person/vehicle/place/item.

Inspiration Main Characters

 

Evolving 

Obviously, the vision will change naturally as you go. Deadlines, budget or just what is possible with your level of skill will make ideas impossible or too difficult to include. This is the evolution of the project and every project goes through it.

What you will have to do is make sure it does not evolve into something else. I don’t mean, keep the original idea and never let go. I mean, be aware of what influences the project but do not try to recreate them.

I’ve seen quite a few games that have taken so much inspiration from other games that they have fallen into the same mould and came out a warped and less attractive clone.
Medal of Honour: War fighter and arguably any First Person Shooter in a modern military setting seem to keep falling into the same mould as Call of Duty 4.
Many JRPGs often leap into the final fantasy mould with such aplomb they are almost indistinguishable.

If the line becomes blurred for you, your customer will think you’re ripping the original off. If you want to make a Star Trek game with similar races and ships, try get the rights to make a Star Trek game (You can’t do any worse than those before you). Otherwise, get a pad and pen and start making you’re own and diversify your inspirations.

If you want to make a sci-fi game and have the vision for something with ship and crew management, exploration and survival in a lonely universe. I think you should be able to name at least twenty inspirations.
Different Star Trek series do not count as separate inspirations no matter how much you claim they are different. Neither do sequels.

Conclusion

To keep a project on track and to keep the vision your own. I recommend you read at least one new book every month, watch a new movie every week regardless of quality. Play a new game when you can and trawl deviantart and other image boards for art that inspires you.

And at the end of every movie, book or game. Write what you liked, keep a note of characters, places or scenes. If you find art you liked, save it. It is impossible to be completely original at this point, but you can elaborate and change upon the things that inspire you to create something better.

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Developing with a team

Game Design – Developing With A Team

(This is getting out of hand, I’ll have to put up the next one tomorrow! Sorry to those following this, I’ll endeavour to fix my bad timekeeping.)

Developing with a team is something that you will have to do at one point during your game making career. Thankfully, most courses have modules on this and will prepare you for the horrors and pitfalls of sticking to a schedule while also dealing with other people.

Currently we are making a game in unity in a group of 4. A simple project that draws upon past experience of most members. But there are many pitfalls you would not and could not predict. This weeks Game Design lesson is; Developing with a team and how to prevent yourself from getting arrested.

To give you an insight of how stressful it can be working in a team;

A friend of mine in another group in the same class as my unity group, has had: The animator tell him he has done no work for 7 weeks because other classes were more important, the programmer have to focus on other things due to a death in the family and the other designer disappear off the face of the earth and only leave a cryptic “I’m 300 miles away”.

In college, me and this friend worked with two other guys who, for most of the year, did not show up. It was only in the last week (And on the deadline day) that the programmer showed up to work.

Not the greatest horror stories but they are true and will happen to you. People will burn out, people will not care and people will not try.
(If you manage to get a team where everyone is passionate, hardworking and easy to work with. Send me an email, I’d love to come join.)

What you as the designer needs to do is make sure everyone is on track, in attendance and working. This can be as simple as just having a friendly chat with the team members when you get the chance. I’ve found that this tends to be the best way to keep a project moving forward. If you can, offer to buy lunch for the team if they make a lot of progress in a week or get some drinks. Like it or not, you’re a family and you should be as close as one.

To have a good development environment you should:

  • Talk often both about the project and other things.
  • Stay in contact, give constant updates.
  • Give reasons for absence and give warning if you can.
  • Hang out and have fun when you can.
  • Make sure you pull your own weight; be passionate about what you do or leave.

It’s not always possible to do this though as you may be stuck with assholes, wasters and unmovable visionaries.

To deal with these problems, I’ve got a few tips but no sure fire methods yet.

Assholes

These are the guys who want to make the game about a weed smoking sperm cell who fights AIDS for your first commercial product. Sure, it might be a good idea to some, but not for a commercial release.

