dimanche 29 mars 2020

Seeing With The Eyes Of Faith.


In a world of playing video games how easy it is to get reality and non-reality mixed up.

Have you ever had that experience of having to remind yourself while sitting in front of the playstation- "you know, this isn't real! What I see on the screen is a myth, an illusion, something made of 1s and 0s."

At the same time as Catholics we often have to submit our minds to truths of faith that are hidden or experienced in a different way "Jesus, My Lord, you are real! What is see in the world is a myth, an illusion, compared to You, the pleasures of the senses are atoms and molecules, prizes and trophies are dust and smoke, but you are real, even though I see you only through the eyes of faith"


And then we come to the Holy Eucharist, the Lord Himself, not particles of bread and wine, but really Him.


To paraphrase Hunger Games


Video Games- not real

Truths of the the faith- real

Cloud Strife- not real

Jesus Christ- real

Playstation Trophies - not real

Heaven and hell- real

graphics and fmv sequences- not real

real presence of Jesus in Holy Communion- REAL.

samedi 28 mars 2020

Don't Miss Sealed Bite, The Game Off 2019 Winner!

You might remember end of last year's Game Off game jam sponsored by Github. The winners have been annouced a while ago, and while again quite a few submissions were using closed source game engines, the overall winner isn't.

So make sure you don't miss Sealed Bite, a fun little/short jump and run:

Obvious inspiration comes from the very popular Celeste game.

You can find the source code here, and not all that surprising it utilizes everyone's favorite Godot Engine :) Sadly the graphic assets are quite a bit less free (CC-by-NC-ND).

Let us know if you enjoyed this gem of a game on our forums!

Games Design Graduate Lands Job In UCLan's Innovation Lab.

Congratulations to our Games Design graduate, and Alumni, Jakob MacDonald who just started his new job at UCLan in the Innovation Lab where he gets to explore lots of new technology and work with a talented team led by Danny Livingstone, with some great clients!

In his own words he's doing,

'Games Design and XR development now! Basically playing around with VR and Hololens, literally anything from 3D architectural simulations to Augmented medical procedures.'

Well done Jakob !



mardi 24 mars 2020

Castle Of Illusion Starring Mickey Mouse (PC)

Castle of Illusion Starring Mickey Mouse Remake Title Screen PC
Developer:Sega Studios Australia|Release Date:2013|Systems:Win, PS3, Xbox 360, iOS, Windows Phone, Android, OS X

This week on Super Adventures, I'm playing Castle of Illusion! Again!

I didn't mean to, not originally. I just wanted to grab a couple of screenshots for my article about the Mega Drive game, to show what the remake looked like by comparison. But it turns out that they've remade a lot more than just the graphics, so I decided to give it its own article instead.

I've had this one lying around my in my Steam library unplayed for three years now, ever since they cunningly manipulated me into buying it by announcing it was going to be taken off the store. Sure it was almost certainly going to be put back on eventually, but what if it wasn't? I could've missed my chance to ever play the game! (It came back seven months later).

This Castle of Illusion first came out in 2013, 23 years after the original (and 6 years before now) and it was the last game to be made by Sega Studios Australia. They'd been around for about 10 years by that point and had been known as Creative Assembly Australia for most of it, developing games like Medieval II: Total War and London 2012 - the officially licensed game of the 2012 Olympic Games. Not a whole lot of platformers though, unless you count a port of the 2D Sonic games to the DS, so that's not massively encouraging. But hey the other Creative Assembly came out with Alien: Isolation out of nowhere and everyone loves that except me, so maybe this is actually really good!

Read on »

samedi 21 mars 2020

Podcast Episode 28 - Lessons Learned And Campaign Happenings


A lot of games over the past couple of weeks, and some lessons learned as a DM! Come listen as I share about running boss battles, using random events in interesting ways and how a big reveal had me worried that I'd lost a player!


Anchor Episode link: https://anchor.fm/the-dungeon-masters-handb/episodes/Episode-28---Lessons-Learned-and-Campaign-Happenings-easbbl

Leave me a voice message and let me know what you think or ask questions if you have them! (312) 625-8281‬ (US/Canada)

You can also leave a message on Anchor: anchor.fm/the-dungeon-masters-handbook/message 

Find episode posts and other D&D content on my blog: chgowiz-games.blogspot.com 

Intro music: Dragonaut by Bradley The Buyer (bit.ly/2ASpAlF)
Outro music: Dream by Wild Shores (bit.ly/2jbJehK)
Stinger music by TJ Drennon - Check out his Patreon page at https://www.patreon.com/TJD/!

