Heavy Rain

2010.02.24, 15:51

So, Sony released a little game for the PS3 yesterday called Heavy Rain. Having already played the demo, I ran out and nabbed a copy. I got home, popped it in. I thought I would play for a little while, just to see the intro, you know?
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Bulding bridges in the metaverse

2010.01.08, 12:24

If/once you “get it”, Second Life is pretty cool. It can be a lot of different things, and its potential has barely even been scratched. Sure, the tools are cumbersome, but they are getting better. And some of Linden Lab’s policies suck, but that will just drive people to OSGrid, eventually.

Anyway, there are people in Second Life that I like being able to communicate with. However, when I’m at work, it’s a lot of trouble to create an SSH tunnel home, then forward a text-only client like ommviewer-light just so I can log in and see who is online.

So, as I always do, I went way overboard and created a system that can relay chat between an IRC channel (or channels) and any location (or locations) inside Second Life (or any other grid that supports LSL). It can also check the online status of users and send them one-way IMs. I call the entire system slrelay, and you can get it here.

It requires a few things to work: a running webserver is absolutely necessary. If you want the IRC features, then you also need an IRC network of your choice and a machine that can execute perl scripts. I have my IRC bot connected to irc.slashnet.org.

slrelay has a number of possible uses. You could use it to relay chat between key locations on a large landmass (say, an area that spans 3 or 4 sims). It could relay chat between Second Life and another metaverse grid like OSGrid. It can be used as a simple IRC tool to check who is online very quickly. Or it can do all of these things at once.

Scratching the itch

2010.01.08, 12:06

I thought about titling this post “Eve and Vendetta in the THUNDERDOME”, but sanity prevailed. You win this round, sanity.

I played through the trial run of Eve Online. It worked without much complaint in wine. Let’s look at the things I think are cool about Eve Online, and the problems and realizations that came from the trial.
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Vendetta redux, Eve Online, and the MMO bug

2009.11.03, 11:58

So, I’ve been playing Vendetta Online for a while now, and the shiny factor is starting to fade. My neophilia guarantees that I will like any sufficiently shiny thing for at least a couple weeks. However, the game underneath the shiny is lacking, and it may be lacking in too many ways for me to justify playing it.

The biggest problem, by a long shot, is the player base. 60 players seems to be the absolute upper bound at any given time, at least while I’ve been playing. This is abysmal for an MMOG; there are FPS games that support larger numbers of players at a time. I might even be happy with this player base, if they did anything other than hang out in Sedina B8 PvPing. It doesn’t really feel like an MMO at this point, it has the feeling of a social dogfighting game.

A lot of noobs seem to appear, play for a few weeks, and vanish. I can see why. The player base seems a little cliquish, though not overly much. But you get the feeling that Veterans will always be Veterans, reminiscing about the glory days, and noobs will always be noobs, struggling to make a few credits in the face of vastly more experienced and skilled pirates. Of course, that’s when you find pirates at all. I’ve flown across have the game’s universe trading and never been pirated. Like I said in my previous post, it’s a ghost galaxy.

The numerous buggy things and realism-breakers are a turn-off, too. Capships in convoys don’t carry any cargo, so they’re worthless to both escorts (who get a “share of the profits” for their pay) and pirates. The cargo is simply an unlimited stream of widgets moving back and forth across the universe, with no great purpose in life. The convoy missions don’t always work, either; I’ve had several simply fail to end, giving me nothing and forcing me to abort the mission.

There is not a lot of variety in missions. After playing through the few available mission trees, the missions are all one of a few boilerplate missions. Fly out, kill some stuff, you’re done. Take this here, bring that back. Mine for lots of foo, get paid. Nothing more elaborate than that, which is disappointing.

I’m not cancelling my subscription yet. I’m giving the game a little more time to impress me. But at the same time, I’m going to try out Eve Online. You see, the MMO bug has hit me, and now I want a large, persistent universe full of people that I can fight with, trade with, and just generally game alongside. The space theme is more appealing to me than fantasy MMOs have ever been (fantasy has been done to death, is what it comes down to).

As far as roleplaying backstory goes, the science in Eve is surprisingly non-squishy, with a lot of modern scifi concepts making an appearance: quantum entaglement-based FTL communication, consciousness hot-backups, etc. Sure, the spectre of “jumpgates” (replace with “wormholes” at leisure) makes an appearance, but I can accept some foils for the sake of the story.

While I love twitch-based gameplay, I am a lot better at tactical/strategic combat. I think on my feet pretty well, but my reflexes suck pretty hard. I would probably find the combat in Eve more enjoyable, as a result.