  • Ditch them if you can.

If you can’t ditch them; You’re not the boss, your group is already too far in to cut people off, then;

  • Assign them things that can’t be ruined.

Code is usually a good place, code can’t really be ruined. If it does the right thing, it’s good enough. Though you might want to send someone through it with a comb, just in case there are any surprises.

  • Talk to them about the product

Before the rest, try talking to them. Most people understand what is okay and what isn’t once they know what is being made or aimed for. Give them the benefit of the doubt and try explain what the team is doing before relying on the other methods.

Wasters

Procrastinators and time wasters. They are the bane of a product. Even worse than the Assholes, Wasters don’t want to have any part of the product other than the payment at the end. They can often be ditched by talking to those with the power to do so. Though if this isn’t possible, i.e. In a university group. Then you can rely on;

  • Don’t ask, don’t tell

If they are happy to do nothing towards the project, don’t give them a part. When they start panicking at the end of the project as they realise they’ve wasted their time. You can decide what to do.

  • Give them the optional extras

If they need to put something down as theirs, give them the optional things. That way if they waste their time, you will still have a finished product at the end.

Unmovable Visionaries

You may never encounter one of these (You might be one yourself, get tested) but they are the worst to work with.

The most important part of developing with a team is collaboration. Everyone’s opinion and voice should be heard and taken into account. You may be worried about your vision warping to include elements you don’t want. That’s fine, keep that one in your personal pile and make it yourself OR hire a team to do it for you. Developing with people requires respect and the ability to bend your ideas to fit the project.

Unmovable visionaries do not understand this and will remain rooted on their idea even if its a bad one. There are ways of working with these people though.

  • Be careful with your wording, UVs can be very protective

Think of the UV’s idea as a bear cub, your job is to turn that cub into a dog without openly saying you’re changing it. A difficult feat to perform but one you will have to learn. This is also useful when talking with publishers.

  • Rely on democracy

At the end of the day, the group gets to decide. If one member says “Screw you guys, I’m goin home” and takes his idea off the table, lest it be criticised. So be it. Start fresh and let them pout. As many developers will tell you;

flexibility is key to success.

And lastly;

  • Stand your ground

This is difficult for some people to do and it shouldn’t be. Don’t be threatened by the Unmovable Visionary just because (s)he uses big words or is older than you. You’re in the same boat and staying quiet while they lead you further to sea is just going to make it harder to turn back when you need to.

—-

Developing with a team is great chance to meet people and network and it is definitely something everyone who wants to make games should do. Go to Game Jams by yourself and throw yourself into a team. Ask around on forums or even start a project and gather people together.

If anyone needs a writer and designer just give me a message. I’ve got five months off soon and I need something to do!

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Starting Development              Keeping the vision

Big Badass Barbarians Update

I got tired and stressed out with Those Who Play as it is quickly turning into a venture that I hope to take to Kickstarter at one point. So, to combat the stress I bashed together some cards for Big Badass Barbarians. None of the art is mine, I just liked the pictures and wanted something to hold and make me feel like I’ve accomplished something.

And apart from the bottom cards coming out with a strange pink tinge, the first run of cards looks pretty nice. I’ll need to get more ink and leave more space at the top so the border doesn’t get cut up.

ImageImageImageImageImage

But, I’ve managed to get the first draft of 11 Cards done

89 More cards.
50 Tiles.
10 Character cutouts.
And Big Badass Barbarians will be ready to go!

If I keep up tonight’s pace, the playable version will be ready by the end of the month!
If anyone reading this is an artist and would like to help, please message me!
If you know anyone who is good at drawing, tell them to message me!

The art style I’m currently looking at is Example

Thank you to everyone who follows this blog, you keep my ego fuelled.

Top 25 of All Time

Fraser (Ultravioletgames.blogspot.com) and myself decided to list our Top 25 Games of All Time. So this is my

Top 25 Games.

