Showing posts with label mods. Show all posts
Showing posts with label mods. Show all posts

Wednesday, December 5, 2012

Specially Level with Me, at Rock Paper Shotgun (updated)


Part 2 is up now. We talk about Portal 2 puzzle design, inspirations behind the underground chapters, and certainly nothing about HL3.

I talk more in this part than the other part because I'm trying to figure out why Adam Foster's work is so good -- is it because his floorplans are so 3D and holistic? Is it his bold use of symmetry in places? Someplace Else has a structure you don't see in-game: the alien complex has a spine, ribcage, and even some kind of pelvis with vestigial legs. I thought Half-Life 1's r_speeds were keeping him from linking all the areas and making this structure more apparent, but after the interview, I think it's more that he likes keeping some secrets to himself.

And to "justAModsLover": I totally forgot about the Someplace Else port, and I'm going to make that my winter project.


Part 1 of my interview with Adam Foster, fancy modding celebrity genius / Portal 2 level designer / one of Valve's ARG masterminds, is now up. (And, okay, I ask him about HL3 in part 2...)

I hope people notice my image curation cleverness re: putting a screenshot of his older HL1 mod Parallax with a giant funicular cargo lift next to a more recent screenshot from Nightwatch with a giant funicular cargo lift. Gotta love the hazard stripe trims. In both levels, these were pretty big epic setpieces and more or less define how the rest of the level is structured. The best part is that they all contradict the original funicular setpiece from HL1, the slow headcraby-descent in the middle of Unforeseen Consequences -- there are no monsters suddenly spawning in either of Foster's versions (if I remember correctly in Parallax?) so you just enjoy the ride and scenery, though you're probably on edge the entire time.

If you're an Adam Foster fan, I do encourage you to check-out Parallax. It's so old and a bit buggy, but the structure still feels pretty modern.

Monday, November 26, 2012

Radiator Blog: Three Year Anniversary


Wow, I've been blogging here for about 3 years now. This blog is now approaching the end of its toddler years. Much like last year, and the year before, here's a "greatest hits" compilation of this past year's posts:

(Oh, and feel free to have some cake. Forks and plates are over there, on the table.)

GAME ARCHITECTURE CRITICISM

COMMISSIONS
  • Level With Me, a post-mortem. A Portal 2 mod I did for Rock Paper Shotgun. The level design is some of my better work, and I like the idea of game journalism in the form of games, but it seemed somewhat cooly received. I have to conclude that it must simply be not as good as I think it is... or that Portal 2 players are super lame.
  • The Future of the FPS, written for PC Gamer UK in issue 240. A short essay and list of really cool indie FPS games and how they're changing the genre, kind of the basis for my later RPS series. Thanks Graham!
  • A People's History of the FPS. A three-part essay series for Rock Paper Shotgun that argues mods are transcending their video game bodies, becoming genuine culture that is increasingly independent of the products that they're meant to be "modding" and adding value to.

ON GAME NARRATIVE
  • The myth of psychological realism in narrative. Argues that thinking of fictional characters as "people" is meaningless for a writer. It is much more useful to write by thinking of a character as a vehicle for plot, and let the player fill-in character for themselves.
  • Dishonored fails as an immersive sim in its first minute. The simulation should be "immersive" -- meaning, the scope of it should be consistent and everywhere. Scripting special cases goes against this genre dogma.
  • Dishonored uses the Heart to lie to you. You'd expect the Heart to be an unreliable narrator of some sort, but it doesn't lie to you with narrative -- it lies to you through gameplay and psychological framing.
  • "Stair K": architecture criticism, Thief, and a coffee maker. Situates Thief as dialog on social class and urban architecture. (e.g. stairs are invisible to rich people who take taxis, not subways, and frequent buildings with abundances of elevators) It argues that in Thief, stealing is framed as an ethical act because the rich deny the truth and infrastructure of cities.
  • Thief 1's "Assassins" and its environmental storytelling. I really hate the type of analysis that just thinks of game narrative as a static text that you read -- game narrative is also a game design tool, a way to make the game better to play. Games tell stories, yes, but those stories tell games too.
  • What do simulations simulate? Argues that a simulation gap is important for framing a narrative.
  • The structure of Sleep No More (part 1, no spoilers) and (part 2, detailed and spoilery). You paid a lot to see this damn show everyone's raving about and now you're inside, on a timer. Are you going to spend your valuable time (a) reading faint scribbles on random pieces of paper under a dim flickering light-bulb or (b) follow the crazy naked people who have an interpretive dance orgy in a blood-smeared disco?

