Something pretty cool

Eskil Steenberg just updated the Love client with an option to export the entire game world, all 300MB’s of it.

He’s also supplied the texture file, so you can have your own model.

Someone on GL has already gone and dropped it into unity.

http://gaminglove.net/forums/showthread.php?t=1179

Getting the export working

Exporting nif files from C4D has been a massive pain, anyway, got it working.

First, I need to install Blender, in a correct way, otherwise it won’t work.

Then, export the file as a .obj from C4D. Import than file into Blender, and then, finally export as .nif

Stalker and the zone of alienation

An awesome article by Jim Rossignol about Chernobyl and how the charged narrative found in both the film and the game are a result of the history behind the zone.

During the period in which 3D videogames began to use textures imported from photography, rather than hand-drawn pixel tiles, it became common to hear game developers discuss their photo references.

Drew Markham, director of Return To Castle Wolfenstein, spent the 2001 pre-release press tour for his game talking about the time he had spent in Europe, sourcing textures from “real” locations that had played host to the war. Crumbling French flagstones, Teutonic concretes, and other useful built surfaces: these details would add a certain level of authenticity that other games lacked. When the Wolfenstein sequel finally arrived, British gaming journalists were amused to see the ubiquitous British “H” fire hydrant signs scattered deep within the occult bunkers of Himmler’s SS Paranormal Division.

Link.

Google Reader knows me too well

Some good images I found from a recommended post on my Google Reader.

From the last post

This is the level in question. Mark probably shouldn’t watch it, lots of flashing colours.

Map Design

I just came across an incredibly interesting article that’s making me want to rethink my proposal for the Virtual Space module, here’s a short excerpt of the article.

The game we were playing was Action Half-Life, an immaculately balanced mod built from a dream of FPS multiplayer combat that was more cinematic and less twitchy than what was offered at the time. AHL was our Counter-Strike, except it was slower and had more room for heroics and villainy.

But AHL was also the favoured mod of a mad cabal of mappers who obsessed over easter eggs. What had started as the routine addition of little secrets which l33t players could show their friends quickly spiraled out of all proportion as AHL grew in popularity, and soon levels were being unleashed on the community with entire levels hidden inside them, mazes so big, inventive and intricate that the PC modding scene hasn’t seen the likes of them since.

And if the AHL community was the mecca for crazy mappers, then Hondo was God. The immaculate deathmatch maps Hondo constructed were dwarfed by the secrets buried underneath them, areas so cruel, opaque and imaginative they felt like claustrophobic expeditions into a broken mind.

Two of Hondo’s secrets even tied together into a single epic saga where players traveled through time trying to defeat an inter-dimensional beast known as Hgrethedelon, who appeared as a giant, unblinking eye. To look upon Hgrethedelon was death, and one of these two linked secrets ended with players marooned on a floating island that gradually broke apart to reveal a city-sized eye staring up at them. Players were giving no choice but to fall into the inky iris, and drown.

AHL_5AM was Hondo’s swansong– on the surface a cramped city downtown intelligently designed to facilitate action and player motion, few of the players who dived around it blowing holes in one other knew what lay beneath their feet. Behind a secret portal in 5AM was a labyrinth so nightmarish that the only person who knew the way through was Hondo himself. No player had ever seen the end of it, and trying to decompile 5AM to look at it in a map editor would crash whatever software you were using.

So, of course my friends and I had to try and beat it.

Full article over at Rock, Paper, Shotgun.

What I find so interesting about this is that it’s just absolutely crazy. At the face of it, Hondo was just making Deathmatch maps, but when you dug deeper, there was this absolutely insane easter egg hidden deep inside and, well, it’s just not something you really get to experience in gaming, and that’s a damned shame.

Here’s a video of the first part of one of his maps.

Virtual Space design docs

Concept Proposal

Contextual Analysis

Virtual Space — Love

As a few people probably already know, I’ve been playing a lot of a game called Love recently. It’s developed solely by Eskil Steenberg, a programming genius and all around nice guy.

I think Love is relevant to this module because it revolves around a procedurally related world, it’s very much the definition of a virtual space, which you can edit almost to your hearts desire.

The game world is constantly changing, with AI bases springing up and then being destroyed all across the globe, players build settlements which inevitably get wiped out by marauding AI.

It’s very much a virtual playground.