25 – Army Men Sarge’s Heroes (Third Person Shooter PS1)

This game was amazing, just picture it; You’re a young child, playing with your army men toys when suddenly, something arrives that lets you see their world. Also after playing Army Men RTS, I had fallen in love with the characters and loved playing as Sarge.

24 – Guns of Icarus Online (First Person Shooter PC)

The only co-operative airship combat game that I’ve played and therefore the best one. An insanely fun game to play if you have a team of players who roleplay, even more so if you all put on phoney English or German accents. Get some friends for this one and you’ll have great fun, even more so with adventure mode coming some point soon!

23 – Minecraft (First Person/Third Person Survival)

For much the same reason as I liked Garry’s Mod, I loved Minecraft. The amount of freedom and possibilities pulled me headfirst into a blocky world that kept me enraptured for months before I finally grew tired.

22 – Garry’s Mod (First Person Anything Game PC)

I feel that I would be lying to not include this on the list. I loved Garry’s Mod and it has the highest play time of any game in my steam library. The beauty of this game was that you could play hundreds of different games within one.

21 – SkyDrift (Racing PC)

By far the best racing game I have ever played. Skydrift is an arcade style racer complete with powerups, speed boosts for dangerous driving and breakneck speeds. Oh, and your flying propeller planes over gorgeous landscapes rife with lava, tight canyons and rock hoops.

20 – Shadow of Rome (Hack and Slash/Stealth PS2)

The stealth sections in this game ruin its chances a bit but the gladiatorial combat in this game has no equal. I have yet to play another game that lets me beat another man to death with his own disembodied arm whilst the crowd cheers me on. Look out for this one on PS2 in charity shops and bargain bins.

19 – Alien Vs Predator Extinction (RTS PS2)

One of the first RTS games I ever played and one with the strangest and probably best faction dynamics. There is something strangely satisfying about seeing a squad of marines die by facehugger ambush. If this game had multi-player and was on PC, it would have ranked much higher.

18 – Army Men RTS (RTS PS2)

The first RTS game I ever played, this all too accurate representation of my army men enthralled me. I wanted so much for my army men to be like they were in the game. The concept was simple but the mechanics were sound, the story was amusing, the characters were idols to my younger self and it was a turning point in gaming for me.

17 – Dino D-Day (FPS/ Third Person Shooter PC)

A weirdly awesome online FPS about what really happened during WWII. Too many AAA titles have glossed over the Nazi-Super science and their Jurassic Reich. The tiny dinosaur with the grenade upon its back and a severe hatred for freedom was enough to warrant this game a place on the list.

16 – Magicka (Isometric RPG PC)

This game is so unique and funny that it had to get a decent place on the list. The multiplayer in Magicka is so hectic and stressful that you die to yourself or your friends much more than you do to any enemy.

15 – Jagged Alliance: Back In Action (RTS/Turn Based Strategy PC)

A stressful ordeal of a game, Jagged Alliance: Back In Action shows exactly how difficult it is being a mercenary company. I’m still no further than I was when I first played this game and yet I can’t stop returning to it. This is a great example of how to do a real time/turn based hybrid tactics game.

14 – Company of Heroes (RTS PC)

I don’t like World War 2, I don’t like military games but I’ll be damned if Company of Heroes isn’t the best RTS I’ve ever played. Everything about this game has aged well and it still stands as one of the best competitive RTS I own.

13 – Super Smash Bros: Brawl (Fighting Game Wii)

The best party game to play with a bunch of very tired and drunk people. This game is the most hectic and most enjoyable fighting game I’ve ever played and has given rise to many variants like “4 player pokemon” and “Turnip Fight” that keep the fun fresh.

12 – Neverwinter Nights (RPG PC)

Before I started playing Dungeons and Dragons, this was my only experience with role playing. At least, roleplaying with a decent narrative. Neverwinter Nights might have been one of the games that taught me how to write and definitely was what taught me to DM.
(Wish I’d had an internet connection to play online when this was popular.)