vendredi 20 mars 2020

Suzy Cube Update: March 16, 2018

#SuzyCube #gamedev #indiedev #madewithunity @NoodlecakeGames 
Unfortunately, I've been sick this week. That means a short update for a couple of reasons: 1. I spent a lot of time resting and 2. I want to get this over with so I can go back to resting. So, on that positive note, let's get it on!
Read more »

mardi 17 mars 2020

Ween : The Prophecy - Alternative Paths And Final Rating

Written by Alfred n the Fettuc

Before submitting WEEN to the PISSED rating, we need to study the alternative paths that you can take through the game. I counted two (but I might also have missed something), one using the fish amulet to breathe underwater, and the other attainable by choosing the second door when you exit the temple, just before the ant garden.

The first hint about an alternative path comes from our friend URM

First alternative path : Sea monsters eating each others.

Restarting the game, I scan once more every screen to see what I could have missed but don't find anything before the lake itself (I still don't know if I can do anything with the bolt I found on OHKRAM's balcony by the way). Turns out that on the first venom/pollen puzzle, there is a very tiny leave hidden in the corner of the screen.

Obvious isn't it?

Considering all the pixel-hunting I had to do in order to progress later in the game, I'm really surprised I didn't spot the leaves on my first play-through. I think at this point of the game, I didn't really need to search every nook and cranny of every place I went. Anyway, I make the monster appear on the bridge, get the feather, use it to make the venom and pollen appear in the chest, and mix a potion of growth out of the two reagents. And what do you know…

More strawberries!!!

I call URM and give him the strawberries. Joyful, he drops a small ingot of gold that fits perfectly with the half-statue to make a complete fish amulet. Guess it means that URM had the amulet since the very beginning and just didn't give it to me because I didn't have enough strawberries in my pocket… stupid greedy bat. Using the amulet on the water allows me to enter it and breathe underwater. URM comes back afterwards and get back the Elixir from me, so the hint of an alternative path works whatever path you choose. Nice touch.

Do fishermen dream of electric fish?

Just before arriving on this screen, I witness a little cutscene with a big barracuda-like fish eating some kind of metal pole. When I click on the seaweeds on the left of the screen, a little fish appears and get eaten by the same barracuda-like fish, that WEEN describes as a wurk, a greedy fish that could eat anything. I'm starting to suspect that we'll have to make him eat the electric fish one way or another. Clicking on the staircase sets a trap where iron bars appear from the wall to stop me from going up. Messing with the electric fish gets me zapped. I spend some time looking around until a little bug appears… it's our friend the useless mosquito sent by KRAAL!

Hey there little buddy, I thought I would only kick your ass much later in the game…

I catch it pretty easily and feed it to the electric fish… Just when I was wondering if it meant that taking this alternative path would make the mosquito disappear from the rest of the game, another one quietly arrives and lands at the exact same place. I'm guessing KRAAL has an infinite army of mosquitos underlings for some reason. Knowing that the electric fish seems to love mosquitos, I get the other insect and drop it near the hole where the wurk is hidden. It exits and eats the fish, resulting in death by electrocution. I grab the glass piece on the ground and cuts the wurk open.

Gross

I use the steel bar found into the belly of the beast in the small hole near the door, making it bigger. Clicking on the hole now makes another marine monstrosity appear as a moray eel tries to catch me. Messing with the seaweeds on the left make another innocent fish wander around and gets eaten by the moray eel.

Underwater massacre

Inside the fish I find a harpoon point (what do they eat in that lake?) that I combine with my metal bar to make a perfectly fine harpoon. Trying to use it in the moray eel hiding place doesn't work though. Looking in the seaweed to find another fish, I catch it with my harpoon before it gets eaten and then feed it to the moray eel, hoping it would choke on my harpoon, but no. It just eats the fish and spits back my harpoon. What a nice monstrosity. Pixel-hunting the place once more, I discover a crack on the side of the barred staircase. Destroying a part of the wall with my harpoon, and trying to climb the staircase once again breaks the trap. However, the iron bars are now stuck in the stone.

Not for the marine life around here, that's for sure.

Using my trusty harpoon, I catch another fish from the seaweed and put it between the iron bars. It works! The moray eel catch the harpoon point and forces the iron bars open with its voracity. Now that's what I call one hungry fish! Finally, I'm able to exit this horrible place and get to the entrance of the dragon temple with the wasp trap and the snake.

