God save the Queen, and all thatI know, I know. The whole Diamond Jubilee thing is getting to be a bit of a drag at this point. Let’s just try and forget it’s happening with some completely Queen-free ramblings that vaguely continue onward from my last post!

Soooo. What was it… ah yeah, the thing! Yeah. With the planets and stars and groups of dreadnoughts firing barrages of laser death at each other. That thing. Endless Space! Did you know that it went into beta just a couple of paltry hours ago? You should really check it out on Steam and pay a visit to its homepage to see why it’s causing a fuss. Having played a few hours of the previous alpha version, I can surely say that this could very well be the 4X space strategy game that people have been waiting for since Master of Orion 2 - that is to say, it’s completely turn-based with an interesting 3-phase tactical combat system. Just look at it – even at this early stage, it has a UI that makes a strategy geek like me quiver in delight…

Endless Space - The galaxy view looks pretty whilst also telling you what you want to knowEndless Space - A typical star system will have several planets to developEndless Space - Researching into the warfare branch of the tech treeEndless Space - Just a small gunship. Good for weekend trips to the local wormhole

The developers Amplitude Studios are taking the time and trouble to interact with their fanbase as much as possible with a system they are calling “games2gether”, allowing fans to have a direct say on what the devs focus their efforts on at any given time. It’s an ambitious way of doing things but it certainly seems to be paying off so far, and is just another example of the increasingly popular trend of involving the players at an early stage of the development process.

Today’s beta update adds a cargo bay’s worth of bug fixes and tweaks, online multiplayer functionality, and the remaining 3 missing races, taking the total up to 8. All in all, it’s really quite good, and should only get better as the beta rolls along.

Yes indeed. Wibblefish. It’s tricky coming back to the blog after these gaps. I never quite know whether to just plough onwards and avoid mentioning the fact I got distracted by other non-blog stuff (like that giant fluorescent elephant that enjoys sitting in the corner of the room), or to apologise profusely while crossing my fingers behind my back. But then I realise – hardly anyone reads this anyway, so why pay it any mind at all? :roll:

One does not simply log in to Diablo 3.Okay. Let’s get back into things with a predictable start. Diablo 3 is out, and many yays were heard across the multiverse! I have it. It’s a good game and I’m enjoying playing it. There’s no doubt that it’s polished with the usual addiction-causing Blizzard chemicals and it’ll absolutely keep me playing for many more hours than what I’ve already put into it. The inevitable “but”, though, goes like this: It feels more like My First ARPG than a true Diablo. I find it hard to overlook the dumbed-down character stats and slow-paced itemisation. I don’t think the method of drip-feeding new item mods into the game really works, and playing through on Normal difficulty becomes snoreworthy after your first playthrough. Then there’s that always-online-Battle.net-DRM-error37 thing, which is a whole internet meme in itself…

In the end, I’ve endorsed it by buying the game, so I guess I’ve partly signed away my right to complain. Still, its insidiousness – and terrible reliability to date – are a considerable downer. If I had to give D3 a score, it wouldn’t get any higher than 85%.

Fortunately, in a related and also completely predictable topic of conversation, Torchlight 2 should soon be pecking its way out of the Fabergé egg that Runic Games seem to be incubating it in. Briefly, I played a few hours of the beta, and I think it’ll turn out to be as good as, if not better, than Blizzard’s behemoth. I know enough to say that it’ll be completely unpossible to get more value for money in any game this year – assuming you like clicking monsters to make them drop shiny items to kill bigger monsters with. And who doesn’t, really?

I won’t crowd this post out any more – I’ll leave the rest of what I wanted to say for next time, to try and give me an excuse not to fall into a weird pocket dimension that apparently doesn’t have access to blogs. Notes to self: Endless Space, Mordor: Chronicles, Guild Wars 2. Possibly Definitely marmots.

Only a small bit of progress on Mordor: Chronicles, mainly on... on TwitpicJust a note to anyone who wants to keep instantly up-to-date with anything and everything relating to Mordor: Chronicles – I’ll almost always use my Twitter and Twitpic feeds to blurt out the bleeding edge state of affairs, stuff just like the screenshot over there on the right. Like everything else it’s not updated consistently – but it’s probably much better than waiting around for it to appear here! :roll:

Mordor: Chronicles logoThe past few days rank up there along with the first week of coding as the most productive time I’ve spent on the game yet, which I suppose can only be a good thing! I thought I’d go into a bit more detail about where things stand as Milestone 4 of Mordor: Chronicles is nearly done.

The main goals for this stage were to get combat working and to allow the player character to equip a selection of weird and wonderful items that are magically placed into his possession by the use of arcane debugging magic. I’d been at a dead stop for a couple of weeks after reaching the dreaded point where I had to formulate a reasonable way of calculating damage done by player and monster attacks… but several days of concentrated braincell burning, spreadsheet wrangling, and interface jockeying has paid off!

