Blog 618: Post-Mortem Blues Y4

I think it is perhaps poetic justice that, on replaying all my own maps years after closing the lid on each one, I experienced all the very prominent bugs other people had discovered since that I had never managed to reproduce.

Maybe I could sit on a few of them, like the one where Fallen Stones V chases you down and ruins the gauntlet sequence of This Wreckage, because that doesn’t actually break the game.

Others, like Project Y4‘s infamous bomb drop crash bug that stops people barely ten minutes into the game, definitely needed some care and attention.

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Blog 617: Post Mortem: Project Y4

Considering I’m now making a real game for real, maybe now is a good time 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: my swansong, RDZ Industries: Project Y4

Wow, I managed to do this one without spoilers, too. Check me out.

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Blog 615: Post Mortem: This Wreckage

Considering I’m now making a real game for real, maybe now is a good time 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 big one, This Wreckage

You know, I actually managed to do this one without any spoilers. Maybe there are a couple in the screenshots.

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Blog 611: Post Mortem: When the Freedom Slips Away

Considering I’m now making a real game for real, maybe now is a good time 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: my first real map, When the Freedom Slips Away

There will be spoilers.

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Blog 610: Post Mortem: The Islands in the Sky

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

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Blog 569: The Final Push of Y4

The big reason I released Project Y4 R01 when I did was because I wanted it to exist in some finished form. I knew that the day would come that I would reach the end of the motivational line, and that day might come before I had implemented all that I once dreamt of implementing.

R02 has been dragging its heels for too long. It’s time to admit defeat and close the door.

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Blog 547: Back to Basics: The Oasis

While revisiting material for the SPRPG Diaries, I’ve ended up replaying as many unsavoury maps as I have classy ones that I’ve eventually presented to you. Even so, some of these have got me to thinking that I do actually enjoy the very basics of WC3 RPGs: RTS controls on a single hero with a pleasant suite of abilities. (By the way, if you’ve spotted something that might be worth a punt for the Diaries, do drop me a line.)

I attempted to play a very recent RPG campaign release a couple of weeks ago, and I was struck by how… Well, crap it was. It had lavish terrain, all the HD imported art you could imagine — but the game itself was pretty much nonexistent, even in terms of attack-move-and-unload-spells-to-win. How difficult can it be to set up a compelling little hero with meaty abilities and set him loose on a world of creeps? Apparently too difficult for some. (I guess “don’t fill him up with passives” is a good start. Critical Strike and Evasion may make for a “realistic” combat system, but it’s hella boring to operate.)

So I got to thinking about going back to basics, stripping away all the weapons systems, backpacks and triggered knockbacks, to see if WC3 can actually stand on its own out-the-box RPG-lite hind legs.

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