So all in all, this path allows me to avoid the goblin-looking statue with its sword and the Orivor puzzle. I kinda prefer the underwater path as I think the puzzles are more fun. However, I'll probably never go in a lake again in my life now that I've seen what's in it…

Second alternative path : Laser-eye petrifying dinosaurs

After getting the three grains of sand and exiting the temple (and before the two dimwits lost my haversack), I was presented with two doors. The door on the right, that I chose, brought me to the ant garden puzzle where I had to mix a digitalis meal for the ant queen. Selecting the door on the left brings me to another garden, where some kind of huge laser-eyes dinosaur petrifies URM the second we get in!

We hold the winner in the Coktel Vision teeth contest

PETROY appears and tells me that KOR, the deity that's pictured on the left, can help URM, but I need to give him offerings. Namingly, the power of thunder, the star of light and the wealth of the tide… Just that. I grab what appears to be a net (probably in order to get the wealth of the tide. I knew I should have brought another dead fish from the underwater segment). Trying to operate the well tells me that I need a handle to work the pulley. The right of the screen allows me to exit to another part of the garden.

A grill? Maybe I'll be able to barbecue the wealth of the tide…

Getting the grill allows a huge orange crab to exit the trap. I grab a fish from the river with my net. Clicking a second time on the river makes the fairy of the river appear! She tells me that in her river lives a crab with sharp pincers (doh!), and that great riches can be found in the water. Trying to use the grill as a sieve doesn't work though. Not finding anything else, I go back to the statue of KOR in order to offer him the fish I just caught. No reaction. So I guess the wealth of the tide refers to actual wealth. Pixel-hunting the first screen, I find that I can remove the hoop from the barrel.

You know? For kids!

Using the grill in the hoop, I make an actual sieve. Using it on the river allows me to get a few gold nuggets. Going back to the statue, I can put the nuggets at the feet of the statue but nothing happens. I guess he wants the three elements before doing anything. I realize I still have a fish in my inventory and go back to the river. Putting the fish in the trap next to it makes the big orange crab come back in order to devour this meal. I catch the crab (with my bare hands… WEEN is clearly braver than me). Not finding anything to do with it, I try using my other inventory items everywhere. Putting the sword in the hand of the statue, it attracts lightning! After hitting the sword, the lightning falls on the ground and I can grab it in my hands.

Pretty sure that's not how lightning works.

Trying to put the lightning on the pedestal to offer KOR the "power of thunder", WEEN tells me that he's got far better things to do with this object for the moment… So first, thank you, protagonist, for this hint but could you please do as you're told? Secondly, ok, what else can I do with a solidified lightning? Use it as a handle for the well of course! I pull up something that looks like a chest from the bottom of the well and I can put the lightning on the pedestal afterwards. Thank you, WEEN! The chest is locked by a heavy metal chain that I use my crab to cut. It still doesn't open, though, so I get my sword back and use it as a lever to open the chest (swords used as levers during the game : 4). Inside the chest is a key that I use to open the lock under the beast statue. In it I find a sun effigy, which is sure to be "the star of light". I put it on the pedestal and KOR reanimates URM, who doesn't take long to be his normal self again!

Ungrateful fruit-eating bastard

And then I arrive at the garden with the view on Volcano Island, the worm and the giant mushrooms. I tend to prefer this path also to the one with the ant queen, if only because I spent way too much time on the ant queen screen turning my copper ball into a pipe and a cauldron and vice-versa…


FINAL RATING

Finally, the moment we've all been waiting for. I tend to be a bit afraid of the PISSED rating because I know this game is fondly remembered by many, but I'll try my best to give it a fair trial.

Puzzles and Solvability

The puzzles are pretty fun overall. The game is a nice suite of inventory-based puzzles and there are a lot of them. However, the game is a bit on the easy side and a few of the puzzles are repetitive without enough differences between them. The room with the fireflies comes to mind where you're supposed to repeat the same tedious steps five times. The other problem is that you stumble a bit too often on the solution instead of wanting to do something and successfully do it. That's usually the issue with games with a single "action" button (as opposed to a list of verbs or a parser), in my humble opinion, but in this kind of games where things happen because "magic", I think that clicking on random things and see what happens is a big part of the fun, like a less chaotic version of Gobliins 2.

When the game avoids being too easy, however, it tends to fall pretty quickly in the "obscure" territory. The dragon battle, for example comes to mind, or the potion mixing.

Never forget the mighty battle of the cat and the beagle.

Thorough pixel-hunting is a huge part of the game as well and it can be infuriating at times, especially when you think you have the good solution and can't make it work. Globally, the game could do with a little more hints, even subtle ones. Too often was I stumbling in the dark just trying to make something happen with no clear objective of my goal.

Having two branching paths (even if it's for a short period of time) is great though, and adds replayability, which is still rare enough in adventure games to be underlined.

