All posts by Andrew Armstrong

Diamonds in the Rough: The Assassin AltaΓ―r

Great Views in Assassins Creed
Great Views in Assassins Creed

I finished playing Assassins Creed on the PC yesterday, which is perfect for doing the Diamonds in the Rough roundtable this month. The character of AltaΓ―r is the rather classic archetype assassin character, although is heavily flawed at the start of the game. It’s his flaws which make the initial story interesting, although the game presents it rather heavy handedly it still works well. However, he goes from a rough coal character into a only slightly flawed diamond, leaving possibilities for any sequel material to use him further of course.

This might contain a few spoilers…which is kind of the point. Continue reading Diamonds in the Rough: The Assassin AltaΓ―r

Beyond Good and Evil 2, yay!

Chillin'
Chillin'

Good News Everyone! Beyond Good and Evil, a very charismatic little platformer (which I checked if I wrote about, but only did a incomplete draft post about but never published πŸ˜‰ ) from way back when, is getting a well deserved sequel. I’m most pleased, since most of the time my want for less sequels πŸ™‚ Nice screenshots and also teaser video, although I prefer to hear more on the story and characters to be honest. The setting looks interesting, for what a desert can be I suppose. The initial universe and setting is not really fully explained in the original game, so it’d be good to see more places in it πŸ™‚

If you can find it now, it’s still pretty damn good graphics wise compared to some from the era, and some parts are very fun, and likely as note cheap as chips in the local game store selling second hand games. Or Amazon has it probably, whatever πŸ˜€ You’ve no excuses πŸ™‚

I now just really hope it’ll be out on PC, even if it’s a post-console release. πŸ˜‰ Ubisoft isn’t too bad at PC releases, so I can but hope.

No VGMS – I’vz Hot A Vloody Gold

Stupid illness has me by the nose, so a radio show is out of the question. I hope to be back next week – last time before exams, and a bank holiday! (Yay for holidays! It’ll be even more fun when I have work on those days πŸ˜‰ ).

This week I’ll be mostly going to the Imperial College Games and Media Event on Wednesday, which I’ll also report here. It’ll be an interesting day – and there is an AI talk I’ll be interested in hearing. Hopefully my ruddy cold will clear up a bit before my early train journey.

Video Game Music Show – 12/05/2008 online

After another hiatus we have another show! It’s got some Grand Theft Auto IV, Mario Kart Wii, Super Smash Bros. Brawl and Metriod Prime Hunters, as well as a bit of Planescape Torment, Supreme Commander and Osu! Tatakae! Ouendan tracks. A good variety of upbeat tunes (and some lowbeat ones) for the start of summer.

Download the show in MP3 (86MB, 128Kbps) or Ogg (121MB, Q6) formats, and catch the playlist and notes on the shows page.

Racing Car AI Project Uploaded

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A successful lap

I’ve decided to upload the media and my project work on my Racing Car’s AI project, yay! There’s some videos, pictures, the code and the report itself. I’d not expect anyone to get it working on their own systems (the code requires a parallel port controller, and the correct camera view), however.

It might not be true academic AI, but I know it’d fool someone not in the know πŸ™‚ Those rules do kick ass in almost all of my tests πŸ˜€ It was really interesting working with a non-virtual problem of AI, since it let me know that one major area non-virtual projects have trouble with is accurate data gathering which is interpreted correctly, which took the major part of my time to implement. At least I wasn’t working in 3D, whew!

OpenTTD AI

3580
Wright AI likes airports, I hope mine will be a bit more varied

I’ve decided to finally get into OpenTTD’s AI, and after some failed attempts got the build available to compile on Windows, since annoyingly no build is done automatically for the win32 platform. In any case, I’ve got the tutorials up and running, and it should be interesting. Since the game itself is passive-competitive, with players facing off against AI’s (with multiplayer available too), and the AI uses the same “interface” for commands, it is quite an equal game. That is, once the game’s inherent AI cheats are removed perhaps πŸ™‚

If I get anything good going, I’ll post more on it. I prefer some personality rather then milking routes with a ton of vehicles doing the same thing. I’ll have to keep up with builds however, since it’s not a complete API yet, sadly, and there will be complexity abound with players and AI’s being able to build across routes, and alter terrain as parts of a route is built.

Whew, Final Year Project Finished

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The Track

So, I’ve not done much over the last few weeks, apart from my final year project work. I handed in my report on Tuesday, missing the bank holiday to do more on it πŸ™‚ Not a work of Shakespeare, and frankly I could have done with more proofreading. However, I can’t change it now, I just hope it states what I did well enough. πŸ˜‰

The project itself is meant to achieve the aim of having a remote control car race around a track (as seen in the picture). I didn’t really do “AI” as such, but instead some simple rules to choose an action every second or so. The limitations of the hardware, it being a 1 core P4 machine with 512MB RAM meant that the 2 years of previously completed projects used enough resources anyway! Adding learning AI would have been tough.

The rules system worked fine however, the illusion of AI is there πŸ˜‰ It also took a lot longer to bring the parts of the system that were required to gather information – image processing and analysis (to find the car and it’s direction), and route planning using waypoints (to find where to go next) – then it took to write rules to navigate around accurately. It got 10 laps completed easily, so I am pleased enough. πŸ˜€

I’ll get back to my radio show for the rest of the semester now, and I might put up a page on my project with the code and so forth. Also, Never Mind The Polygons is on tonight, which I might have had to miss if my project was still being worked on πŸ™‚

The Theme of Construction and Destruction

3561Lego!

