Showing posts with label PC games. Show all posts
Showing posts with label PC games. Show all posts

Friday, January 17, 2014

Kickstarter Alert - Chatbox Shamus: From Sloth to Sleuth


It's been a long time coming, but I've finally elected to go live with the Kickstarter campaign for my visual novel, The Chatbox Shamus: From Sloth to Sleuth. TCS is a detective mystery set in 1984 that follows 25-year-old Bastion Crowley, a failed college student who runs his amateur investigation service from a university BBS. He investigates everything from insurance fraud, to kidnapping, to drug distribution, and eventually even organized crime. Not all of it goes as well as expected, given Bastion's amateur nature.

For those who want something tangible to show that this is not just me blowing smoke, you can download Case 1 here, though it is missing character artwork and music. If you would prefer to get more information first, read on.

While TCS shoots for the style of a traditional film noir (monochromatic backgrounds, general moral ambiguity), it's not all dark and depressing. I've aimed for more of a deadpan humorous style throughout the story. It's not madcap zany like a Phoenix Wright game, but it's not dead serious like an episode of Perry Mason, either. Even though Bastion has spent a large chunk of his own life absorbing detective mysteries from books and movies alike, he really isn't as professional as he thinks he is.

TCS's planned five cases involve quite an array of unique people, but here are some of the recurring cast members and a little bit about them.

Bastion "Bass" Crowley
"That's 'bass' as in the fish. I swear, I spent all of high school trying to shake that stupid nickname."

Our protagonist (most of the time); Bastion was born a few years before the beginning of the Vietnam War, to which he lost his father. Since then, he grew up with a high respect of his father's military career, but mostly spent his school years watching Hitchcock and reading Hammett and Chandler. He never managed to get accepted into the local college, and spent the early portion of his twenties doing odd jobs and barely keeping on top of his rent. Somehow, though, he managed to scrape together enough money to purchase a Radio Shack TRS-80 home computer (already some years out of date by the time this story takes place) and a modem, which he uses to connect to the bulletin board of the college he failed to attend.

Antonia "Ruby" Travaglia
"Bastion, you dumbass! I spent two hours out here yesterday waiting for you to wake up, and you were already gone!"

Born to an Italian mother and an absentee father of dubious origin, Ruby works at the Pacific Daily News office as the editor of the police-blotter section. She has known Bastion since high school, even though she has not seen him since going away to college up-state. She is quick to anger and possesses quite a foul mouth, but she can show compassion when it counts, and is often more helpful to Bastion's investigations than either of them really want to admit. Despite the friendship, Ruby and Bastion reject the idea of a romantic relationship between them, as both of them realize that it would never work out. That said, though, Ruby does have some feelings for Bastion, though she would never confess to it.

Irma
"The cheese is fresh today, hon, it came from that farm down the freeway. Y'know, their cows are the only herd left in the state that don't have tracking devices on 'em?"

The owner and operator (and most of the time, sole employee) of Irma's Diner, a holdover from the 1950's in more ways than one. Although Irma cooks a mean grilled cheese with bacon, it's really her dinner theater (i.e. constant rambling about conspiracy theories) that keeps her customers coming back. She doesn't quite realize that she has become the butt of a few jokes, but her heart is at least in the right place, which is more than can be said for her understanding of social cues. Bastion is a frequent patron of her diner; neither he nor she can quite figure out why Ruby doesn't enjoy the diner.

Albert Cervantes
"You know work starts at seven, right? The chief doesn't like it when his people are tardy."

Ruby's arch-nemesis and the editor of the Pacific Daily News obituary column, Albert represents all that is wrong and unjust in the world of office ethics. Albert constantly defers his work to other employees in other departments, in addition to demanding that his co-workers fetch his coffee. He is especially harsh towards Ruby, who is the only Daily employee to ever actively resist his domineering personality. As Albert is the only qualified obituary writer in the Pacific Southeast, he is practically impossible to fire, a fact that he becomes increasingly aware of as the story stretches on. Although Bastion's primary career is investigation, Ruby "hires" him to observe and keep logs of all of Albert's behavior toward her.

Detective Greg Standish
"Alright...you there, state your business. I got a nap to get back to."

Since becoming a police detective, Standish has been relegated to the most boring desk in the entire department: Missing Persons. He is all too content to spend his on-duty time sleeping or working on crosswords in his office, until Bastion practically solves one of his cases for him. From that point on, Standish becomes a vital contact to Bastion, who does not always have the needed authority to order searches or seizures. That said, Standish's job is dead-end in more ways than one; there are avenues that even he cannot hope to enter, and he tends to be a victim of bureaucracy and red tape within his precinct. He does, however, possess a reasonable knowledge of most of the Pacific Southeast's defense lawyers, which Bastion finds useful on more than a few occasions.