Final Score : 6. Overall, the puzzle design is solid, pleasant and there are a lot of things to do. A few roadblocks are difficult enough without being unsolvable. The fact that you are too often stumbling in the dark is what prevents it to get a 7, but just quite.

Interface and Inventory

As was noted by Ilmari in his playthrough of Gobliins 2, the interface shares some similarities, which is a novelty for a Coktel Vision game. It's probably because it works. You can combine inventory items, use items on yourself, etc. I think the guys at Coktel were working on something that would be used in all of their games at the time if only because they left the "fast movement" icon in the menu without using it once in the game. It was Coktel's take on something similar to the SCUMM engine, even if not as brilliant.

There is even a notepad to keep track of whatever seems important (like potion recipes)

The interface is overall pretty functional, but it has a few flaws that really get irritating in the long run. I've rambled enough on the transformations of the copper ball/sword/pipe/cauldron. It's because you do that ALL THE TIME. And what is a charming little animation in the beginning of the game are excruciating when you do that fifteen times in a row because you're trying to solve a puzzle and don't know which tool to use. The fact that you have to go through the copper ball transformation every time you want to change the sword into a cauldron is more irritating than it has any right to be.

There are other issues as well. Using the glue on the firefly works but not the other way around. Granted, it makes more sense in this order but when you're trying to find the solution to an obscure puzzle, you don't necessarily try the two sides of an item interaction. There is also a little "slugginess" to the whole game (like a few milliseconds too long) that makes the whole thing a little too slow for my taste. But it might also be the emulator I used so I won't take it into account.

The integrated joker system is a nice touch. In a time before the internet, it was always a solution to make some progress in the game if you're completely stuck. I tried it here and there after my playthrough, though, and it could beneficiate from a little subtlety by guiding you on the right path instead of telling the solutions outright. But still, it's always better than throwing the game disks against a wall in frustration.

Final Score : 4. Functional, but a few issues tarnish the whole experience here and there.

Story and Setting

Well… this one is tricky. I'm pretty sure the story as a whole made some kind of sense to someone at Coktel Vision (or they were under a lot of drugs), but after having completed the game, I still have little clues about exactly who is OPALE, what the REVUSS is, what the BORGOL is, why the two stupid twins change their height every five seconds, etc… The whole story comes out as quite a mess, and it's not a translation issue as I've tried the french version and it's more or less the same thing.

I still want someone to explain to me why my haversack was an owl the whole time…

Then again, the whole "it's magic" works with this universe and the sense of mystery permeates everything, but that's something that enters in another category. As a story in and by itself, it doesn't make a lot of sense. I'd also love to have some kind of confrontation with KRAAL at the end instead of an over-complicated Bond villain scheme to foil. It's like if at the end of Legend of Kyrandia, you just had to disarm a trap instead of confronting Malcolm while you've spent the whole game chasing him.

The same can be said about the places you're exploring. Once you exit the cave complex from underneath OHKRAM's house, you spend your time going in and out of caves and gardens with little coherence. It's not a big deal in itself, as most of the puzzles are self-contained to one screen, but it doesn't make you feel like you're making any progress, more like you're being lugged around random places.

Final score : 3. The story is serviceable, nothing else. You solve puzzles and sometimes, someone talks to you spouting nonsense.

Sound and Graphics

In the visual department, the game suffers from a strange dichotomy. The places you explore are mostly pretty and nicely detailed. The catacombs and temples are creepy enough and the whole "sunsets and moonlight" ambiance suits the magical atmosphere overall. However, I found the monster and creature design to be quite hideous, to be honest. The dragon, the orivors, the mosquitos… I guess a monster is supposed to be ugly, and it's also a matter of taste, but I frankly disliked the overall creature design.

The horror… the horror…

And then there are digitized actors in Halloween masks integrated in all this. If you remove UBI and ORBI little dance, all of them are mostly shot in close-ups and there is a little "cheap" feeling about all this, like a bad short-feature horror film. On the other hand, it's nice enough to have integrated digitized actors in the first place in this day and age.

On the sound department, the whole ambiance is great and the music is pretty nice (even if it could have benefited from a little more tracks because it tends to repeat itself pretty quickly). The sound effects have nice swishes and swooshes that add to the magical theme and all of this is of pretty good quality overall.

Final Score : 5. Pretty good overall but a few hits and misses in the design department. Good music though.

Environment and Atmosphere

Despite the odd design choices and a few elements that I could easily have done without (UKI, ORBI and your little dance, I'm looking at you), if there is something that you can't reproach Ween : The Prophecy for, is its atmosphere. The whole game is full of magic, weird things and every new screen is an invitation to explore and find what new kinds of surprises the game holds for you. The mysterious statues that are found everywhere, the magical beings you're encountering… Add to that the whole sunset/moonlight feeling that you have for most of the game and you have the feeling of a magical world ending.