    I still think a lot of "game critics on Sleep No More" like the idea of it more than how people actually consume it -- unfortunately, reading is boring and performance is captivating. So I argue the readables function as set dressing to assure you of the production's expense, not to serve as barely coherent narrative in a familiar plot that's hundreds of years old. Of course, the dancing's fantastic, but I guess it's hard to argue for the value of dance to gamer culture.
  • Rule Databases for Contextual Narrative. On modding Valve's dynamic self-branching conversation system and using it to author dynamic self-branching narrative, and how Emily Short's already doing something like that, naturally. I think it's one of the more promising directions toward a holy grail of procedural narrative.
  • Balls and conversation: let's narrativize the sports genre. I really love baseball movies, but I'm really bored by the focus on statistics, which is probably why Moneyball sucked. There's a rich tradition of sports narratives in film and literature, but in video games it's conspicuously absent. Let's change that.
  • "Do you think shooters take themselves too seriously?" We watch blockbusters in a special way, I think, but the gulf between action films and action games is this: the films are structured to be human and sympathetic, but games are sociopathic and mean. This is a game narrative writing problem.

ON GAME CULTURE
  • Frog Fractions should really win something at the IGF.
  • On appreciating the UV texture flat as fine art. Here, I propose three aesthetic modes for enjoying texture flats on their own merits and glorifying them as authentic game art, rather than the silly concept art we parade as game art. I later re-wrote this piece for Game Developer magazine, as "Loving the Bones."
  • Desperate Gods and rules-forcing in games. Pretty recent, but I think it's a good summary of current thought on the issue -- if you can play a game of Starcraft in your head, and Starcraft exists fundamentally more as a mental construct than a product, then why can't we just argue the rules of Starcraft in the same way we interpret and amend the laws of board games.
  • On grad school for games / what studying at Parsons was like. Imagine a cohort of game developers from all around the world, and 50% are women, and 10% aren't straight people. Parsons is like the rainforest: diverse, beautiful, and vital to the global ecosystem -- but it's also humid, with lots of insects everywhere, and it's constantly in danger of deforestation. It's not for some people, while others will really grow to love it.

GAME CONFERENCE / FESTIVAL NOTES
  • Why Indiecade is the best games conference / festival I've ever been to. It might sound like hyperbole but it really isn't.
  • I spoke at Games for Change this past year, on LGBTQ attitudes and developers in games. It went great. I began with "I'm Robert Yang, and I'm a practicing homosexual" -- and the entire auditorium erupted in applause and cheering. It was an amazing feeling.
  • Notes on the Games for Change industry. Fun fact: I got into an argument with a G4C speaker in the comments. His stance -- yeah the games suck, but people want to put a lot of money into this, so just accept it. My stance -- art should be a free or reasonably available public good, not a product.
  • How the worst part of the game industry uses PAX East to teabag your entire face with its cancerous scrotum. I encourage everyone to go to at least one big mass market game convention, because that's when you will know what "indie" really means and you'll realize how small, puny, and insignificant we "video game intelligentsia" really are. The sheer amount of money being thrown around in this industry is insane -- the money spent on a 20-foot tall Blops booth-complex, blaring out noise at a regular interval, is a huge contrast to the humility and humanity of indie game culture.
  • What were the main trends of GDC 2012? A look-back on what happened and what stuck out as significant.

    UNITY TUTORIALS / RESOURCES
    • Shader-based worldspace UVs ("triplanar") in Unity. The worst thing about BioShock's environments is the cookie-cutter feel of the game architecture, the result of modular building in game engines today. The scale and proportions don't feel human or plausible. To me, one answer is to embrace old school BSP construction techniques with procedural UVs so that you can scale your primitives to arbitrary sizes without texture stretching.
    • How to integrate Unity and Twine. Notes on Unity's web player JS hooks, and how that can feed into Twine's JS, or any webpage's JS, really.
    • How to dig holes in Unity terrains. How to use depth mask meshes to selectively mask geometry, then disable the terrain collider temporarily.
    • The best Unity tutorial writer in the world. He really is. I'd pay him to write a book, in fact, but unfortunately I'm poor.