The art style primarily consists of greyscale photo backdrops, though I plan for all characters to be represented on screen by sticky notes with portraits sketched on them. The above example is my crude attempt at it.

TCS's development has been progressing nicely; I currently have two cases finished with a third about half-done, and a further two planned. My major obstacles, however, are art and music, which is why I have set up a Kickstarter campaign. My funding goal is only $5,000 USD, but this will go entirely towards the hiring of a character artist and a musician to give the game the style it needs. Again, here is a link to the Kickstarter pitch, and if you'd rather play the first case beforehand, here is a link to that as well. I look forward to any feedback and suggestions.

Yours sincerely,
Corwin "wildweasel" Brence

Sunday, July 31, 2011

Lady Priest Lawnmower – Windows PC

I’ve programmed a new game, with vocal song! You'll love it.

.
.
.
Feeling in a bit of a retro mood on Saturday I spent a couple of hours coding a spiritual successor, pseudo sequel and pretend remake to Advanced Lawnmower Simulator, a phenomenal ZX Spectrum game by famed taxidermist and Jazz dancer Duncan MacDonald, of Your Sinclair fame.


I call it (click to download):
LADY PRIEST LAWNMOWER

The story came to me in a vision while using Twitter, which I later refined over several days. The gameplay mechanics were inspired by many different circles, such as Vaudevillian theatre, The BlueMan Group, my time as a Saucier to Prince Guthry Trombert, Treasure’s Gunstar Heroes, but mainly hero to us all, Jazz Dancer Duncan MacDonald and his game Advanced Lawnmower Simulator. Or Duncs as we used to call him, the man made a fine cup of tea round the office and could play polo more than you’ve had hot dinners, son. I remember we once put a bunch of horses in the local public swimming pools to do our bit for charity.

I know a lot of retro purists complain when remakes change things too much, so I’ve kept the classic gameplay mostly as is from Advanced Lawnmower Simulator, but updating the visuals and sound for the modern age – even arranging the recording of a hard-rocking punk theme song. I also added a high-score for competitive play. Mostly though I’m proudest of the story that’s been implemented, a fine piece of gaming literature I’m sure time will judge it to be.

I like to think of it as The Brothers Karamazov for the modern age, examining religious faith while at the same time weaving a complex tale of love and redemption in a time of confusion. It follows the struggles and tribulations of woman priest at a time when she questions her purpose in life, there’s an obvious love tension with Sergei, who is also her kidnapper – but! By the end of the narrative becomes her psychological saviour, helping her to come to terms with her beliefs and desires in a conclusion that I’m sure no one will see coming.

Of course if you’re less interested in story and just want the most realistic lawnmower simulator of our time, then you too are catered for. Please read the included History images detailing the origins of Advanced Lawnmower Simulator. Otherwise try my updated version, Lady Priest Lawnmower.

More Tea, Vicar?


FEATURES:
* Authentic 8-bit graphics
* Over 11 colours used ON SCREEN
* HYPER-Mega 340 by 200 pixel graphics!!!
* Post-rendered Blast porcsession
* Super Audio Phonic Sounds
* Vocalised theme song by new indie band The Punk Yaks
* 180 minutes of voiced dialogue speech (may be condensed)
* Dynamically tuned pick-up-and-play control scheme
* Easy to learn, even easier to master
* Unique story script, edited down from an original draft of 2000 pages
* Tragic tale of love, redemption, faith and a woman turning into a lawnmower
* Runs on OFFICIAL Microsoft Windows Operating System
* Is NOT a virus
* Beards!

This game is freeware and can distributed and copied as much as desired.

Friday, June 10, 2011

Star Control fan sequel – Project 6014




I only discovered the demo yesterday, despite it coming out in November 2010, so am definitely late to the party. But if I missed it, then did others no doubt. The demo is only about 30 minutes long, but it has tremendous potential and is easily one of the best pieces of fan-work that I’ve seen.
.
.
.

Official page is here.

Official UQM forum topic is here.

Started because the guy behind it was tired of waiting for a true SC2 sequel, this is touted as Star Control 2.5 and – if the demo is any indication – is probably one of the best fan homages I’ve come across. Set not long after the end of SC2, it takes place in a mostly new map, shifted to the South West of the old galaxy. There’s detailed explanations for what happened to each of the other races, from both the Chmmru and Earth base guy, and a mystery to solve. The Chmmr picked up a faint distress signal from a Shofixti scout vessel exploring uncharted space, but they can’t quite tell where, giving you only a general area. Speaking with the Shofixti at the Gorno stars reveals three scouts are on patrol – putting these two pieces of info together takes you to an area of space with a couple of solar systems to explore. On the outer planet of one you’ll come across the sinister Lurg and a squadron of Prawn ships (genetically altered lower organisms which the Lurg control for space flight). Take them out (the Chmmr ships work best) and you’re rewarded with a cut-scene.