When the sun in the sky looks like this, it's time to go to the nearest shelter

The use of colors is also to be commended. The whole game is painted in dominant colors (mainly orange and purple) and it really adds to the atmosphere (despite a few clashes here and there).

However (because we always need a however), once again, a few choices go against the whole thing. There is sometimes goofiness that would be more in its place in a Gobliiins game, sometimes alternating immediately with something more mysterious. I think the developers were trying to alternate between mysterious and funny, but it sometimes doesn't work. Managing a "hot and cold" ambiance (like, let's say, the early movies of Tim Burton, for example) is something that's really hard to achieve and I can't help but feel like the developers should have chosen a direction and stick with it instead of trying to alternate between serious and goofy.

Final Score : 6. Great magical atmosphere, marred sometimes by odd goofy moments.

Dialog and Acting

Like I've said earlier, a lot of the exposition text and dialog is pretty nonsensical. Sometimes, the ORACLE or the BORGOL (whatever the latter is) appear and tell you a lot of things, much of it not making a lot of sense… Some other times, OHKRAM appears and tells you you've gained a grain of sand even if you weren't really trying to do so… Most of the interactions with the animals and sentient beings you cross path with are nice without being really noteworthy.

The exception to this rule is URM, your vampire buddy, which is the most competently written character. His lines are sometimes funny, especially when you call him for no reason. He's helping and mocking in equal measures and is a pretty good sidekick.

And he really seems to enjoy doing evil deeds, which is a good thing in my book

The rest of the sidekicks are not that great. PETROY spends most of the time telling you "he can't tell you anything about that" when you ask him for help, but sometimes, he drops a clue that's mandatory to understand the puzzles. And I think I've rambled enough on UKI and ORBI, but let's say that every time their ugly mugs appear, you know you're here for what appears like full minutes listening to their stupid dances and songs. And the fact that you can't speed up the dialog doesn't help, especially if you reload to earlier stages of the game you've already suffered through.

The acting in itself is mainly digitized people in Halloween masks waving and doing over the top gestures to make their point, so it's nothing to write home about. At least, the final animation of KRAAL apparently trying to peel his face off is satisfactory enough.

Final Score : 4. Apart for URM, nothing really stands out, and the twins are consistently cringeworthy.

Final Score

So without further ado, the final score equals (6+4+3+5+6+4/0.6) = 47! I'll add one discretionary point for the fact that, despite all its quirks and errors, the whole experience was overall pretty pleasant and I think it'll stick with me as a good memory. And I realize now that doing so gives it the exact same score of the first Gobliiins and five points above The Legend of Djel, so kudos to Coktel for upping their game since Bargon Attack and Emmanuelle!

Congrats on your score guess, Lugh, you earn CAPs!


I'm glad I was able to finally play through this game. I had memories of it for a long time ago and being able to make some real progress on it instead of being stuck on the second screen like the stupid kid I was made me feel like an achievement! See you around and thank you all for your attention and your comments!