    Friday, October 5, 2012

    MINERVA Month!

    As queen of all mod-dom, I do declare October to be MINERVA Month -- this year, celebrating the 5th anniversary of Adam Foster's MINERVA: Metastasis! Loyal acolytes are hereby advised to investigate new documents leaked to the public: https://hylobatidae.org/minerva/blogsheep.php?action=articleinfo&id=115

    Also, look out for some MINERVA-related things, due out for later this month, if the stars align...

    Wednesday, September 19, 2012

    A People's History of the FPS, on Rock Paper Shotgun


    I've turned my No Show Conference talk into a 3-part essay series for Rock Paper Shotgun. It argues for a long-standing but suppressed tradition of non-industry involvement in the first-person genre, and that the nascent "renaissance of the FPS" isn't really that recent. Instead, we mentally blocked out the "innovation", then complained why there wasn't any innovation.

    Part 1 talks about the Doom WAD scene and the murder of Myst.

    Part 2 argues that FPS mods were a way to break into the game industry, so we had to think like the industry too, even if it was dysfunctional / self-destructive for us to do so.

    Part 3 observes that many people mod today without any regard for an industry job, and the career path for post-amateur modders is now unclear because of the indie scene. It also argues that many mods are now "postmods" in that they don't care if they ever get played, among other reasons.

    Wednesday, July 11, 2012

    On Planet Phillip entering hibernation.

    I've never really agreed with his attitude / his community's general attitude towards art and level design, but I always deeply respected Phillip's mission to exist as a hub for single player Half-Life 2 maps and mods. I'm sure it took a lot of work to keep the community running and to keep putting up new content, and I guess it was finally encroaching too much on his personal life and other projects -- so now it seems that Planet Phillip is going into a sort of hibernation.

    Thanks for existing for all these years, Mr. Marlowe.

    Well, I predict you're actually going to come out of retirement soon, if only briefly, within the next few months. Some little birdies have been chattering about a certain improbable mod approaching completion...

    Wednesday, May 2, 2012

    Ode to Neil / Jed "Wunderboy" Jedrzejewski

    The Source modder community has always been a bit apocalyptic, but still its community leaders generally kept things going. Jed has been one of the most selfless and important mod tool developers out there since 2002: his updated Half-Life 1 model viewer with alpha texture support, his collaboration with Nem on VTFEdit / VTFLib, his early work on 3DS Max plugins, and the VTF Thumbnails plugins... all his tools were utterly indispensable.

    On April 8th, he announced his "retirement" from the mod community, citing real-life stuff / general disenchantment with modding / the stagnation of his own Source mod, Ham & Jam.

    I won't chastise Valve. Given what we now know from their employee handbook, you'd do the same too: you'd work on Half-Life 3 or Portal 5 or something new entirely, with all of your friends, instead of fixing an outdated SDK for an old engine branch that a handful of ungrateful fans use. Would you rather do fulfilling work or thankless work?

    Anyway. Thanks for everything, Jed.

    Sunday, February 26, 2012

    Koumei Satou working on a sequel to Mistake of Pythagoras? Or probably not.

    Longtime Half-Life 1 / Source mod players may remember Koumei Satou, who made crazy quirky single player mods like Sweet Half-Life (HEV scientists with SMGs; a boss fight in the room from Brazil), Peaces Like Us (one of the first mods with friendly Xen aliens), and Mistake of Pythagoras (an HL2 mod where one of the puzzles is deriving the Pythagorean theorem!)

    Now, apparently, he has some sort of blog post where he's talking about workflow from Hammer to XSI Mod Tool to SketchUp to Hammer (?!) and it looks like some sort of sequel to Mistake of Pythagoras. The machine translation of the page doesn't provide much more insight, it sounds more like he's lamenting that everyone's ditching the Source mod scene for UDK and Unity. Am I reading correctly?