11 – UFO:Aftershock (RTS/Turn Based Strategy PC)

Much like Jagged Alliance: Back In Action, UFO:Aftershock blends real time and turn based strategy to create scenarios that had my hairs raised and brain racing. Coupled with the most in-depth base editing and squad customisation system I’ve seen in a tactics game, this game had me gripped for three months solid.

10 – Evil Genius (Tycoon PC)

While it can be frustrating to see your minions drop a briefcase full of money in order to go eat. Evil Genius is still one of the best Tycoon games I’ve ever played. Taking the premise of putting the player as a Bond Villain, Evil Genius tasks you with taking over the world with some insane plot. You’ll interrogate maids, you’ll steal the Eiffel tower, you’ll fight off pesky agents and you’ll laugh your ass off.

9 – Mario Party 4 (Party Game Gamecube)

The best of the Mario Party series and the greatest way to lose friends. It took me years to convince my friends to play this and I think they enjoy it. At least, their yells don’t sound too angry. Presenting the players with a virtual gameboard and a plethora of awesome mini-games, Mario Party makes for a great party game. (As you’d expect by the name)

8 – Overlord (Hack and Slash/RTS Xbox 360)

A third person/ real time strategy where you play as a dark lord controlling a horde of various coloured goblins in order to destroy a hilarious parody of middle earth? YES!
I missed two days of school playing this game just to see what the ending would be. Amazing voice acting and hilarious quests made this game what it is. So much so that the sometimes awkward controls can be forgiven.

7 – Age of Mythology (RTS PC)

Specifically the map editor. The main game was great but I spent almost double the time playing with the map editor, making the map and commanding all the pieces gave me a sense of purpose in the setting. It was this tool that made me want to be a games developer, what led me to being the dungeon master in Dungeons and Dragons and gave me an outlet for writing back when I couldn’t bring myself to write.

6 – TimeSplitters Future Perfect (FPS PS2)

Everything about this game was perfect, the story, the characters, the challenges, guns and levels. This was the perfect FPS, at the time. TimeSplitters would have topped my list but unfortunately it has not aged too well.
Though it is still one of the best games I’ve ever played.

5 – Mount and Blade (Action RPG/RTS PC)

A unique blend of third person combat, real time strategy, resource management and questing that I had only previously experienced through crappy flash games on newgrounds? GIVE!
Mount and Blade slipped past me until I came across it by accident and have since logged over a hundred hours and still not became Queen of Calradria.
Mount and Blade taught me to never give up, because every time you fail you can just train in the arena, beat up some bandits AND FEED KING HARLAUS HIS OWN BEARD ON THE END OF A BARDICHE!

4 – X-Com Enemy Unknown (Turn Based Strategy PC)

Bronze medal goes to Firaxis’ X-Com (Incidentally, the Bronze Turd goes to X-Com Declassified). Firaxis made an amazing tactics game with endless strategic depth, a sterling example of a single player mode and a multi-player mode that has given me some of the most intense gaming moments of recent memory.

3 – Team Fortress 2 (FPS PC)

The more I do this list the more I realise I like first person shooters. Team Fortress 2 consumed so much of my limited bandwidth as a young, lonely teenager. The cell-shaded art style and over the top weapons are what made me fall in love with this game, the amazing team based gameplay is just the icing upon the cake…. which is a lie.

2 – Halo 3 (FPS XBOX 360)

Halo 3 is, to me, the best FPS. Its a damn shame no-one will play it with me anymore. The fact this was the only multiplayer game I had for a good year and a half might be why it has such a high place, perhaps some videogame stockholm syndrome…

1 – Dungeon Keeper 2 (Tycoon PC)

The Bullfrog classic, Dungeon Keeper 2 has sat at the top of my list ever since I had a computer that could barely run it. Everything about this game is perfection to me (Though the graphics could use an update). When I found out that Bullfrog went on to make the Harry Potter games instead, I was heartbroken.