Does anyone here like, or used to like, Lego? I sure did – the fun building, later destroying and remixing Lego sets, and creating my personal adventures between different themes of pirates, castles, and towns stayed with me for a long time. I was my own personal designer, artist, architect, storyteller and inventor! I was also a massive giant who destroyed at will, broke poor peoples homes and ships, and blew up (not literally!) many pieces of work. Fun times!

It overlapped, of course, with the advent of me playing videogames, and would you know it the prevalence of the same creation and destruction theme present in Lego is in many exceedingly good games? It can’t be by chance!

Creating your own stuff!

2461Time well spent as a mayor!

A prime example of creation-based games, and the earliest one I remember myself, is Sim City 2000. This really set a high standard personally for those games which you can build and personalise, making them your own. The newspapers especially were a great touch, since your expanding city always had it’s own (pretty randomised) tale to tell. Oh, Miss Sim, how you tease me so!

Second to this, and one that entices me still today, is Transport Tycoon, allowing you to build a transport empire on a huge map against AI opponents. I note this because it’s still seriously played today, in the form of Open Transport Tycoon. Give it a shot if you want an idea about a totally creation-based game!

In many games there are also at least the theme of creation in the story or setting, such as creating a barrier against evil, or creating some powerful artefact to do good. A plot hook could be creating a potion to heal the deadly disease conflicting the kings daughter, for instance, and this can crop up in tons of games regardless of the overall theme.

There are of course countless other construction and creation games, created well after 1994 (and many before of course…but I’m too young to know a lot about them πŸ™‚ ). A whole realm of Sim-tagged games generally relies on creating or constructing a world of some kind. I must note however, many do contain destruction. All the Sim City games have natural and unnatural disasters, which can be toggled by the player if they want to go on the path of destruction, and all the games need a nice destruction tool to correct mistakes! But of course, these are limited, and there is not a lot of wholesale destruction which is much fun, especially since you are destroying what you created.

Destruction! Boom! Bam! Blammo!

So, what about games based solely around destruction? There are plenty that have it as a theme. Most games with a sole antagonist, which includes the majority of roleplaying and shooting, and fighting games, is entirely about self-preservation (usually of health or lives) and the destruction of enemies, leading up to the final destruction of the final boss (which, funnily enough, in many games is followed by the base exploding. Do we see a pattern here?). Many more contain the main aim is to destroy some artefact of power – it’s a staple of videogame stories!

3563Geomod in action…soon that APC will be falling like a rock.

Some games specialise in destroying stuff, an example being Red Faction which was an early game which allowed near total destruction of walls to create passages (called Geomod technology). Although the game fails to allow bypassing anything useful like boss fights, it is one of the first first person games with a proper destructible environment. It goes beyond destroying enemies, allowing you to wreck havoc on innocent rocks and walls!

Destruction based games have basically been around since the very early game Spacewar!, which was based on destroying asteroids, or even a second player. They’ve evolved, and are a common theme amongst many games which include a way to harm others. Some do contain minor creation elements – perhaps the customisation of equipment (or creation of spells or equipment), to outfit yourself. Generally, it’s more a case of shoot everything that moves.

I personally do enjoy the theme of destruction as long as I generally feel the destruction is warranted. There’s a reason I usually play the moral character in games, and usually never play as pure chaotic evil, since the destruction for the sake of it is utterly unappealing. I usually say chaotic evil, that is, evil that is out to destroy everything and tries to break all the laws, is stupid evil. I will be willing to play a megalomaniac supervillain, but only if he is a clever one who doesn’t indiscriminately kill of course!

The hybrid approach!

2364
Pick an RTS…most any RTS!

There are plenty of games which take the two extremes of creation and destruction and really put them together well. Of course, they can do it in many different ways. Example genres of course are usually strategy games, both turn based and real time. Usually you create your army/base/city/civilization and attempt to destroy your enemies army/base/city/civilization. Of course, destruction is not always the only answer, but in many games it is.

The middle ground, of course, includes other varieties. The construction of something, then destruction of that something can be brought up in games. The best example I can think of, since I don’t know any full games which implement it, is when you construct a huge, beautiful city in Civilization, just to have it captured by the enemy…so you must destroy that what you first owned. This can also happen in some turn based games if a unit or place revolts from your rule or command, meaning you now have to fight them.

This hybrid approach is very appealing to me, allowing me to compete against rivals and usually fight it in skirmishes, or parley with small bouts of peace, all the while constructing a force that is enough to crush them, the fools! MuahaHAHA!

Conclusion

The themes of creation (construction) and destruction are very strong ones. Many games are based solely around the one theme, and many others use it as a secondary theme to or to provide a core aim. Since games have used this since the dawn of arcades, it’s easy to put the theme in almost any genre and have it easily understood. Just remember when something is highlighted as red; it’s bad! shoot it!

I find both themes appealing for entirely different reasons, as I’ve said, and together form one of the main themes which keep me engaged in games. Creating things is always the most fun for me since it provides a creative outlet, especially when I can make something which really works well. Destruction of stuff (and no doubt the simple power of being able to destroy things) is really appealing too, since I don’t do much demolition work in real life, nor would I want to even pick up a real gun, and if the purpose of the destruction is a good one, there is no real reason why I’d not enjoy it. These are escapist fantasies, allowing me to do things which are impossible in real life!

Finally, just like Lego, the core themes can lead to many more exciting possibilities. I’m waiting for the game where I can construct up a brilliant world in one mode, then use that to power my own adventures by leaping into the same world in avatar form! At the moment, only game modders or creators get to do this, but who knows what might appear in the future, although I might be told Second Life already is this in part. The Lego player within me demands it, so sooner or later I’ll have to try and make this game myself if no one else does!

This was part of the Blogs of the Round Table for April. There’s a ton of good ones this month, check them out!