    (Thanks to @Orihaus for the info)

    Thursday, February 23, 2012

    Dear Esther


    From the Wikipedia article on "cut-up technique," emphasis mine:

    A precedent of the technique occurred during a Dadaist rally in the 1920s in which Tristan Tzara offered to create a poem on the spot by pulling words at random from a hat. [...] Gysin introduced Burroughs to the technique at the Beat Hotel. The pair later applied the technique to printed media and audio recordings in an effort to decode the material's implicit content, hypothesizing that such a technique could be used to discover the true meaning of a given text. Burroughs also suggested cut-ups may be effective as a form of divination saying, "When you cut into the present the future leaks out."

    See also "unreliable narrator," "lyrical poetry," and "ludodiegesis." Though some people would rather argue that poetry is supposed to be straightforward and accessible and worth $10 of some arbitrary unit of entertainment?

    I imagine it'd be fairly easy to rig Hammer to make custom Dear Esther levels. Coming soon: "Dearer Esther."

    Thursday, February 16, 2012

    "Prisoner" by Frank Lantz, a forgotten bit of "art mod" history.


    Here's a bit of archaeology for you: in March 2003, a guy named Frank Lantz made a mod called "Prisoner." Google returns approximately zero results on this matter, so it's safe to say that pretty much no one's played this fairly early "art mod." In fact, it's so esoteric it makes my own art mod stuff look like Call of Duty, but I think by the end, through grace of repetition, it's still fairly straightforward and earnest. (Or if you're lost, you can take a look at his list of references to glean some meaning.)

    The maps are incredibly spartan and unsophisticated by the standard of the Half-Life 1 mod scene at the time (Adam Foster's Someplace Else, Muddasheep's Half-Quake Amen, and unreleased thing called "Nightwatch") but again, much like with The Stanley Parable or Dear Esther, the point is that the author was an outsider, capable of making something more conceptually complex to compensate for the lack of technical finesse, or maybe we're all just full of artsy bullshit, who knows.

    Still, it's neat to see what the current director of NYU's game design MFA program was doing about ten years ago -- well, other than living in Hoboken and playing a lot of poker -- so in the public interest, with Mr. Lantz's permission, I have repackaged it into a Steam-compatible Half-Life 1 mod for you to try.

    1) Download it here, 2) unzip it to SteamApps\[account_name]\half-life\, 3) restart Steam, then 4) double-click on "Prisoner" in your game list. Again, you'll need a copy of Half-Life 1 on Steam to play it.


    (Conceptually, it reminds me a bit of Ludum Dare 21 entry "Bathos" by Johan Peitz.)

    Wednesday, February 1, 2012

    Skyrim, Steam Workshop, and the means of mod distribution



    Auto-updating Skyrim mods sound amazing to me, but you have to wonder what will happen to the existing infrastructure; this move is extremely disruptive. Will Skyrim Nexus become a ghetto of unlicensed content / adult mods? ModDB will miss out on this entirely too. Sure, they'll say Steam Workshop is "optional" -- but if all the best mods are auto-updated with one-click installation, the player base will move and it won't really be optional anymore.

    As Bethesda moves to weaponize mods like no one else before, and assumes an Apple-ish App Store relationship to its games and peoples' mods, you have to wonder what the effect of oversight and censorship will be.

    Can your Steam account get banned from the Steam Workshop? If you make works that are critical of Bethesda's practices, can they just ban and silence you forever? Will there be room for LGBTQ-themed content or will it be institutionally repressed, as on the App Store? What if people start harassing your Steam account because you made a mod they didn't like? Is this more than an attempt to make sure they don't have another nudity-mod ESRB scandal that rocked Oblivion?

    That isn't to say Skyrim Nexus doesn't police / censor their content too, but they certainly had a lot less to lose.

    Game mods, like all games, can be used as political forms of speech. It's always a little spooky when someone decides to change the means of distributing that speech. We might not realize what we've lost, if anything, until it's gone.

    Maybe everything will be fine and it'll be a new golden age of mods... or maybe we'll be setting up tents to occupy the Steam Workshop one day. What could be paradise here and now could just as easily become hell itself.

