TRAUMA – Reloaded

As expected, because of the delay I wasn’t quite able to reach beta yet. I’m missing at least one weekend. But on the bright side, the holiday break at Cologne Game Lab starts this week and I will attempt to power through starting next Thursday.

Also, I got some good work done. This will be a bit more technical so feel free to skip. I went trough all the code and identified instances of things being loaded. It is an impressive list but I managed to make a sense of it and come up with a plan on how to pull everything together into a unified structure.

Level Load List

The final to-do list!

And I also already started laying down the fundaments of that framework. For starters, I was able to remove some loads by including the assets directly in the .swf file. The size of the .swf jumped up to 800kb but that should be Ok nowadays. The rest of the data needs to be loaded dynamically. I don’t want ALL of the data to be transferred from my server every time somebody accidentally fires up the game. Instead, I want to load the level data only when it is needed.

Then I wrote class for handling the loading of XML files. The entire game needs a total of 23 XML files that contain all sorts of important data. Until now the code was never able to cope with one of them failing to load. Now there is proper error checking and even a custom timeout that checks if it takes too long. I hate it when users lose patience before a software does.

But the most important part is that I wrote a crucial class for managing game mirrors. You see, I want to upload the game data on different servers. I want to be able to control where the various copies of the game load their data from in case there is a shortage of bandwidth. I also want to provide some fail-safes just in case a server is temporarily unavailable. So I have implemented a system that manages alternative URLs for each and every file, keeps track of priority, availability, load failures and successes, etc. This may sound like over the top but considering that each and every photo needs to be loaded individually, just one botched up URL request could have the potential to make the game grind to halt otherwise.

Both classes are really fundamental to this final task and I’m glad I finally got them down. The game loads 4 different types of files: XML files, images, sounds and movies. Using the new XML Loader class I can easily create derivatives for the other kinds of data. Also, the mirror management class can be easily used by all types of data without the need of changing anything.

As you can see I have a comprehensive to-do list. Generally, all is left to do is to implement a dialogue box for error messages and writing custom loaders for the other types of files. Otherwise, some of the stuff actually works already. Using the new systems, I was able to load all the 23 XMLs directly from my server today. Smells like beta already…

Monster Hunter Portable 3rd: First Impression

Monster Hunter Portable 3rd just arrived. There is so much to say about it and so little time. Even worse, there is so much to PLAY but so little time. But in a nutshell, they finally got it right. It is the definitive Monster Hunter experience to date. It’s incredibly deep, it’s rich in content, it’s beautiful and it’s polished. But there is a downside. Sadly, the game is available only in Japanese, so I’m not able to enjoy the full extent of the possibilities. So for example, simply using all the menus can get quite difficult and confusing at times. There are just so many different options and data. Of course translations such as the one provided by Social Dissonance help a lot:

There is even an entire Wiki dedicated to helping people with the translation. And sure, the game is playable this way. But I can’t shake the feeling that I’m missing a lot of secondary information because I can’t be bothered to check the Wiki every time I open a new menu. I’m looking forward to the day the game comes out in the west.

A lot of my difficulties also come simply from the fact that I never actually played a Monster Hunter on the PSP. I started out wit Monster Hunter Tri on the Wii. As it happens, Tri was somewhat an oddball. They changed a lot about the structure of the game. Some portions of the game were boiled down a little in Tri. For example, there were a lot less weapons, the Farm was simpler, etc. Out of curiosity, I picked up Monster Hunter Freedom Unite and I was surprised to see how similar in structure 3rd and Freedom Unite are. But then, it’s also shocking to see how much the game really improved since Freedom Unite.

And that’s where the lessons from Monster Hunter Tri come in. The levels in 3rd are party adopted from Tri, party new. They all follow a very different philosophy from Freedom Unite. They are incredibly rich in detail. Every section is unique and dense in interactive and visual objects. Compared to that, the levels in Freedom Unite look bland and barren. Also, the entire graphic design of the game comes with a ton of polish. All menus are crisp and elaborate. For example, all items are represented by tiny, sharp, vivid and extremely well recognizable icons. This is something I appreciate a lot when I actuarially can’t read a thing. But it’s also a step above the shabby menu design of Freedom Unite. The general layout is comparable, but next to 3rd, the menus of Freedom Unite look like alpha placeholders. Also, the menus in 3rd always seem to convey yet another layer of vital information. I’ll gladly point out some favorites when the western version comes out.

