Blog 733: Close, But No Biscuit — Jurassic Park

I fuckin’ love dinosaurs. There’s something ineffably cool about big walking lizards, with their scaly skin, razor-sharp claws and teeth as long as your forearm (regardless of how anatomically realistic they actually are). When aliens and monsters are designed for games and films, it always irritates me how they end up being mostly-mammalian and very few creature designers seem to turn to our favourite prehistoric pals. (Risen 3 did and it’s amazeballs.)

The Jurassic Park films are not my favourite films in the world but I do love dinosaurs and the escalation of the Jurassic Park franchise is a bit wobbly — so here we are, back again to take a meandering examination of what went right, what went wrong, and what could have been salvaged with a few choice tweaks.

Unfortunately I was a bit off the boil when we recorded this, so it’s mostly Chris rampaging and me failing to articulate a few choice observations. Ah well.

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Blog 732: More Fun With Level Generation

This might be the sixth time I’ve reworked my level generator. It’s incredibly complex and every time I think I’ve got it right… Well, after each rework, everything goes smoothly until I start to layer on another system — then suddenly the architecture can’t hold anymore and it’s causing more pain than gain.

Other times, yes, I’ve just been too clever for my own good and tripped over my own shoelaces. Is this one of those times? Erm, possibly…

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