About Rao Dao Zao

Amateur game developer, tortured artist and definitely not a software engineer. Also known as "Robbie".

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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Blog 731: Dress-up Age: Overload

You know that thing where gog.com offers you a DRM-free version of a thing for literal pocket change, and it includes all the DLC you never had the first time? Yeah?

Well, I hadn’t played Dragon Age: Origins for a few years and I was kind of in the mood so, £3.49 later, here we are. In playing it, I’ve remembered just how… well, broad it is. In order to manage your party of companions effectively there are a lot of decisions to be made about how to equip them, and though in the right doses that’s quite fun I feel that maybe Dragon Age has gone a bit overboard…

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Blog 730: The Art of Frobbing

The player Neutral Passive in Warcraft III is a special bonus player. As the name suggests, units owned by Neutral Passive are neither allies nor enemies to any other player; they offer their services equally to whomever happens to be nearby. As befits my tendancy to reimplement Warcraft III (to eventually allow for similarly structured RPG scenarios), I am now working on adding my own Neutral Passive characters.

Needless to say, due to many holes I’ve dug myself over the last three years of developing this game, this is not so easy. The key stumper at the moment is that clicking a neutral unit should not trigger the player to attack them. Instead, it should trigger a friendly reaction. When is an attack not an attack? When it’s a frob.

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Blog 729: Drakensang

Drakensang is a lost gem. Back when the world was lamenting the lack of Baldur’s Gate-a-likes, Drakensang slipped out without much fanfare; I picked it up on a whim seeing it on the shelf in Game (remember when Game had PC shelves? Good times). Based on The Dark Eye system rather than Dungeons & Dragons, it nevertheless promotes the same ideals: a player-created character leads a tight-knit strike team as they vanquish evil in real-time-with-pause combat based on a tabletop system.

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Blog 728: If I Wrote… C&C4: Tiberian Twilight

I was interested in C&C4: Tiberian Twilight, despite all the rumours of its horror. The core concept — trading standard base building and assault for a mobile super-vehicle — seemed quite interesting to me. For a man that favours the ultra-versatile solo operatives of RPGs and FPSes, the conceit had legs.

The game did not deliver anything of what I imagined; it is exactly as bad as everyone says. So instead of delving into that den of iniquity, let’s indulge instead in what it could have been, had somebody with dreams more like mine been at the helm…

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Blog 727: It’s a Trap!

Oh, it’s been a while, hasn’t it? I set myself 36 features to build in 3 weeks at the end of last year/start of this one and I have completely failed. Ah well, no plan of battle survives contact with the enemy after all. What’s important is that there has been progress at all… right?

Recently, I’ve been focusing on non-unit level hazards: laser tripwires, spike pits…

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Blog 726: Tiberian Renegade

It seems to me that everything Westwood touched turned to gold. They were most famous for their real-time strategies — the pinnacle being Tiberian Sun itself — but they seemed to diverge from that mould more than history would have you believe and come up roses all the same. Foremost of course was their stab at the hack ‘n’ slash RPG, which produced one of the greatest games of all time, Nox.

Over here, though, we have their first-person shooter. Set in the Command & Conqueriverse, occurring some time during the original C&C, this answers the age-old question that haunts every strategy franchise — what would it be like to be in one of those battles?

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