Visiting the Village: Episode 100

September 16th, 2016 by James

Visiting the Village: Episode 100

This week Ian and Paul talk about: Steam review changes, an ‘art history’ of games, the National Videogame Arcade, League of Legends and more.

We also have a special 2009 retrospective in honour of our 100th (!!!) episode, This Week’s Old Releases, the UK Steam Top 10 and your listener questions.

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Visiting the Village: Episode 99

September 8th, 2016 by James

Visiting the Village: Episode 99

This week on the show Ian and Paul discuss cartridges, ‘trash’ items, the price of old wargames and much more.

We also have the Television and Film Lounge, This Week’s Old Releases and the UK Steam Top 10.

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Visiting the Village: Episode 98

August 26th, 2016 by James

Visiting the Village: Episode 98

On this week’s show Ian and Paul discuss player count drops, hit points, the Oculus/Bethesda lawsuit, Resident Evil: The Play and more.

We also have This Week’s Old Releases, the UK Steam Top 10 and your listener questions.

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Visiting the Village: Episode 97

August 18th, 2016 by James

Visiting the Village: Episode 97

On this week’s show Ian and Paul discuss the No Man’s Sky backlash, CSGO gambling going legit, ‘cloud’ acceleration and more.

We also have This Week’s Old Releases, the UK Steam Top 10 and your listener questions.

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Visiting the Village: Episode 96

July 8th, 2016 by James

Visiting the Village: Episode 96

On this week’s show Ian and Paul talk about Diablo rumours, the recent CS:GO betting controversy, the legality of hacking, Papal Undertale and more.

We also have a discussion about The Witness, This Week’s Old Releases, the UK Steam Top 10 and your listener questions.

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Visiting the Village: Episode 95

July 1st, 2016 by James

Visiting the Village: Episode 95

This week on the show Ian and Paul discuss heel turns, the history of WASD, crowdfunding vs publishing, offensive usernames and more.

We also have This Week’s Old Releases & the UK Steam Top 10.

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Visiting the Village: Episode 94

June 23rd, 2016 by James

Visiting the Village: Episode 94

This week on the show Ian and Paul talk about the different kinds of Sky, weird DLC, more key reselling controversy and much more.

We also have This Week’s Old Releases, the UK Steam Top 10 and your listener questions.

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Visiting the Village: Episode 93

June 16th, 2016 by James

Visiting the Village: Episode 93

This week Ian and Paul discuss alternatives to Steam Early Access, dealing with criticism as a dev, game preservation, employee profiling and more.

Also there’s This Week’s Old Releases, the UK Steam Top 10 and plenty of your listener questions.

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Visiting the Village: Episode 92

June 9th, 2016 by James

Visiting the Village: Episode 92

On this week’s show we have a couple of F2P stories, an update on the Steam Controller’s success, Fundbetter, post mortems and more.

Also there’s This Week’s Old Releases, the UK Steam Top 10 and some of your listener questions.

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Meta missions

June 8th, 2016 by Ian

Meta missions

In the FS2 city there are lots of different types of “node” (or building).  Let’s take one type – a suburban residence.

I want the suburban residence to look nice and have some designed elements in it.  But I have no idea what shape or size it will be.  I have developed a system called “meta missions” to allow Bin to make half-designed half generated levels.

Here is what a suburban residential node might look like (bear with me):

 

mm0

 

Here is what a “meta mission” for a suburban residence might look like:

mm1

By making an area called “fitgen_floating”, you are asking the generator to find somewhere in the node where this area can fit nicely, and then paste everything within the area there.  You can add special arguments (like this edge should abut the road), but this is a simple one.

By creating an area with the prefix “mm” and the string “loc=room1” in it, you are asking the generator to transform the contents of that area to a room that has been generated as part of the basic generation of the node.

After running the generator script, this is what emerges:

mm2

 

See how we can create designed plans in designed or abstract spaces, then have the system connect them.

There is still a lot to do.  Those outside boxes especially aren’t great right now.

These are fun tools, but only a very well-regulated usage of them will create levels which are good.  I like to make a crazy toolset and let Bin and Paul work out which bits are good enough for regular usage; which bits are good for the occasional gadget level; and which bits just don’t work at all.