If you ignore the combat layer, Eve has a lot of awesome features that would make VO great: player-owned systems, player-run economics (the materials you trade actually seem to come from a player at some point), and player-designed ships. All of these could have an analogue in VO, and if features like these were present, I would probably enjoy VO a lot more.

Of course, there’s also Jumpgate: Evolution. It’ll be interesting to check that out when it launches. We’ll see.

Vendetta Online

2009.10.15, 14:13

I’ve recently discovered a game called Vendetta Online. This may be the MMORPG I have been waiting for: real-time skill-based combat, space flight, trading and mining, space flight, an interesting back story, space flight, and extensive moddability through custom skins, binds, and plugins. Oh, and it’s a space flight game.

I love space shooters. Put me in a cockpit and give me 3 dimensions of unfettered movement, and I may as well be in Valhalla. Combat is secondary; fighting in space is fun, but just the feeling of (pretending to) pilot through the stars, skirting around asteroids, and maneuvering into docking bays is intoxicating to me. The chance to do so with other people in a persistent world is something I can’t pass up.

The space flight in VO is a very solid balance of realism vs playability. Contrast Vega Strike, which focuses on realism to a fault. In Vega Strike, it often takes upwards of 15 seconds to maneuver your craft into position for each attack run on an enemy. Also, to disengage your engines you have to throttle all the way down, and to turn without having your engines engaged you have to press a special key.

Vendetta Online, on the other hand, operates in a more enjoyable way; you only apply thrust for as long as you keep pressing one of your thrusters. When you stop thrusting, you maintain your current velocity until you thrust again. This lets you reorient your ship without changing your vector, which is very useful for targeting objects, getting a visual on enemy craft, etc. It also feels very intuitive and realistic (whether it really is realistic or not is irrelevant, see below). Moreover, you can apply thrust in 6 directions; forward or backward along the 3 primary axes (relative to your ship’s current orientation). The game controls refer to left (+y), right (-y), up (+z), and down (-z) as strafing, while forward (+x) is accelerate and backward (-x) is decelerate.

Having the ability to thrust in any direction is useful and fun, but it isn’t very realistic (well, not with the ships looking the way they do; a ship that could do that would need thrusters all over the place). This is where the fun > realism design mentality comes into play, and frankly it makes for a very fun game. Another unrealistic design decision is the existence of a maximum velocity. Sure, you could make some sci-fi sounding arguments for it, but honestly it’s a balancing mechanic, plain and simple. And in my opinion, there’s nothing wrong with that.

The game world is vast; 30 systems with 64 sectors in each system (a system is a 16×16 grid of sectors). Each sector is “theoretically infinite” in size, although all of the interesting stuff is centered about the sector’s origin; after a few kilometers you find a whole lot of nothing that goes on forever. To get between sectors you can set a destination and ‘jump’ there. Likewise, to get between systems you go to special sectors that have wormhole areas, and you ‘jump’ while in one of these.

The game’s main RPG element (and I mean RPG-esque mechanics, not actual roleplaying) comes in the form of licenses. These are like a combination of level and skills in most MMOs. There are 5 licenses: combat, light & heavy weapons, trading, and mining. As you perform the eponymous activities, the skills increase. When they level up, you gain access to new ships, weapons, and missions. But the game remains primarily skill-based; in the hands of an incompetent pilot, the better ships aren’t that much better. I am afraid that I’m a testament to this fact.

The game isn’t perfect, though, and as long as I’m writing something like a review I’ll have to point out a few flaws. I hate to have to do this to you, Vendetta, but it’s for your own good. This will hurt me more than it hurts you.

The game world is big, like I said before. However, the player base is small. VO runs entirely in one instance, and you could easily fly across the galaxy and not meet another player. There are, on average, only 30 – 40 players online. This is alleviated a little by the fact that there is a cohesive world-wide chat, so communicating with the other players is easy.

I don’t know if there are more people on at other times of the day (I tend to play any time between 22:00 and 06:00 UTC) or if this is a low point for the year (more players during the summer?). Maybe the game is just old, and has lost most of its player base to attrition. At any rate, it feels like a ghost galaxy sometimes. I want to populate this world, to convince everyone I know to play and invade the VO universe en masse.

The other flaws in the game are fairly minor. You can only take one mission at a time, and many missions are automatically aborted (and thus failed) if you log out mid-mission. A network hiccup can destroy an hour of work (or more for mission trees that require you to start all the way over if you fail any mission in them).

