Considering I’m now making a real game for real, maybe this is a good moment 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 Islands in the Sky series
Owing to my background in modding strategy games, I call them Units, but they’re already so much more than that. They’re more complicated in some ways than what I worked with throughout ten long years of modding Warcraft III, while in others, they are only a mess of undeveloped potential. Do you think they are deep enough to call them Characters instead? Hmm.
However we choose to call them, they are the most important parts of No Excuses — without them, there is nothing but a static scene, for even the player is in command of a Unit like any other. Maybe gameplay will demand that it has more or less capabilities than those around it, but it’s still “just” a Unit.
So, last weekend, I finally got the last set of curtains for my flat. Custom-made because my lounge has two windows — I needed a roman blind and a pair of curtains that matched. Thank goodness they fit perfectly.
Still got loads of furniture still to get, but with the studio desk and lounge settee in place, and now all the windows sealed too, it’s fully armed and operational.
Giants: Citizen Kabuto was, believe it or not, my first ever experience of cockney banter. This banter, if nothing else, had a profound impact on my life and most definitely how I conducted my earlier Warcraft maps (if not the later ones too). Everybody goes on about finding the mythical Citizen Kane of games, but what about the Citizen Kabuto of films?
Funny, then, that I’ve never blogged about Giants. Maybe it’s because I don’t think I’ve actually played it for four or five years — in fact, I’m not even sure I’ve played it on Daedalus at all, who is now more than six and a half. (Sidenote: help me build a replacement, I have no idea what I’m doing and I want to play all the modern games.)
You know why my aim is so rubbish in all those demo videos I’ve been posting of my game? Subtlties of cursor-following rotation and dual wielding, that’s what.
A bad workman always blames his tools, yes, but I programmed this… so I have the right to complain — and the right to fix it.
WTF is this!?
I guess the reason it hardly gets any downloads is the fact its description and all those screenshots aren’t indicative enough of what the map is actually about? Ah well, the more you know!
Sure, explosive projectiles are one thing, but then you’ve to make things take damage… and die.