CAP Distribution

100 CAPs to Alfred n the Fettuc
  • Blogger Award - 100 CAPs - for playing through Ween for everyone's enjoyment
115 CAPs to Joe Pranevich
  • Vohaul Award - 5 CAPs - for letting us know that Infamous Adventures have just released a new version of Space Quest II
  • Festive Blogger Award - 60 CAPs - for blogging through A Christmas Adventure with a bonus interlude for everyone's enjoyment
  • Classic Blogger Award - 50 CAPs - for blogging through Crash Dive for everyone's enjoyment
105 CAPs to Ilmari Jauhiainen
  • Djel Historian Award - 5 CAPs - For giving us worrying details about DJEL and AZEULISSE real relationship
  • Classic Blogger Award - 50 CAPs - for blogging through Growing Pains of Adrian Mole for everyone's enjoyment
  • Classic Blogger Award - 50 CAPs - for blogging through The Price of Magik for everyone's enjoyment
70 CAPs to Will Moczarski
  • Classic Blogger Award - 50 CAPs - for blogging through The Institute for everyone's enjoyment
  • Intermission Award - 20 CAPs - for a 1981 Summary of Med Systems Software
51 CAPs to Vetinari
  • True Companion Award - 20 CAPs - for playing along
  • Alternative Award - 6 CAPs - for giving hints about the alternative paths
  • The Ball and the Cauldron Award - 5 CAPs - for agreeing with my rambling about the copper ball transformation and alerting me about the potion mixing nightmare.
  • Psychic Prediction Award - 10 CAPs - for  being the closest guesser to the Price of Magic PISSED rating
  • Psychic Prediction Award - 10 CAPs - for correctly guessing The Institute's PISSED rating
32 CAPs to MorpheusKitami
  • True Companion Award - 20 CAPs - for playing along.
  • Back Of His Hand Award - 5 CAPs - for sharing his interesting insight on a game that he knows very well
  • Djel and Azeulisse Award - 5 CAPs - for guessing that Djel and Azeulisse were probably deadbeat parents
  • Alternative Award - 6 CAPs - for giving hints about the alternative paths
  • Size Does Matter Award - 5 CAPs - for engaging in a discussion about the two stupid twins real size
  • Lost Bet Award (Unaward?) - -10 CAPs - For betting against me that I wouldn't find the answer to the snake puzzle
  • Ho Ho Oh... Award - 1 CAP - for remembering a Christmas game we could play... but not knowing we'd already played it
20 CAPs to Mr. Sack
  • What's Your Story Award - 20 CAPs - for submitting his answers to our What's Your Story questions
15 CAPs to Lugh
  • Psychic Prediction Award - 10 CAPs - for correctly predicting the PISSED rating
  • Gene and Dean Award - 5 CAPs - for telling us about the Ween band that might have (or not) something to do with the title change
10 CAPs to Rowan Lipkovits
  • 33 and 1/3 Award - 5 CAPs - for the surprising news that games have actually been distributed on vinyl records
  • Do Androids Dream of Kindle Paperwhites Award - 5 CAPs - for knowing how reading in dreams works
10 CAPs to ShaddamnIVth
  • Minotaur Award - 5 CAPs - for actually programming a labyrinth while studying
  • Do Androids Dream of Kindle Paperwhites Award - 5 CAPs - for knowing how reading in dreams works
5 CAPs to Jonathan
  • The Doctor Is In Award - 5 CAPs - for giving us chilling details about the digitalis and its effect on rats
5 CAPs to Deano
  • Cold As Balls Award - 5 CAPs - for letting Ilmari know the likely background to the brass monkey puzzle in Price of Magik
    5 CAPs to Andy_Panthro
    • Alchemist Award - 5 CAPs - for finally explaining to me why people bite gold
    5 CAPs to Laukku
    • Pixel Filtering Award - 5 CAPs - for alerting me that my emulation software was filtering pixels
    5 CAPs to Mayhaym
    • Wario Ware Award - 5 CAPs - for appreciating that sometimes you need to pick the nose of a demon dog
    5 CAPs to Corey Cole
    • Rutabaga Award - 5 CAPs - for answering Will's question, and adding more historical context to a character from The Institute
    5 CAPs to Lisa H.
    • The Shape of Watercraft Award - 5 CAPs - for pointing out that all submarines are long, thin and full of seamen

      lundi 16 mars 2020

      Jackie Chan's Stuntmaster (PSX)

      Jackie Chan's Stuntmaster title screen
      Developer:Radical|Release Date:2000|Systems:PlayStation

      This week on Ray Hardgrit's Super Adventures, I'm playing Jackie Chan's Stuntmaster on the original PlayStation! Hang on, that's not right, I'm sure the box called it Jackie Chan: Stuntmaster. Where'd this 's' come from? Is he the Stuntmaster or is Stuntmaster his?

      There's no 's' anywhere in the US version, and in the UK it shows up in the game and the manual but not on the box. This is the opposite of important or interesting, but it's definitely weird.

      Anyway, Stuntmaster was developed by Radical Entertainment Ltd (not to be confused with Ritual Entertainment), who also made games like Mario is Missing!, Power Piggs of the Dark Age and The Simpsons: Hit & Run. Sadly their days of making their own games ended in 2012 when Prototype 2 underperformed and now they just support other Activision studios. At least that's what Wikipedia told me.

      But here's a fact for you that no one can nick from Wikipedia: this was one of the first PlayStation games I ever owned, because it came with my beautiful little second-hand PSOne. It's also the second Jackie Chan game I owned, after Jackie Chan's Action Kung Fu on the NES, but they're far from the only games with his name on. There's a bunch of them on the MSX, there's a couple of surprisingly gory Mortal Kombat-inspired arcade fighters, there are two based on the Jackie Chan Adventures cartoon, and there's even two on the XaviXPORT console.

      Wait, what the hell's a XaviXPORT?

      Read on »

      vendredi 6 mars 2020

      Storium Theory: Reading Ahead - Outcomes As Inspiration

      I've written a bit before about how challenge outcomes provide guidelines for writing during a challenge...how they provide the effective limits of what can happen during a challenge, and how they reveal what the players should be writing towards when playing Strengths and Weaknesses.