    Friday, January 27, 2012

    THAT Mod, by Axel "Xenon" Shokk




    I just wanted to remind people that this existed, because it didn't get nearly as much coverage as it deserved.  It reminds me of an alternate universe GeoComp, where Sparth wouldn't have been so heavily influential in emphasizing economy of form rather than some crazy acid-induced color vomit -- and I truly use the word "vomit" in the best sense possible because walking through these places is fascinating as Xenon dances on the edges of realism so delightfully. Again, we must thank the indie FPS community.

    I also remember reading somewhere that he was working on a sequel in Unity3D...

    Download THAT Mod @ ModDB. (132 mb)
    (Source SDK Base 2007 required... so basically, it's free.)

    Thursday, December 22, 2011

    Level With Me, a Portal 2 mod


    STARING EYES! It's unofficially Radiator vol. 3, and the only mod I'll have put out in the last two years. Watch this space as release is pretty imminent, and thanks for reading. We'll see if people hate it or love it.

    EDIT: It's out now. Try it out. A typical run-through for me is about 30 minutes long, so that means it'll take the average Portal 2 player about 1-2 hours. If you get stuck on the first chapter, then just skip to the second, it's really not a big deal.






    Tuesday, December 6, 2011

    Portal 2 Modding Minutiae

    While working on Level With Me, I've gathered a set of random Portal 2 modding knowledge that might be useful. Please profit from my trial and error:
    • If you want to have your levels selectable from the menu and everything, you have to make your own custom VPK to override some menu scripts, and reskin the "Extras" menu to appear to be the single player menu. Marcus McKay has a comprehensive tutorial here.
    • Currently, custom sounds don't automatically get added to the sound cache, so you'll always get errors that the "file is missing from the repository" or something when you play the sounds in-game. You can either re-build your entire sound cache every time, or use PakRat to pack the sounds into the BSP. It's just another extra step to the map compile pipeline. More details here.
    • Switching videos dynamically, in-game, is kind of problematic. Only the first set of .BIK files get cached, so when you load the rest, there's a slight hitch. Maybe if you make a set of invisible vgui_movie_display entities in some hidden room, the map will pre-cache those files? Also, to switch a movie, the only method I've been able to find (with varying degrees of success) is to send a "TakeOverAsMaster" input to a former vgui_movie_display slave, which seems to "refresh" the entire entity group.
    • The lighting in the elevator rooms will only work if you compile vrad.exe with -staticproppolys or something, otherwise the ceiling rotors always block the light_spot entity. It's a feature.
    • When you buildcubemaps, you have to quit, use mat_reloadallmaterials, then load the map again to get the cubemaps showing.

    Monday, November 14, 2011

    "Water" mod is out.



    From the HL2 Short Story team comes "Water," a third person adventure game with some light turn-based combat, clever NPC-based puzzles, and really pretty environments. When I alpha-tested some earlier versions, it was already pretty solid and playable, so I can only imagine it's even nicer now.

    You only need Source SDK Base 2007 to play, which comes with any Source-powered game. So you probably have it. Just go and download / play this fitting swan song of a seven year old mod community. It'll last you a good hour or two.

    Friday, October 14, 2011

    Frontiers, and why I'm afraid of working with multiplayer.

    Frontiers is a multiplayer Half-Life 2 mod where one team is border guards and the other team is refugees, with environments and visuals based on real-life diaspora. The concept is very compelling... but I'll never get to play it, since it's real-time multiplayer and relies on a live, sustained player base that it'll never have.

    This is why "serious games" and messaged-based games, in my mind, should never require more than a handful of players (or ideally, 1 or 2) to deliver its rhetoric -- or they should use asynchronous multiplayer -- because this is how a game dies. In contrast, single player games live forever.

    I don't want to say, "don't make real-time multiplayer games," because that sounds awful. But I guess I'm saying it. I don't see any way around it.

