Archive for December, 2009

GemCraft Is Evil

All “tower defense” games are evil, compulsive time-suckers, but some are more evil than others.  My entire extended family has become addicted to PopCap’s Plants vs. Zombies, which is quite possibly the most perfectly-refined TD game in existence.

I’ve had brief relationships with several other TDs in the past, from Desktop Tower Defense to several space-themed variants.  The latest one I stumbled across is the nefarious GemCraft Chapter 0.  (I provide these links solely for educational value, of course).  I don’t know if its mechanics are a touch too subtle for me, or if its upper levels are fiendishly calculated to lie right on the razor’s edge of possible solvability, but I have very seldom been so frustrated by a computer game.  I can get through 18 or 19 of 20 levels, only to fail on the last one.  Replay after replay gets me a bit closer, Zeno’s Paradox style, but I’m walking away now.  It’s not worth the frustration, or the waste of precious free time.

Be warned.

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White Christmas

We normally travel to see family either right before or right after Christmas.  This year, however, a combination of a newborn baby and a Christmas morning blizzard consipred to keep us at home.  It was bad down here; up north in Missouri and Nebraska it was substantially worse, with the interstate closed between St. Joseph and Nebraska City.

So we stayed home, and actually had a very nice, slow, nuclear-family-focused Christmas.  Thomas received Mario and Sonic at the Winter Games from Santa, based on a very last-minute request.  Katherine got a Wonder Pets playset that she played with constantly for two days, and Jonathan received a Bumbo seat so that he can sit up with the rest of us during mealtimes and playtime.  Since he is almost as social as Thomas was (actually, he may be more so) he really enjoys being able to mug and smile at everyone during dinner.

We took advantage of the heavy snowdrifts and got out to sled on Saturday and Sunday.  The kids had a great time sliding down a steep hill near school, and I even got a few runs down the hill myself.  All in all, it was a very nice Christmas weekend!

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Inform 7 Development: Implementing Single-Keyword Conversations

This is part 2 of a series.  If you haven’t read the first part, you might want to start there.  In that post, I describe how to use Aaron Reed’s Keyword Interface extension alongside Eric Eve’s Conversation Package family of extensions to implement highlighted topic lists for Inform 7 conversations.

In this post, I’ll share how to implement single-keyword conversation analogous to what Aaron Reed does in Blue Lacuna, and also share a few bugfixes for the code from the first section.  By the end of these two posts, you should have the tools you need to integrate these two extensions and implement a robust, TADS 3-like conversation engine using highlighted topic keywords and a single-keyword user interface, with surprisingly little work.  Of course, coming up with good content is another matter…

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Inform 7 Development: Integrating Aaron Reed’s Keyword Interface and Eric Eve’s Conversation Package by Way of Emily Short’s Complex Listing

Eric Eve has provided a wonderful conversational extention for users of Inform 7. Called “Conversation Package“, it uses a number of his other extensions to wrap up as full a TADS 3 conversation implementation as he could put together.  If you are curious as to why that’s so great, I encourage you to read the essay by Mike Roberts, the author of TADS 3, that covers his analysis of conversation methods in interactive fiction.  I’m pretty thoroughly convinced by his arguments that an ask/tell conversation system with topic prompting is the optimal way to implement conversation in a game where it’s going to be more than trivially important to the gameplay, and where there’s no pressing reason to handle it differently.

Likewise, Aaron Reed, author of Blue Lacuna, has published an Inform 7 extension called Keyword Interface.  Blue Lacuna uses a very user-friendly system whereby the user can perform certain actions by simply typing highlighted keywords — specifically: examining items, moving to different locations, and selecting topics in conversation.  The Keyword Interface extension provides drop-in support for examining and moving as in Blue Lacuna, but requires significant user implementation to make topic keyword highlighting work in your game.