      Today, I'd just like to take a little time to look at that from a slightly different angle: Outcomes as inspiration.

      This falls along similar lines to what I said above: Challenge outcomes reveal what players should be writing towards when playing their cards.

      Because of this...challenge outcomes provide ideas.

      If you have trouble writing on a challenge, one of the first things you should do is take another look (you did take a first look, right?) at the outcomes for that challenge.

      Think about what they mean.

      What happens in the outcomes?

      What does it mean for the story?

      What does it mean for your character?

      Then, think about what events might lead to those outcomes.

      And now...think about what your character might do that causes those events.

      These steps can help you to draw inspiration from the challenge outcomes. They tell you what your character's involvement in the tale is. They tell you what the challenge means to your character - how he sees himself in the midst of the problem at hand. They tell you what your character thinks she is fighting for, or struggling to accomplish. They tell you what your character thinks is slipping away when things go wrong.

      They tell you where the possibilities lie. They tell you what paths lead to the different potential endings.

      And when you can see a path, and see what your character values in a situation, it can start to become quite a bit easier to think of what your character would do in such a situation. It gives you context, and context is an excellent guide for storytelling.

      By taking a look at where the challenge can go, you can make it easier to determine how your character can take it closer to where it can go.

      One important point, here: Even if a challenge's path is at this point "certain" - if, for instance, there are 4 Strengths and 1 Weakness or 4 Weaknesses and 1 Strength and there's only two card slots left - I still advise reading both outcomes when you're using this method. Both outcomes still provide valuable context. The Strong outcome still shows what could have gone right. The Weak outcome still shows what could have gone wrong.

      In the process, both show what your character's actions would lead towards...even if there's no longer a possibility of the challenge actually getting there. They show what can be nearly grasped...or what can be threatened, but end up avoided.

      I encourage reading outcomes ahead of time anyway, simply because of the focus they provide to the story...but they're a great resource when you need a little nudge, a little context, to get yourself thinking on just how you can progress the story of a challenge. They should not be your only resource when you need inspiration, but remember that they are there and put them to good use!

      WW1 Naval Campaign - War Is Declared !


      It's that time of year again, Easter always heralds the start of our annual Naval Campaign and this year we are focusing on early WW1, which is a great excuse to get Project Jutland out of the boxes again and of course add some new ships to the collection.

      Thankfully this time rather than doing a load of prep myself prior to the Campaign I am using the book below to guide us through our journey.


      The book was a download from Wargames Vault and is highly recommended, it has two levels, the tactical tabletop based element (report below) and a higher level Campaign Event element. I have decided to introduce the world to T'Yarkshire Ferret Newspaper, this esteemed publication will bring you the gossip and tittle tattle of the Campaign Events whilst the more traditional blog format below will bring you the blow by blow game reports. Make sure you have a good look at Ferret for the latest stories.

      The Könign Luise (or as close as I have in my collection)

      With the game reports I will be reporting what happened in our games, if you purchase the Campaign book you will find that each game has numerous potential paths that are determined by dice rolls or Campaign Events so each time you play the scenarios they have the potential of being different.

      Game 1 - Chasing Königin Luise - 5th August 1914

      In early August 14 with war imminent Jellicoe and the Grand Fleet put to sea, encouraged by the King with the following message, (they were of course further moved by the message from The King in the North Geoffrey Boycott see the latest edition of T'Ferret)

      "At this grave moment in our national history I send to you, and through you to the officers and men of the Fleet of which you have assumed command, the assurance of my confidence that under your direction they will revive and renew the old glories of the Royal Navy, and prove once again the sure shield of Britain and her Empire in the hour of trial"


      The Könign Luise was a liner that had been hastily converted to a minelayer and she had been out at sea around 30 miles off Harwich laying mines when she was sighted by two RN destroyers who were on patrol HMS Landrail and Laurel and the chase was on. I gave the Könign a couple of deck guns to liven things up.

      The game starts at 11.00 am, the two destroyers are heading East 10,000 yards behind the Könign Luise. With a top speed of 30 knots to 16 in the Destroyers favour the boilers were stoked and the game begins. Visibility is 12,000 yards but there are a number of squalls in the area where visibility is as low as 2,000.

      HMS Fearless to the rescue
      11.15 following a radio message from HMS Landrail the nearest supporting unit, a Active Class Light Cruiser Fearless appears out of the gloom 12,000 yards East of the Könign.

