Code Ugly

Name: Greg Tedder

I am a Christian, a family man, a college student, a full time worker, a contract developer, and a musician who is currently trying to break in to the indie gaming market. I like games, mainly turn based RPGs, but my interests do wander when a good creative title comes along.

Wednesday, April 30, 2008

Aeges Road Core Demo Now Available

A demo for Aeges Road has been released. It highlights a few of the core features and gameplay that will exist within the final version. A final release will not be available for some time.


This demo is an opportunity for anyone interested in the game to voice interest and opinion in the direction of the game. I have big plans for this, but if interests are low, I plan on sidestepping the story based RPG for a time and working on a sub-path of this game until my art skills improve. No amount of programming can advertise a game like a nice looking graphical presentation. 


Saturday, April 19, 2008

Aeges Road Alpha 10

Aeges Road is being sealed up and readied for a contest release. A few weeks ago I mistook the deadline and had to back track a bit. This gave me a little bit of time to squeeze in a few more features that should have been there. 


So alpha 10 is out, and this will most likely be the last alpha before the contest release. Once the contest is over in June, alphas start popping up on the site again. I was thinking a summer release of this year was possible, but things have proven me wrong, and now I am just shooting for this year. I hate pushing this back, but at least some of the most frustrating things are behind now. 


The only thing I am still dreading is that there is still a lot more art to be done. The more I do it, the easier it gets, but it is still slow go for me. What will speed this up, is that I now understand the artistic side of an isometric engine, and I am not running blindly trying to piece it all together. Try as I might early on, I just could not get the dimensions and ratios right. :-)


I could spend a lot of time talking about what is working right, but I could spend even more time talking about what I have yet to add in the game and what still needs a bit more polish. Until June, what's there is there for now. Afterwards, I will be revisiting the inventory system and the NPC framework. I might have been able to include the NPC's to finish out the starter level, but it would have been too buggy and too much to get done in time. Overall, I am glad I decided to stick with core components for this release. 


Sunday, April 13, 2008

The Mandatory Mini-Game

Mini Games in an RPG can be pretty fun. I personally remember getting fairly good at Triple Triad in Final Fantasy 8 having a near complete collection. I also remember doing poorly in the arena at Final Fanatasy 6, but having a good time despite the fact. Extras like this are great, and can really add to the overall quality of the game. But more often than not, making these mandatory can send a bad vibe to the gamer, and Square Soft is on of the worst offenders.


I believe it stems from that fact, that for years they spun their magic and successfully defied this, with Final Fantasy 7 being their crowning achievement in the mandatory mini games. Both the motorcycle scene and the chocobo race had a well rounded difficulty, and the latter led to an amazing mini game that many of friends took pretty seriously. And I may be crazy, but it has been a while since I have enjoyed the magic of a mandatory mini-game. 


Last week I broke down and bought Crisis Core for the PSP. I loved the story line in the sequel (original), and wanted to see if the game did any better than the movie. I have been very impressed with the story, and surprisingly very impressed with the game play. What really strikes me as funny is how much better the voice overs are for the game than they were for Advent Children. :-)


As far as the true highlights of the game, I would certainly go with the story line. While it can get a bit choppy and confusing at times, it all seems to play out pretty well. As far as annoyances go, it took me a while, but I found one. But before I go into it, I want to hit on the source of this frustration, and how this game at least made up for it. 


When I played FF XII Revenant Wings for the DS, I somewhat enjoyed it for a while. There were all kinds of cool weapon building things I could do listed in the manual and that had me pretty excited. I was a big fan of this in Vagrant Story on the playstation. The magic was lost when it took me days of battling through endless repetitive and borderline un-interactive combat. When I finally got there and went to use it, the weapons I could craft were weaker or equal to the weapons I had equipped. I haven't played it since. 


But in the journey through a boring game to unlock a feature I had imagined as being fun and rewarding, and quite possibly even making the game worth playing, I had to pass through a mandatory mini-game. This mini game involve stealth where there really wasn't anything to hide behind, and whether or not I was actually hidden from the enemy was a matter of trial that wasted several days of me trying to pass through. 


I was beyond irritated with this, and since nothing else interested me in the game (and the fear that I would come across another level like this) I just put it up and started playing Final Fantasy 6 again. :-) With Crisis Core, I came upon a very similar level and cringed. However, this time, there were things to hide behind, but I never pulled it off successfully, and each time I got caught the enemy took what was in the treasure chests. But the ability to brute force my way through this mission far outwayed my curiosity of what was in those boxes, verses the unavoidable frustrations of trying to play through another square stealth mini-game. 


Now, I am not against stealth in a video game. In Never Winter Nights, I only play as a Rogue/Shadow Dancer. I have yet to find another fun class in that game, and I have tried most of them. What I am against, is a game forcing me to learn a new game on the fly with vague instructions leaving me to trial and error my way through frustration in order to advance the story (or an attempt to get me to buy the game guide?). 


To me this is a bad design decision for pretty much any game. While true, I might have been able to brute force my way through the stealth mission in FF XII, it would still have taken me days in my 20 minute intervals. And while I have enjoyed some of the mandatory mini games in the Final Fantasy series, more often than not they are a low point in the game. I actually enjoyed the motorcycle mini-game in FF VII, but level of difficulty was pretty simple in comparison. It does however, make me wonder how many people were truly irritated with it verses how many of us thought it was the best RPG mini game since Chrono Trigger. 


So please feel free to express your views on the mini game. 


Sunday, April 6, 2008

Aeges Road Weekly Update

Well, last week was certainly one of my embarrassing moments. After the post, I began to reread the rules to ensure I was finalizing things properly when I realized I still had another month left for development. So, development is not yet forking, and Keszin will be in the final contest deliverable. 


So, I finished modeling Keszin and got him plugged into the game. Next is Jade whom I haven't started on yet. Aside from art, I got a few new things plugged into the game. The bow now has a new “Stun” attack which renders an enemy useless for a round. Stats and skills have been tweaked a bit for improved balance, and the difficulty has been turned back down. 


A few more UI improvements have been made, but these have been temporarily halted due to a technical error on my end. I have also found that cave walls won't work for house walls in open terrain, so I will be working this out soon. Enemy spawning is on the agenda for this week, as well as making V-sync optional in an attempt for better G5 compatibility. 


So this week, there will once again be no new alpha, I wrote more bugs than I fixed this previous week.