Raunchy humour, great amount of freedom and awesome creatures. Dungeon Keeper 2 may keep the spot for years to come.

University Update

So we’ve started the new trimester and it seems we have actually been tasked with creating some games. I’m as shocked as you are. Real live games in a game development course!

So it seems they have managed to reel me back in just as I was considering dropping the course. What this means for this blog and you awesome people who follow me is two new games (Technically three but the third was meant to be for last trimester).

One mobile focused game and one 2D game powered by Unity.

I will update with more information on both as I get it but if you are interested in the process of creating a game in a team then comment or like this post and I’ll update weekly what we have to do and why.

Detour Update

So I delved into Detour (Our game for the Scottish Game Jam) and snapped a few pictures to show what we had done.

screenshot 1

 

screenshot 2

 

Some screenshots of the area shows what it looks like from the player’s perspective and a more dynamic view of the tunnel. We were going for a dark and foggy night to give tension to the game as it would be difficult to tell where an enemy was (In the initial idea anyway) and some of the tree models appeared to look like enemies which added to atmosphere.

Screenshot 3

 

This is the UDK view of the level. It takes about 1 minute and a half to cross if you go full speed. This seems short but we had planned to put in five levels though we only got two “completed” in time.

screenshot 4

 

Though I’m very disappointed in the fact we didn’t get the proper models in, this still feels fun to play. Enemy AI gets into vehicles as soon as it can and will follow the player. Unfortunately only one AI spawned when the judges came round so the effect was ruined.

To download Detour go to https://www.dropbox.com/sh/9mcjm8ciwdn8cdc/wFYMvxPVGC and run the install file.

 

Rap Pose 1623691_704669339577620_1166790201_n

And here we are! From left to right;

Sean Mayle
(Top) Me
(Bottom) Fraser Gillespie
Craig Campbell

 

Scottish Game Jam Update #5

So the judges came round just in time for us to get the game up and running with the Oculus Rift and Xbox controller. Unfortunately though, the AI decided to be a dick and only spawn one guy instead of twenty. A lackluster experience but they seemed to enjoy the headtracking with the turret and the environment we had made.

With the lack of music and voice acting in-game I can say I’m disappointed but proud of what we have accomplished. We managed to show them an example of the music and voice acting which they enjoyed.

The final game turned out to be very different to our original idea.

Original
Co-op
Spotlight use to see road and enemies
Driver / Railshooter
1920’s

Final
Single Player
Vehicular combat
2120’s (We couldn’t import models properly so we were forced to use UDK assets)

Though it wasn’t what we had expected to make I’m happy with what we have accomplished and it provides a solid basis for driving games that we might make in the future.

Thanks to all those who I worked with, lets not do this again for a long while…

www.ultravioletgaming.blogspot.co.uk
www.youtube.com/Strap256

The Jam has been an awesome, stressful, funny and terrible time all at once and even if we don’t win anything. I’m glad I took part… Also I won a signed Helghast Helmet so that has soothed me over.

 

Update #4

We unfortunately hit a huge snag with the AI and had to pull out huge chunks of the code to figure out how to work around it. The solution? Drop the racing code and script the camera into first person.

We now have two seats in the one vehicle, AI spawning (But not doing anything) and the secondary turret firing. Once Fraser manages to get the AI moving I’ll be back to scripting and designing levels.

Shaun has been bored as he is waiting for us to give him some video to make a trailer with and Craig is to thank for the two seat code.

We are still at the point where we have nothing worth showing to the public as we are still using UDK assets until we get the chance to implement the models and make something unique.

From what I’ve seen around the jam, many ideas are taking form and many are starting to fall as people are realising what they can and can’t do. Unfortunately there hasn’t been much chance to talk to people about their ideas as they are all too busy.

I’ll try and speak to some people tomorrow once they’ve submitted their games and are calming down.