Blog 619: Paths and Angles

It’s usually the most productive time of the year, but hands up guv’nor, I’ve been a naughty boy. I spent a good deal of December replaying The Witcher 2: Assassins of Kings; that was going to be last week’s blog, but I actually hated the game so much that I didn’t want to wallow in all that negative emotion. I’ve got a negative attitude as it is, no point indulging it, especially in this season of goodwill.

I would also usually have a slightly longer festive break in which to play and develop, but I spent all my days off earlier in the year going to Canada in March (proper snow, almost too proper) and an OMD concert in the Museum of Liverpool at the start of November (can’t wait for the DVD release, I was jumping up and down all night so should be easily spottable).

But you’re not here for that chit-chat. No, you’re here for the story of bot AI in my game.

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Blog 618: Post-Mortem Blues Y4

I think it is perhaps poetic justice that, on replaying all my own maps years after closing the lid on each one, I experienced all the very prominent bugs other people had discovered since that I had never managed to reproduce.

Maybe I could sit on a few of them, like the one where Fallen Stones V chases you down and ruins the gauntlet sequence of This Wreckage, because that doesn’t actually break the game.

Others, like Project Y4‘s infamous bomb drop crash bug that stops people barely ten minutes into the game, definitely needed some care and attention.

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Blog 617: Post Mortem: Project Y4

Considering I’m now making a real game for real, maybe now is a good time to go back to my roots and examine what went right… and what went wrong… with my previous development efforts: my Warcraft III maps.

Today: my swansong, RDZ Industries: Project Y4

Wow, I managed to do this one without spoilers, too. Check me out.

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Blog 615: Post Mortem: This Wreckage

Considering I’m now making a real game for real, maybe now is a good time to go back to my roots and examine what went right… and what went wrong… with my previous development efforts: my Warcraft III maps.

Today: the big one, This Wreckage

You know, I actually managed to do this one without any spoilers. Maybe there are a couple in the screenshots.

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Blog 614: Maximum Crysis

It’s a vain, out-dated ambition, I know. When they first built Crysis, it was inconceivable that technology would ever be able to run it on maximum settings. I played it on a mix of Low and Medium settings on Daedalus, and it was still a bit choppy — the final boss in particular dropped to an almost unplayable frame rate, but the rest was Good Enough.

So here we are with new computer on the block Helios. What does he make of this monumental tech demo?

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Blog 613: Post Mortem: The Arena

Considering I’m now making a real game for real, maybe now is a good time to go back to my roots and examine what went right… and what went wrong… with my previous development efforts: my Warcraft III maps.

Today: the multiplayer extravaganza, RDZArena

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