I’m enjoying the game a lot. The language barrier is big. But for Monster Hunter enthusiasts with Freedom Unite experience it shouldn’t be unsurmountable. So if you can’t wait, I do recommend importing.

Monster Hunter Podcast Episode 17

monster hunter podcast

On this episode of the Monster Hunter Podcast: Three on PSP. The thee musketeers all moved on to playing Monster Hunter games on the PSP this week. Join us as we discuss all sorts of different topics, especially 3rd and Freedom Unite.

Get the Episode here.
The RSS Feed is here.
Get us in iTunes here.

The Tumblr Blog here.

Enjoy!

Enter the Dragon

Space Geekout. Our civilization has reached yet another important step. A private company was able to launch a vehicle into Earth orbit. I’m talking about the recent successful launch of the SpaceX Dragon capsule.

Why is this important? Well, while I’m really curious what projects like Space Ship Two will do, I can’t shake the feeling that they are doing a huge show about a not very significant achievement. Yes, they have a plane that can go very high… for a plane. It can reach the edge of space (100km) but that’s not what spaceflight is about. Spaceflight really begins in orbit. Low Earth Orbit is at TWICE that height. And not only that, you also need to go at 30 times the speed of sound to stay there. Space Ship Two is nowhere near that. In order to go to orbit, they need to come up with a more ambitious setup. And I’m looking forward to that.

Meanwhile, SpaceX built a dumb, simple rocket. It’s apparently optimized for simplicity and economy. I like that. That’s something NASA just can’t do. It’s an organization with very different goals. And indeed, if you take a look at the photos of SpaceX installations, it all looks so low-fi mundane. Compare their launch setup to the NASA Arex I-X behemoth. SpaceX has some light scaffolding and a couple of sheds. NASA uses a giant transforming fortress of steel.

Falcon9 vs Ares

What do you need all that Junk for, NASA? This isn’t Rocket Science…well it kinda is… but you know what I mean!

To be fair, the Falcon 9 setup in that picture may not be the actual launch configuration. Still, the rocket just LOOKS less complex, less expensive, less intimidating. After all the the years NASA sold us the idea that going to space was so damn difficult, it’s quite refreshing to see a different approach.

Finally, there is one last thing about SpaceX which makes me really exited. I noticed it before but fellow Indie Developer Yacine Salmi remided me recently.

They have a freaking pricing page! http://www.spacex.com/falcon9.php#pricing_and_performance

Let’s Play

Ooops! It looks like I have missed two posts recently. And I don’t even have an excuse. I need to get a grip here.

I think I have already written something about the Let’s Play scene on YouTube. But I was recently catching up with the epic Let’s Play Monster Hunter Tri of my podcast partner Social Dissonance and I was reminded of how fascinating and weird this new culture is.

Contrary to a Let’s Play, the idea of a Speed Run or some oder kind of exhibit of extraordinary skill caught on video is pretty obvious. It’s a perfectly orchestrated, document of a very rare and precious spectacle. It’s intended to amaze the audience by it’s flawlessness. It’s also a way for the player to boast with his superior skills.

A Walktrough is slightly different, yet equally understandable. It doesn’t necessarily show off complete mastery of the game. But it shows still successful and competent play. It’s often presented in such a way that it can help players struggling with a certain challenge. To that end, it is often narrated.

Yet, in both cases failure is often edited out. Only successful runs are shown. This is where E-Sport replays come in. Those are replays of highly skilled players competing with each other. Like in a Speed Run, they are exhibits of spectacular skill, often unattainable by regular players. However, unlike a Speed Run or a Walktrough, by their very definition they show the defeat of one of the players. Additional commentary helps in emotionalizing the events and highlighting the important events. Quite often, the commentary also contains critique of the players which can potentially cross over into teaching the audience high-level strategies. In cases like the commentary by Day9, the border between Tutorial and E-Sport commentary becomes completely dissolved.

