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-=[ Thursday, July 30, 1998 ]=-

Are you confused by computer game reviews that talk about "3D perspective" "top down view" and "first person engines"? If you are, it is probably because people who can write make games and people who can't write game reviews ;) Therefore I, The Serpent Lord, will define all of these terms and discuss how they are missused.

ENGINE - in a computer game this is the stuff that does all of the boring work - rendering the graphics, mixing the sound, and so forth. Right now I want to focus on several kinds of graphics engines:

POINT OF VIEW - There are many aspects of POV but most game players and reviewers can only describe games as first-person or third-person. Often they mistake the engine for the POV.

-=[ Tuesday, July 28, 1998 ]=-

SINDAY - Ritual Entertainment has released a demo of their first-person shooter, Sin. In the typical inbred PlanetQuake fashion I'll point you to PlanetQuake's sister site, Ritualistic for download information.

Here are some of my impressions about the Sin demo:

GENRES - Have you seen comments in computer game magazines like "Final Fantasy VII is more of an adventure game than an RPG" and wondered what the writers were smoking? So have I. I think I've figured it out though: They are smoking something called "genres"

Genres are to games as stereotypes are to people and as typecasts are to actors. Some games embrace genres - Quake is a first person shooter without trying to be anything more or less. While others defy classification or even create their own genres - The Legend of Zelda is an action/RPG.

Most games are designed with a certain genre in mind from the beginning - Final Fantasy VII was an RPG from it's very inception. But designers are free to mix in other elements. When you start confusing a game's unique features with it's general design then you could falsely conclude that Quake is an RPG, Diablo is a real-time-strategy game and Final Fantasy VII is an "adventure" game.

Here are 3 simple characteristics that tell you more about a game than it's "genre":

The Legend of Zelda is pretty well balanced in these areas, while Tetris is all action and strategy with no role-playing. Very few games concentrate on only one area. Why? Well, probably because you don't need a computer to play pure action, strategy or role-playing games. You can get all of that from games like tiddlywinks, chess, and D&D.

-=[ Sunday, July 26, 1998 ]=-

I added some "spheres" to my QuArK Geometry Library. I call these approximate spheres "globes" because their faces are divided into latitudes and longitudes like a globe. I still need the following shapes:

I've also added some tips on using the globes and a glossary explaining what all of these big words mean!

I've also invented a little trick that lets you make water with fake shading In Quake (and similar games where water is not shaded). Download the map.

-=[ Wednesday, July 22, 1998 ]=-

I couldn't think of anything sillier to do today so I put together this useless applet. The model is actually HARD-CODED into the applet - which goes against every massively-modifiable bone in my body :) I will work on fixing that. Any help on this would be appreciated. I can provide source code on request.

I've also done shading, Z-buffering, sprites, and tile-maps, but my applets always seem to have pathological speed problems. I've seen much faster Java applets; If you have any tips, advice, or just want to plug your favorite profiling utility, contact me.

This ties into the Squawk Massively Modifiable game engine. I've dumped the fancy graphics to hopefully improve performance so I can work on other important parts of the engine. There are lots of great graphics engines out there, and I don't need to make an inferior imitation just yet.

-=[ Tuesday, July 21, 1998 ]=-

GAMES - Squawk Massively Modifiable Game Engine: Added a new section about massively modifiable game structure. The new section describes various game layers: core, libraries, byte code, scripts, databases, files, and utilities.

LINKS - New site: The Programmers Vault. This site covers everything from making QBASIC games to 3D graphics programming.

-=[ Monday, July 20, 1998 ]=-

I have rearranged the links page, and I added some new links. Actually I'm moving the best things out of my Internet Explorer "favorites" and putting them where everyone can use them :)

-=[ Saturday, July 18, 1998 ]=-

I've made some new brushes for QuArK with lots of new cones and cylinders. These handy new shapes fit well with the kind of neat, grid-aligned geometry which I always endorse.

Writing a tutorial for a Windows program, or thinking about writing one? Try out Paint Shop Pro's screen capture tools. You can assign a key or key combo to take a screenshot of the whole screen, a single window, or even a single part of a window - like a frame or toolbar.

-=[ Friday, July 17, 1998 ]=-

The QuArK Ring-Maps page has opened. You can sign up to work on ring maps for Quake or Quake 2, single player, deathmatch, capture-the-flag, and more.

-=[ Thursday, July 16, 1998 ]=-

Check out Lionhead Studios who are developing an interesting game called "Black & White". They are also developing some useful content and links for their site.

I need YOUR help to improve the content of the The Serpent Lord's Web Pages. I'm looking for links to good game development and modification sites. Also, you can make sure there are daily updates to this page by sending me news or just the latest ideas you want to share.

I also want to set up a message board, but I haven't gotten any feedback from the busy webmasters at The Planet. If you can help me out with this, let me know.

Looking for a font editor but don't want to spend a small fortune? Well I have been for quite a while. I have finally found an inexpensive, uncrippled shareware font editor called Softy.

-=[ Wednesday, July 15, 1998 ]=-

WANTED MODELS

DYNAMIC CAMERA ANGLES

I've been working on some new camera triggers in Quake to see how dynamically changing points-of-view will look. However, "GreenMarine" came up with basically the same thing for Unreal, so instead of trying to steal the spotlight, I will let you read about GreenMarine's "Omnicam" here at the PlanetUnreal Unreal Design Competition!

Although I haven't played Unreal, I suspect that it is coming much closer to the "Massively Modifiable" game concept. So, why do I feel compelled to continue developing a new game engine? Two words - "competition" and "hardware".

Fair and constructive competition encourages innovation. Wherever Unreal falls short, there is an opportunity for a new game engine to fill a niche, just as Unreal has filled a niche unoccupied by Quake engine games.

Say what you will about game engines like Unreal "raising the bar" of 3D graphics engines, but most people don't have the hardware to play it. Where the Unreal team designed a game engine for the best hardware around, our goal is to create games that can be played by most gamers while still providing great visuals and performance for those on the "bleeding edge" of hardware.

QUARK RING MAPS

If you use QuArK and want to sign up to work on some "ring maps" (like chain maps but with a circular feedback and tweaking process) go to the QuArK homepage and check out the forum, then sign up with Goo. This should be a great opportunity to learn, teach, or just show off your mapping skills.

-=[ Tuesday, July 14, 1998 ]=-

I have updated the Games section:

-=[ Monday, July 13, 1998 ]=-

The main menu has changed. Expect some redundancy, but I think this new design groups things in a more useful way. There is some especially important stuff to see on the new games page.

I wrote up some simple map editing tutorials:

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-=[ 1997 - JAN FEB MAR APR MAY JUN JLY AUG SEP OCT NOV DEC ]=-

e-mail: sgalbrai@linknet.kitsap.lib.wa.us