Blog 445: Rexxar, Oh Rexxar

A couple of weeks ago, the sun was shining (oh my, such a rare occurrence).

This took me back to the Warcraft III OrcX campaign. Or, as it’s more commonly known (most people don’t know things by their internal labels, it’s true), The Founding of Durotar. The Rexxar campaign. This is the only one of the campaigns that I actually enjoy, because, well, it’s not a shitty RTS campaign. Have I told you that WC3 is a terrible RTS? Surely.

When The Frozen Throne came out, it came with only part one of this three-part campaign. We played it and loved it, a deliciously large slice of action-adventure, and then we languished in development hell waiting for the next two episodes to come.

Unlike almost every episodic game since, they actually did come.

Continue reading

Advertisements

Blog 443: Procedural Generation Y4 (Take 2)

I have always been interested in procedural generation of game content, but had always been too scared of the maths to ever try it.

Then, with the dawn of Project Y4 (and the desire to shoehorn every trick in the damn book into a single Warcraft map), I finally indulged my desire to produce pseudo-random content and started work on a procedural maze mini-game.

After finishing that (or at least, the terrain production part of it), I maintained my interest in some of the procedural generation resources I had come across and looked a little further…

Continue reading

Blog 442: Lego Digital Designer

LDD has been around a while. You could build with a reasonable selection of bricks in a reasonable selection of colours, and then order your models.

That’s all fine and dandy and delightfully entertaining, but when you’ve been bursting with ideas for Lego sets your entire life, the selection of bricks (let alone colours of bricks) eventually becomes somewhat limited.

So you pine for something more. Imagine a suite of almost all bricks ever made, and the ability to paint them in any available colour…

Imagine no more.

Continue reading