    Thursday, August 4, 2011

    The Stanley Parable, by Davey Wreden

    I'm a bit late on the trolley here, but here's the latest postmodernist / poststructuralist artsy Source mod to hit the scene -- it's Davey Wreden's "The Stanley Parable." Relatively spoiler-free critique follows:
    • Tree of life. There are lot of branching points in this game. Do they matter or not? You'll see. I will say, though, that critiquing the Branch as a ludonarrative structure is becoming increasingly misplaced these days because no one is defending it. Take the Landsmeet in Dragon Age 1, or Deirdra Kiai's "Chivalry is not Dead" -- there are so many branches and interactions, they're more "bushy" than "branchy," to the point that you can just barely distinguish between branches -- and if it's in both an AAA console action game and an indie PC-only notgame, it's safe to say that bushiness is a growing design practice.
    • Them thematics. The level design says a lot. Some of it has been said before (and maybe with more subtlety) and some of it is novel and predicts your reactions uncannily. I hate to call it a "trick," but the level design has a lot of tricks, much like Ian Snyder's "Feign" or Alexander Bruce's "Hazard: The Journey of Life" "Antichamber" or even the stuff I do in Radiator. These devices work once and only once... Which is okay. Tricks aren't bad.
    • Sotto voce. There's a lot of voice acting involved here, and (at least to American ears) the British tone is incredibly resonant and charming. To be fair, some of the credit should go to Wreden for writing a decent script too. It's all very well-done and probably the stand-out feature of this mod, though it's important to NEVER press "Escape" to go to the menu or it'll desync a lot of the dialogue.
    • Theme songs. I didn't like his choice or use of music. It was a missed opportunity to do more with the sound in general. I suspect Wreden was still learning the toolset (more on that later) because this type of thing is ripe for soundscapes and fun setpieces that might've interacted with the voice acting.

    Wednesday, August 3, 2011

    Nostalgic for the Collective

    Valve operates 2 main mod community presences: the Valve Developer wiki (with occasional transfusions from the private licensee wiki) and the Steam forums for the Source SDK; a quiet library and a McDonald's. It didn't always used to be like this.

    Back in the rose-colored days of Half-Life 1 modding, among those wondrous whisper-filled parties in East Hampton manors with the incorrigible antics of Gilda Gray, Valve staffed a dedicated liaison named Chris "Autolycus" Bokitch who actively maintained the Valve Editing Resource Center. The Valve-ERC brought together a loose confederation of websites and tools across the entire modding food chain:
    • The Spirit of Half-Life, a sort of open source Valve-sanctioned "skunkworks" mod intended to boost other mods, with stuff like a particle system and entity parenting.
    • Map reviewers (Pixel Maps for TFC, Ten-Four for HL1)
    • Small single player map contests on the main VERC site 
    • Anomalous Materials, a forum for discussing experimental design projects
    • Entity references and tutorials, then partly outsourced to Handy Vandal's Almanac and TFMapped
    • Remote Compile System; upload your map, let some servers bake it, then get an e-mail when it's done
    The last few years, it also hosted the first Source SDK reference docs and what I consider to be the crowning achievement, the "VERC Collective."

    Thursday, July 21, 2011

    Whoopservatory


    Magnar has finally released his newest Half-Life 2: Episode Two single player masterpiece, "Whoopservatory." It uses a pretty clever mechanic with an equally clever implementation, but I suggest you just go into it without knowing anything more. You'll like it but wish the end was more "meaty." (Disclosure: I beta-tested this.)

    DOWNLOAD HERE.

    Tuesday, July 19, 2011

    Source Shader Editor v0.1



    Whoa. If Valve had job titles, they should hire this "BiohazardPro" guy as a tools programmer or something. It also comes a little too late for the now kinda-comatose mod community, but still, Rob Briscoe could get some good use out of it, though it probably doesn't fit very neatly into the Portal 2 codebase they're using for Dear Esther.

    Maybe if it dovetails with that ambiguous "we'll make the SDK free" thing, it could be just the defibrillator we need for the mod scene?

    For technical details and implementation, check out the surprisingly substantial docs on the wiki.

    Wednesday, June 29, 2011

    Unity for Source Modders


    I still make Source mods and I like it, don't get me wrong -- there's no harm in a little experimentation though, right? Now, if you make levels for Source Engine stuff then you already have the skills to start using Unity. Think of it as learning another language and being bilingual or multilingual. Here are some general concepts from Source, their translations in Unity, and some tips:

    > In the Unity editor, hold right-click in 3D camera view to enable WASD / mouse-look / noclip-style navigation, just like in Hammer. Hold "Shift" to sprint. This is probably the single most important thing for you to remember that you might not've figured out immediately.