In-system jumps and wormholes look the same. A more spectacular graphic for wormholes would be really cool, but on the other hand, the in-universe explanation for wormholes makes the modest special effects make enough sense.

There is also a stat called “grid” that weapons have but don’t explain. It refers to the total amount of power connected devices on your ship can use (i.e. the “power grid”). It’s kind of like a maximum voltage, and you can only use 20 grid per ship, although this is not explained anywhere. It’s not important until you get access to some pretty hefty ships, but it would be good to know about it, at least.

Other than these and similar minor nitpicks, the game is tons of fun and I foresee myself playing it for a long time. There is a free 8-hours-of-play-time trial available. My character’s name is Gjalfr. See you there.

Tutorial: Creating OpenSim terrain with Blender

2009.09.08, 21:18

This tutorial will explain how to create RAW terrain files for OpenSim and Second Life using Blender and the Gimp.
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emacs 23, dbus, and libnotify

2009.08.31, 22:47

A new major version of emacs is out, and it includes dbus support. This is great, because it means we can do things like this:

(require 'dbus)
(defun send-desktop-notification (summary body timeout)
  "call notification-daemon method METHOD with ARGS over dbus"
  (dbus-call-method
    :session                        ; use the session (not system) bus
    "org.freedesktop.Notifications" ; service name
    "/org/freedesktop/Notifications"   ; path name
    "org.freedesktop.Notifications" "Notify" ; Method
    "emacs"
    0
    ""
    summary
    body
    '(:array)
    '(:array :signature "{sv}")
    ':int32 timeout))

(defun pw/compile-notify (buffer message)
  (send-desktop-notification "emacs compile" message 0))

(setq compilation-finish-function 'pw/compile-notify)

Add this to your .emacs file and you will receive a libnotify popup when M-x compile completes. It will even give you the exit message, so you know whether the compile was successful.

So now you can let that long compile run, and work on something else. emacs will let you know when the compile finishes.

As written above, the notifications will stay on your screen until you dismiss them (by clicking on them). If you would like them to vanish after a preset time limit, change the 0 in the call to send-desktop-notification. Set it to the number of milliseconds the popup should remain on the screen.

Screenshot of libnotify popup showing a compiler error

Screenshot of libnotify popup showing a compiler error

This is just the tip of the iceberg, of course. Any application that presents a dbus interface can be interacted with from emacs, which means that emacs can also integrate itself with the Linux desktop in other interesting ways.

so close, Netflix

2009.08.31, 16:54

I like Netflix. I think they’re a great service, reasonably priced, and they have completely replaced cable television for me. However, I have found one problem. According to Netflix:

If you are renting a series or seasons, we will ship the DVDs in order. That means:

* If there is a wait for a particular DVD in a series, will we wait until we ship you that DVD until we ship the next DVD in that series.

Which is great. If I add, say, Excel Saga to my queue, I can be certain that I will get disc 1 first, followed by disc 2 and 3. Under no circumstances will I have to worry about getting, say, disc 4 before disc 2. Right?

Well, in theory. In practice, some TV series (notably, Excel Saga) have discs missing completely. These discs go into your “Saved DVDs” list instead of your queue, and they aren’t considered to be discs with a “wait”. As a result, they get skipped over completely, and you get the next disc in the series that isn’t missing.

Why am I complaining here instead of directly to Netflix? Because Netflix doesn’t have any reasonable way that I can find to open a bug report or provide feedback. And I wanted to vent a little.

The Decentralized Metaverse

2009.08.25, 02:50

Several years ago I mused on the decentralization of Second Life, Linden Labs’ virtual world. Shortly after that post, I dropped out of the metaverse entirely for more than a year.

While I was off not paying attention, it seems that almost all of my predictions have come true. An open-source server for running a simulator and/or grid, OpenSim, has been created. OpenSim appears to have solved many of the problems, and implemented many of the predictions, of my post from 2006.

One “problem” that remains, though, is economy.
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d20tools 0.3 is here

2009.08.22, 21:27

I’ve released a new version of d20tools. In addition to using a new, simpler file saving/loading scheme and better keyboard handling, the new feature is also a lot more stable. Other highlights include a more sensible entity/group management system, and the ability for any creature to be a henchman.

Get it here.

I’m lifting my moratorium on D&D 4e, as well. This means that d20tools will eventually support 4e creatures. However, this is a huge undertaking, and I have to decide how best to handle it. I’m leaning towards a system that will allow anyone to write system templates; then, any gaming system could be plugged in, theoretically. In practice, this is a lot of work for a single developer, so I wouldn’t anticipate this happening any time soon.