In this article I’ll detail the steps necessary to make Aaron’s topic keyword highlighting work in the context of a Conversation Package implementation.  I’m not addressing what you would need to do to get one-word keyword conversations actually functional (mainly as I haven’t gotten around to that yet — when I do, I’ll post it) — this is just to get the highlighting working.

With that said, let’s get started!

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Special Holiday Edition

113002-the-onion-logo_large[1]What’s better during this season than the Onion’s commentary on holiday commercialism?

Enjoy!

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Game Review: Jade Empire

Jade Empire, Bioware

4.5/5 stars

aa1_jade_empire[1]

Before Jonathan, before IFComp 2009 (how many years ago was that, anyway?), I was playing Jade Empire.  I’d gotten about halfway through it by the time I got sidetracked with interactive fiction development, and then really sidetracked by Jonathan.  Even after recovering a bit from that, I was reluctant to pick Jade Empire back up, as I’d forgotten some of the combat mechanics and didn’t really relish trying to come back up to speed and figure out where exactly I’d left off.

Finally, though, I did.  A half-hour here, an hour there, and I finally completed it last night.  It’s definitely in the top echelon of Bioware games, which are all consistently excellent.  I thought the writing was quite good, the plot was interesting, and the combat mechanics integrated very well with the mood of the game and the more conversational aspects of gameplay.

Like many Bioware games, Jade Empire gives you a choice of morality.  Unlike most Bioware games, however, the choice in Jade Empire is not along stark good/evil lines.  Instead you gravitate between the Way of the Open Palm — an altruistic, communalistic, almost paternalistic ethic — and the Way of the Closed Fist, which is a more individualist, borderline-Nietzschean philosophy (“solve your problems yourself, or you don’t deserve to live”).  This gives the moral choices a bit more subtlety and interest than the usual “give money to the poor child or cut her throat” options that are found in some of Bioware’s other titles.

Combat uses three resources — health, chi, and focus, and all of these are emphasized in different ways depending on what style of combat you favor.  If you use standard martial arts, you are limited in range, but don’t inherently deplete chi or focus to fight.  If you use weapons, your focus drains as you fight, and if you use magic or transformation styles, your chi depletes.  On top of these basic mechanics, you have several different types of martial arts, different weapon styles, and different schools of magic and transformations, and you can choose to amp up your damage by spending extra chi, or slow down your opponents by spending focus.  The end result is a very option-rich combat model that is very adaptable to the way you want to play.

The plot follows a Hero’s Journey-type structure.  You’ve been trained in combat at the beginning of the game, and then discover that you have a Mysterious Past™ that gives you a Great Destiny™.  You are forced out of the nest, meet companions, learn more about yourself as you gain strength, and then learn the full extent of what’s been going on for the last twenty years.

The way these revelations are handled in the context of the player’s progression, however, is what makes this game such a high quality experience.  You’re given enough information to make successively wrong conclusions at several points throughout the game, and the twist at the end is pretty unexpected.  Also, by the time you’ve figured everything out, the game linearizes a bit.  I think this was a great choice; you already know what to do, and at that point it’s just a question of doing it.  Putting in a big exploration section near the end would have compromised the flow of the game — and taken me extra weeks to finish it.

Also, your companions are pretty fully-realized, with distinctive personalities and goals of their own, which helps immersion.  There are romance plots available, and while some of the dialogue seems a bit forced, they’re doing romance better at Bioware these days than they did back in the era of Baldur’s Gate 2 and Neverwinter Nights.

One great aspect to the game is the inclusion of several homages to the great Barry Hughart, author of the Master Li and Number Ten Ox series of novels.  I greatly enjoy these books, and was very excited every time a reference (and there were many) came up.  If you enjoy the game, you’ll definitely enjoy the books — they’re some of the best fantasy writing I’ve ever encountered.

All in all, Jade Empire is definitely in my top 5 Bioware and Bioware-derived games.  It doesn’t quite equal the Planescape: Torment or Baldur’s Gate 2 experiences, but it’s right at the level of other top titles like Knights of the Old Republic (the first one) and Mass Effect.  I recommend it to all who enjoy Bioware titles or fantasy with an oriental flavor.  You won’t be disappointed.