      11.23 First shell hit of the war as the front gun from HMS Landrail lands a hit on the deck of Könign.

      Strike One to Landrail
      11.37 The Germans haven't been asleep though and 5 Torpedo Boats V1,2,3,4 and 6 appear at full speed 12,000 yards West of Könign heading towards the Minelayer.

      German reinforcements arrive
      11.45 A squall settles over the table reducing visibility to 5,000 yards, initially leaving only the two destroyers and the Könign in sight of each other, shot continue to be traded, the Minelayer is struck a couple of times but without any critical damage. HMS Laurel is unlucky though as one of the shells from Könign finds the base of her funnel reducing her top speed by 4 knots.

      12.00 visibility increases to 7,000 yards bringing the German Torpedo Boats into visible range of the British Destroyers.

      First blood to the Germans
      12.07 The Germans sink the first ship of the game as V1 puts a round into the Magazine of the Destroyer HMS Laurel, without warning the ship explodes sinking rapidly.

      12.15 Visibility increases to 9,000 yards.


      12.23 further German ships arrive in the shape of the light cruisers Breslau, Regensberg and Rostock 10,000 yards South of the Könign.

      British Light Cruisers
      At the same time 12,000 yards to the east of Könign two British Light Cruisers in the shape of Lowestoft and Southampton steam into view.


      12.30 Meanwhile it's all getting a bit messy in the middle of the table as the close range destroyer action continues around the burning wreck of the Laurel. It's not all going the Germans way as a hit on V1 from HMS Fearless starts a fire on board the German Torpedo Boat.


      12.37 in the general Melee in the centre there is a narrow miss as the leading German TB narrowly misses HMS Fearless only for the next in line to strike her.


      12.45 The fighting in the middle is getting nasty as the photo below shows, V3 has a none exploding magazine hit whilst V6 stumbles ahead blindly with her Bridge destroyed whilst the Germans pour fire on the slow moving Fearless who is getting underway post collision.


      12.52 Torpedoes are in the water and heading towards the slowly accelerating Fearless, she is a small ship combing the tracks so all the odds are in her favour.


      13.00 in what turned out to be the final turn as Visiblity drastically reduced again due to a Squal and the Germans took their first loss, the V3 was unable to extinguish an on board fire which raged out of control.


      But at the same time even with all the odds in her favour Fearless was struck in the rudder by a torpedo causing massive damage and flooding she too quickly sank.


      But it wasn't all good news for the Germans as they lost a further two Torpedo Boats in the post action phase, one failed to deal with damage sustained in the fight, the other had sustained so much damage that she was unable to make it back to port and had to be scuttled by her crew.

      So in a quite bloody first encounter the British have lost a Light Cruiser and a Destroyer whilst the Germans have lost three Torpedo Boats, next time will see us cruising round the sights of Heligoland Blight.

      jeudi 5 mars 2020

      Apply Now To Be A GDC 2019 Conference Associate!

      Apply Now To Be A GDC 2019 Conference Associate!


      Hey there! Want to help make sure the 2019 Game Developers Conference goes off without a hitch?
      Then you should consider applying now to be a volunteer Conference Associate (CA), because you can earn the equivalent of an All-Access Pass by putting in roughly 25 hours of on-site work!
      Next year GDC 2019 runs from Monday, March 18th through Friday, March 22nd. Applicants chosen to be Conference Associates will be given pre-conference assignments and asked to attend a required orientation dinner on Sunday, March 17th! This is a paid position, so you must be eligible to work in the United States.
      If you are accepted into the program, you are expected to be on-site from the start of your pre-conference assignments through the end of the conference on the evening of Friday, March 22nd, during conference hours. Please plan accordingly so you have no job, school, or other conflicts during that time.
      What will you be doing, you ask? CA duties may include guarding doors and scanning badges, monitoring sessions, answering attendees' questions, and more. In your free time, you will be able to use your All-Access pass to do things like attend talks or visit the Expo floor.
      To apply, head over to the GDC 2019 CA application page and read the instructions. The deadline for applications closes at 11:59 PM PDT, December 21st, 2018. Applicants will be notified if they are accepted (or not) by January 10th.
      Applications submitted after the positions are filled will be offered the opportunity to be put on the waiting list. Applications will be accepted up until 11:59 pm (Pacific Time, UTC-8) on March 12th for the waiting list.
      For more details on GDC 2019 visit the show's official website, or subscribe to regular updates via FacebookTwitter, or RSS.
      Gamasutra and GDC are sibling organizations under parent company Informa

      How Free Games Like Pubg Earns Money?

      Have you ever thought that how freely available games like PUBG or COC end up earning more money than paid games? So here how it earns money :