So many features, so little time. I said I would build 34 features into my game in three weeks over the festive break; it is now three months later.
But what features! I might have had to unwind a couple of stinkers along the way, but I’m fairly sure the epic combination of fog o’ war and a minimap more than make up for it.
I am a little bit sad that I missed the late 90s computer game era; things seemed to be more aligned to my tastes back then. Oh well, we’ve got ports on gog.com to make up for it — better late than never, right?
Today’s interesting morsel from the dark ages is Urban Chaos, a crime-fighting action adventure. (Well, not that dark, 1999 wasn’t that long ago.)
It’s hard to pinpoint when I first heard MacArthur Park. I associate Donna Summer’s rendition somehow with being in the car in Dunoon, which means my parents must have taped it off a proper vinyl record onto a cassette as we did back then.
After that initial spark, I lost the song, but deep inside the synth solo that Giorgio Moroder slammed into it stayed with me. Eventually those same parents bought a Donna Summer compilation CD and the connection was re-established: I fell in love with that three-minute slice of pop perfection. Yes, even the line about leaving the cake out in the rain.
Then I heard the original version.
Erk, looks like all my Dropbox download links fell over for a bit there. Apologies if you tried to sample This Wreckage and got a 404, they should all be fixed now!
Shows how much traffic I get these days that only one person noticed, eh?
Too many characters spoil the broth? Maybe Rouge One could have been improved with some streamlining and focus — collapse some too-similar characters together and spend more time developing a smaller cast. I know I don’t really do characters as anything more than plot devices, but even on that scale there are a few too many plot devices with not much to offer the film.
No additional thoughts this time. Am I actually getting better at articulating myself during live chat-time? Heaven forbid!
My brother gave me five games for crimbo, but I’ve been so busy working on my own that I’ve hardly even looked at them. I played open-world RPG Two Worlds during the festive holiday but didn’t have much to say about it; it’s a bit janky, sometimes interesting, couple of nice ideas but ultimately bland.
Sometimes, though, you need to recharge your batteries with a classic late-90s first-person shooter, and it seems we have one in the pile — SiN.
To me, it will always be Rouge One. I grew up in Warcraft III forums awash with quick-typing teenagers spouting about fantasy archetypes, and the word “rogue” always, always, always came out as “rouge”.
So, yes, much as I enjoyed Rouge One at the cinema I can concede in the light of deeper analysis that it’s rather wobbly in places. In the spirit of this stand-alone film really not being stand-alone, then, we’ve folded it into our mainline analysis of the Star Wars core cinematic sequence.
I have some things to add about characters and plots because I don’t think that what I said about “Star Wars not really being about characters” came out very well in the mix. Let’s face it, I’m a writer, not a speaker. (Not that ruminating on the thought for a bit longer will necessarily make my argument any more valid, but it might at least clarify my position.)
Three years have passed so quickly and yet so slowly, since I threw that first prototype together from random bits of script off the internet. I had destructible crates in that first prototype, but they just never quite felt necessary when I started the real project in earnest… until now.
Yes, I have finally added crates. Loot-containing, on-death-disintegrating crates. It didn’t take three whole years to implement crates, just that long to get around to it. Honest!