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Weekend Fun

neighbors0920[1]The weekend was pretty full — we did some Christmas shopping, I spent an hour or so disassembling and storing the trampoline, we extracted a heavy carpet remnant from the basement to give to some friends, and did a bunch of craft projects and playing with the kids at home.

And I walked around with Jonathan.  A lot.

He’s really good overall.  Unfortunately, at 2 1/2 months he’s at a place where he wants to be up and wants to interact, but needs you to cart him around the whole time.  So aside from naps (which are getting shorter) and short stints in the swing and play area, someone is holding him pretty much all the time, and on the weekends that someone is me.  Add him to the strain of lifting and dragging a huge carpet remnant and lifting boxes full of steel pipes, and I’m pretty sore today.

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Windows 7 Arrives

windows7_updated[1]I finally got my upgrade media from Dell, and gleefully popped it in to try to rid myself of Vista.  I’d held off on some of the “upgrades” to Vista, because I knew I’d be leaving for the new O/S before long, so I missed out on the wonders of IE 8, which caused so many problems on our XP box that we were forced to uninstall it.

At any rate, I put in the first DVD, which analyzed my system and told me to uninstall several incompatible drivers, and then I went into the upgrade proper.

I must say that the Windows 7 upgrade was the easiest O/S upgrade I’ve ever done.  Once it was fired up, everything “just worked” and the end result was a desktop that looks much like Vista, but with some UI changes that I like quite a bit.  They’ve changed the taskbar at the bottom, and segregated the tray icons into their own little fenced enclosure where they don’t disturb you unless you go looking for them.  The user experience seems clean and the system certainly boots more quickly.  User Account Control intervention seems to be reduced over what was required in Vista, which is also nice.

If you’re expecting Windows 7 to be a quantum leap over Vista, you’ll probably be disappointed.  But if what you want is a polishing and refinement of the Vista UI, and a streamlining of the Vista user experience, you’ll probably be pretty satisfied.  I am!

Basketball Starts

basketball_01[1]We had some well-placed activity dead time after soccer ended this fall — we really needed the time without extra activities to try to keep all the balls (read: kids) we’re trying to juggle up in the air.  But now that things are at least marginally better on the sleep front, basketball has started up for Thomas.

Basketball is another sport that he enjoys very much; it will be interesting to see how he likes it this year.  We’re in a different league this time, and if I’m remembering correctly the age brackets line up such that he is one of the oldest kids in the league, and the spread is large enough that there are kids almost as young as Katherine in the league as well.

I didn’t take him to practice yesterday — Robin did.  Unfortunately, she had to leave the room because Thomas was paying attention to her and Jonathan rather than the coach while she was in the gym.  But Thomas was happily dribbling the basketball this morning, so I can only assume it went well overall!

Alton Brown Dinner Club

alton-brown-knives[1]The dinner club was a success — we started off with a mulled wine and a pear-walnut wonton appetizer, followed by a creamy leek and potato soup with fresh-baked bread.  The main course was ham, accompanied by Alton Brown’s creamed corn, and we had a tofu-based chocolate pie for dessert.

The ham turned out really well; I definitely recommend this method of preparing ham to anyone who is interested.  It involves layering the outside of the ham with mustard, brown sugar, bourbon, and crushed ginger snaps, and produces a glaze/crust that is very, very tasty.  We actually have a large amount of ham left over; I’m very glad I went for the 10 lb half ham rather than the full ham.  If I’d have gotten the full-sized one, we’d have filled the freezer with leftover ham.

I was particularly impressed by the tofu-based pie — unless you knew there was tofu in it you would never guess.  For dairy-sensitive people who still love chocolate, the “Moo-less Chocolate Pie” is a great alternative.  It’s very rich, creamy, and filling despite there being no cream in it.

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