So what is a Let’s Play then? It’s not the exhibit of extraordinary skill. Failure is often part of the program. And it’s not even failure against extraordinary odds. Quite often it’s about mundane blunders and difficulties every day players know too well. There is some commentary involved and it blurs quite often into a Walktrough. But unlike in a Walktrough, the less successful attempts are also part of the game.

Social Dissonance is a good example. He is a very skilled player who already posted a lot of Walktroughs for various fights. His Let’s Play however, often contains sequences with a lot of mistakes and failures. For example, the Great Sword fight against the Lagiacrus takes almost 16 minutes. Social Dissonance often finds himself in a very vulnerable position and doesn’t seem to get the most out of his weapon.

But of course, this is still highly competent play. Many regular players (me included) would take easily 3 times that long or even simply die. On the other hand, Social Dissonance doesn’t upload the fights where he actually died and attempts to keep the time for each fight beneath the length restrictions of YouTube. He specifically fights ever monster with every weapon, which is more than most players do. But then, he doesn’t show the grinding for items, which is an important part of the game.

Still, his Let’s Play comes out much less perfect than his Walktroughs and it conveys much more faithfully the actual experience of playing the game. Which brings me to a final observation on the Let’s Play videos. There is some discussion about how to preserve games. Even technologically it seems like a difficult challenge. Hardware won’t remain functional forever and emulators don’t convey the real thing. The Let’s Play videos are an interesting form of preserving games for the future. More specifically, the don’t preserve the games themselves. But they do document the experience of actually playing the game. They record the progression, the struggles, the pain but of course also the eventual victories. They might seem pointless at first. But as we continue applying an analytical mindset to the design and critique of games, Let’s Play videos might turn out to be extremely useful at capturing the very essence of gaming experience.

TRAUMA – Subtitles Done

As you can see by the title, I’m not in a creative mood today. But there are some good news. Remember those problems with subtitles I have been talking about? Yeah those are gone. This weekend I finished all necessary Subtitle technology. I also currently in the process of reviewing the German translation and outsourcing the Polish one. I haven’t been writing or speaking Polish in a long time so I can’t do it myself.

TRAUMA Subtitles

Subtites. Because it’s art.

This is progress and progress is good. But on the other hand, I’m around one week behind schedule now. So I might be a few days late with the beta. Let’s see if there is anything I can do about it. Otherwise I’m excited to finally tackle the final big programming challenge of this project. Let’s do this.

Taking Gold

When we last left our hero, he just got into the StarCraft 2 silver league. That was 1,5 months ago. Today, he gold league. Twice even.

Gold League

GOLD! GOLD! I FOUND GOLD!

What happened since then? It seems like I have hardly been playing any 1vs1 games anymore. I played a lot 2vs2 games (50) and a lot 3vs3 games (40). I’m starting getting used to the team-based play. Also the initial ambition of always wanting to win fades away. I’m still pissed every time I lose but it’s not the end of the world when it’s just one of many games. I’m also getting used to the matchmaking system. It still doesn’t make any sense. But the game now seems to do a much better job at pairing me up with interesting people to play with. Sure there are lots of badly ballanced matchups, but at least I encounter weaker players now. Looking at the statistics it’s evident how the matchmaking systems always goes for a 50:50 win/loss ratio.

I also played A LOT cooperative games (100) and custom games. They are much more relaxing as you team up with other players against the computer. I play Protoss against other players but at some point I would like to go Random. So playing against the computer is a great way to learn the various races. And yes, there are also some achievements to get playing cooperative. Don’t judge me.

But generally, I haven’t been playing too much. A lot less than in the beginning. I found myself actually watching StarCraft 2 matches a lot. It’s a phenomenon I also heard other players talk about. I’m not sure how much I’m learning about the game, but it’s certainly a lot less stressing than actually playing the game. And you can pause at any time.