Barring a few rough edges, combat and equipment is working, and the video below illustrates how the flow of combat is displayed. As you could probably guess, bloodstains with numbers inside indicate damage dealt, a skull indicates the swing killed a monster, and the small diagonal slashes indicates a miss. Also present are shields, which indicate that you (or a monster) landed a hit successfully but, due to high defence, did no damage. Didn’t catch any of those in this short clip – but they’re there.

There are still rough edges, the most serious being the character’s uncanny ability to move and escape from combat at any point – but nothing some further hacking and bodging can fix!

Tomorrow I’ll be setting up a new level and giving the monsters some varied, real stats to properly check that the combat formula gives satisfactory results (and at least partly matches up with my test spreadsheet). Unless there are signs of serious problems I won’t spend too long balancing and creating real content at this stage, though… that lovely task will come much later.  :roll:

Just a heads-up to mention that there’s also a shiny new vlog to illustrate the current state of my pet code-thing-with-no-name. A little progress is better than none at all, yes? You’re welcome to marvel at the 38% reduction in coder art in the little rectangle of moving pictures below. Not only that, but as promised, the Unnamed Dejenol Project now has an at least semi-official working title – it took me the best part of several days to decide, and I’m still not particularly happy with the outcome, but heyho. Watch the video to be underwhelmed by my choice!

Lying ahead for Milestone 4 are things that are somewhat more interesting, and at the same time, also more dangerous: Equipment and combat. I have a feeling that this will involve brain-melting consideration of maths as I try and create some decent formulae to cope with chance-to-hit, damage dealt, and suchlike. Preferably ones that don’t rely quite so much on exponentials as the original Mordor did…

Guild Wars 2 logoTo mark the beginning of the Lunar New Year, ArenaNet have made an announcement that will surely set MMO gamers everywhere trembling with squeeish delight.

The latest post on the Guilds Wars 2 blog confirms that the waiting game is nearly over, confirming a full release for their eagerly awaited title some time in 2012. They also say that after a press-only beta next month, future testing events will be “aggressively ramped up” from March onwards. Cor! After five years of anticipation, it’s all starting to kick off!

Best get to polishing those applications, folks. It’s going to be one of the hottest tickets of the year…

Since developing Millenipede years and years ago I find that my method of coding hasn’t really changed all that much. I’m sort of surprised, but then I guess it’s like handwriting – although it may vary slightly over time, the basic style will stay the same. Because of this, I’m still programming myself into the same old corners by rushing to get something working instead of planning it out. Though I am acutely aware of its necessity, planning scares me because it’s dull, and dull things have made me abandon projects in the past.

Anyhow, the Unnamed Dejenol Demake Project has reached its second milestone and was considerably more work than I expected – I hope this doesn’t set a trend! As the project is still moving forward steadily enough I want to spend a little more time blogging about my progress than I’ve done with my other projects in the past. Yet this is also a slightly scary event, considering I can’t guarantee the project will ever see the light of day, and I’m wary of getting people’s hopes up (even the whole 2 of you who may be at all interested in this ;) ). Maybe the aura of disappointment I spun at the cancellation of Return to Dejenolnngh, there, I said it – has made me too cautious…

Ultimately, though, what’s the point of hobby-coding if you can’t gush enthusiastically to the world about what puny triumphs you’ve made? It’s about time I started dishing the dirt on what this project might become, and based on past experience and my current level of experience, what features it will and will not have.

Click through the break and let us begin a journey through a +1 wall of text!

Read more…

Okay, so here’s how things are standing with the project-with-no-name – after using some industrial trussing-up code, I’ve finally gotten an ancient and embarrassingly simple bug in the dungeon editor to stop making everything else fall down repeatedly! Friendly advice from one coder to another: Don’t save values as signed Integers and then load them into an unsigned Byte variable. Just don’t. The number formerly saved as -1 is not amused at such shenanigans.

I’m nearly done with Milestone 2, and possibly might have had it nailed today were it not for the aforementioned editor malfunction. Tomorrow I intend to finish defining debug monsters for each of the 18 spawn types – as close as I am to nearly being able to list all of the categories off the top of my head, I’ll spare you the detail – and then, I can crosswire the now-properly-loading dungeon spawn area IDs into the part which keeps track of all the monster spawning, and finally the dungeon will be rid of the Random Monster army!

And after that? A change of pace. Items! And a way to look at how awesome they are! And perhaps if I use enough exclamation marks in this sentence, I can persuade myself that interface design is fun after all! Yeeaah… no. Not happening.