Wednesday, January 5, 2022

Resolutions, 2022

Well, 2021 was a year, huh? Here's the work in 2022 that I'm looking forward to:
  • Release 1+ gay sex games. I have two projects that have been perpetually stuck at ~95% complete, and two that are 50% complete. It's been tricky to find time (and volition) to sit down and finally finish them. But again! 2022 is going to be the year I bet! I mean, it has to be, right??
  • "Launch" my level design book project. While the book is already open and public, I haven't been talking about it or publicizing it since there's still so many gaps and missing pages. It's a very unstable book, even though I've somehow written 100,000+ words over the past 2 years. But this year I feel like it's finally going to feel complete enough that I can start recommending it to people.
  • I'm going to start streaming again, maybe in a few months. Since my move to New Zealand last year, it's taken me a while to get settled with a more reliable schedule. Now I'm finally on my way to figuring out my routines again.
I also have a few other projects in the works, but those'll get announced later in the year. There's one in particular that's pretty unusual compared to my past work. I've been having a lot of fun making it though.

Good luck everyone, and here's hoping 2022 treats us all a bit better.

Sunday, December 19, 2021

new Quake map: "When There Were Wolves"

I made another Quake map, this time in collaboration with fellow mapper @mrtaufner for the 2021 Quake community Xmas Jam

Taufner handled the initial blockout and gameplay, while I did the art pass and tweaks. (With textures by Makkon as usual.) 

The collaboration here was ideal because I didn't feel like doing gameplay stuff, and Taufner didn't want to art pass, so we exchanged duties and took turns working on the level.

Thursday, November 11, 2021

Deathloop deconstruction / design thoughts


SPOILER WARNING: this post spoils levels, main quests, and gameplay systems in Deathloop

I guess this post is my contribution to Deathloop discourse. This is similar to my tactics games writeup and Enderal (huge Skyrim mod) writeup where I spoil some interesting game designer / systems design things. I don't discuss much of the game narrative. I assume general game design knowledge but minimal Deathloop-specific knowledge. Perfect for pretending to have played Deathloop if you find yourself talking to a game dev. Not that you should ever talk to a game dev.

Just to warn you, this post is 5700+ words with 3 sections:
  • General systems overview
  • More specific gameplay stuff -- stealth and level design notes, combat notes, invasion implementation
  • Critical path / progression overview with "beat sheet" tables

Thursday, November 4, 2021

The Forgotten City (2021) revisited

I've written previously about murder in Skyrim, epic Skyrim fan game Enderal, and a very bushy Skyrim mod called The Forgotten City. Since then, the mod makers have remade it into a UE4 standalone time loop first person RPG called... The Forgotten City (2021)

From a game dev perspective, it's been fascinating to play. They had to rebuild Skyrim systems in Unreal... but what to cut and what to recreate? In this post, I compare and contrast the original and this modern remake from a dev / design perspective.

DISCLAIMER: I played the original mod and remembered much of it, so a total newcomer's experience would probably be different. Or maybe it wouldn't? Who knows.

SPOILER WARNING: this post spoils much of what happens in The Forgotten City (2021).