So the next step is to get gold in all 4 categories and then I’ll start working my way up to Platinum. Let’s see where I will be by the end of January.

Aliens In California

Space geekout. In case you haven’t heard, NASA discovered an alien life form in California.

I was following the buzz around the conference from the day it was announced. There have been some expectations that NASA would refer to something they found around Saturn. But that would have been highly unlikely. NASA pretty much doesn’t have anything anywhere that could deliver unambiguous evidence for life – except on Earth. And if they had found ambiguous evidence, they wouldn’t make a press conference about it.

The finding is nothing short of spectacular. I’m reminded of an article I read once about how there are slight but fundamental variations on how some organisms store and retrieve information in DNA. If DNA is a language all organisms speak, it seems like some organisms are using a dialect.. or rather some custom letters. Already back then it struck me that these organisms already could considered to be aliens.

Of course, having a life form with a major difference in it’s entire biochemistry is even more radical. I’m pretty sure that as we continue improving our technology to study life at a molecular level, we will discover even more aliens on this planet.

But on the other hand, the press conference did come with a sting of disappointment. It’s NASA doing the press conference. Shouldn’t they be talking about stuff they found in space? Why do I feel like all the great achievements of space exploration are in the past? Instead of getting closer, the final frontier seems to recede from us day by day. News like troubles with the Space Shuttle (euthanize this junk!) and Falcon 9 aren’t exactly inspiring either.

DISCLAIMER: I’m not a biologist. I’m doing some serious out-of-my-ass-talking here. In the quite probable case I misrepresented something here, please let me know.

Monster Hunter Podcast Episode 16

monster hunter podcast

On this episode of the Monster Hunter Podcast: The Third Coming. Monster Hunter Portable Third was released in Japan and we give you some exclusive insights. We also answer listener E-Mail and even do a shot Lightning Rooooooound!

Get the Episode here.
The RSS Feed is here.
Get us in iTunes here.

The Tumblr Blog here.

Enjoy!

Third Mania

Having finished my 4th game recently, I’m quite close to repaying my backlog debt for Gran Turismo 5. But of course, there is always another game looming at the horizon. Monster Hunter 3rd was released in Japan today. As the host of the most popular english speaking Monster Hunter Podcast in the world, I felt obliged to pre-order my copy. I did so on eBay and I’m awaiting the arrival in the following days.

Of course, the launch was Japanese-only. However, the crass disparity between the perception of the game in Japan and in the west become apparent when you consider the launch coverage. It seems like the series bypassed the most recent Pokémon Title and currently equals Dragon Quest in terms of popularity. I assume you want me to substantiate that claim? Take this for example.

MHP3RD vs Pokémon Black/White (small)

Red indicates the waiting line for Pokémon Back and White. Blue is the waiting line for Monster Hunter Portable 3rd at the same store. Click to enlarge. (soruce)

Some shops in Tokyo reported lines of up to 3000 people. Apparently, the craze is so huge that even a non-gamer friend currently living there couldn’t help to notice. It’s so weird to see the game not being anywhere near that popular in the west. Sure, not every craze carries over that well. But the contrast is quite jarring with Monster Hunter. And it’s not that the game strikes some alien, incomprehensible nerve. It’s well-made and the features that make up it’s fascination are pretty universal. Maybe it’s a marketing problem? Perhaps it’s just on the wrong platforms?

In any case, I will need to pay off my backlog debt for this game as well. However, I do have some time until the western version comes out. I don’t think I will actually attempt to finish the Japanese version. I will check out some of it’s features and I will use it to try to learn some Japanese. But I still have some time to spend in Monster Hunter Tri. Speaking of which…

About

The Game Design Scrapbook is a second blog of group of three game designers from Germany. On our first blog, Game Design Reviews we describe some games we played and point out various interesting details. Unfortunately, we found out that we also need some place to collect quick and dirty ideas that pop into our minds. Hence, welcome to Game Design Scrapbook. You will encounter wild, random rantings. Many of then incoherent. Some of them maybe even in German. If you don't like it, you might enjoy Game Design Reviews more.

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