All pretty simple, but it’s the perfect execution in this demo which impresses.

The freshly drawn graphics for the Earth communications screen, plus the Lurg and their ships, is impeccably done, and absolutely fitting with the SC2 universe. It reminds me why I love old DOS graphics – they can be quite beautiful! And it saddens me to think that modern companies totally don’t get this, choosing to redo things in HD and making them look ugly (Half Minute Hero on XBLA is the perfect example of a beautiful low-res game made hideous in HD).

Apart from the Lurg none of the other races have voice acting yet, but damn – the Lurg are PERFECT. Really great acting and some top notch voice modulation. Right away they grab your attention as being sinister creatures – possibly moreso than the Ur-Quan. And, for some great fan-service, can you guess what they were based on? Awesome. Their ships aren’t as scary as they make, farting a wall of paralysing bubbles and shooting semi-homing shots, but the design is good and I can see them proving to be interesting enemies. A couple of Chmmr should be able to take down five Prawns easily though.

In addition to the voice acting the script needs special mention. For something done by fans, it fits so well with the SC2 universe. It’s not overbaked, but it doesn’t feel like it was restricted by being too obsessed with canon – you’ll have to judge for yourselves, but for me it perfectly treads the line between respecting the source and taking it in a new direction. And it’s funny! Wait until you bump into the Slylandro, having been brought space-bound through a prank of the Umgah’s, and read their dialogue. The original SC2 was hilarious in places, and there’s some choice sci-fi references going on in this fan sequel.

Finally, I am really digging the puzzle design. There was a puzzle in SC2 where the Syreen mention that their ships must be a specific number of space units away from their current location, on a planet with a specific type of sun. Following the clues yields only about 3 possible systems, and by following this cookie trail and exploring the planets you’ll soon come across them. it was extremely satisfying solving this puzzle, and they’ve employed a similar one here. The fact that the clues also show up on your space chart is a bonus, and makes the game very user friendly. It’s not elaborate and so far it’s just one example of design - but I love it, and it bodes well. I hope they really think outside the box and come up with some great stuff.

Of course being a demo it's still lacking several things. You can land on planets but can't pick up any minerals (biological data is fine though) since you don't have a cargo bay, plus you can't buy additional modules for your new ship. There are fighter craft you can build though, and you do start with a generous amount of RU.

As of now they say the project is ticking along nicely, they’ve finalised the general story arc (even if they’ve not written the script), and things are looking good. So many fan projects fade away, especially the more ambitious ones, but I sincerely hope this team has the resolve to carry it through, because it’s looking ace so far.

Try it for yourself!

Saturday, February 12, 2011

Pathologic – PC

As I’ve been playing Pathologic this past week I have repeatedly wanted to write something on it. Having now finished it – an exhausting but gratifying experience – the hundreds of words I’ve written and re-written don;t seem to summarise it well. In short though: despite its flaws: I find it to be one of the best games to have been overlooked. (some would say worst, but herein lies the debate)
.
.
.


Pathologic is not an entirely unloved game of course, various places have praised the obscure Russian FPS/RPG/adventure. Notably Rock, Paper, Shotgun, whose write-up encouraged me to buy it. I must warn you though, RPS’ write-up is so full of factual errors and spoilers that you’re actually better off not reading it. Other places like Gamasutra compared it to Deadly Premonition, as a game which is interesting but not a triple-A blockbuster full of polish.

Pathologic is unlike anything else I can think of. It may contain recognisable elements found in other games, such as dialogue trees and firing guns, and its bartering system does seem to have influenced the later released STALKER, but as a whole the game is excitingly unique and still so, despite being released in 2005.

Most places have already covered the story: you choose one of three people in a remote Russian Steppe town, with the intent of stopping a plague which threatens to engulf the entire country. The trains have been stopped and no one leaves until things are fixed. As the situation deteriorates the authorities continue send ever more brutal figures with the intention of regaining order.

That’s the gist, but what most places won’t tell you is that while the 4 standard endings are fairly boring, the secret ending obtained by keeping alive two sets of important people is possibly the greatest mindf**k in gaming history. So many people waste so many words on lesser games with irrelevant stories, whereas a game like Pathologic which suffers from what appears to be a mangled and unedited machine-translation (or just really bad human translation) still manages to eclipse so much of everything else out there. As someone on the RPS comments section said, other languages appear cute when mistranslated, but Russian when mistranslated seems to take on this profound gravitas. It also makes everyone appear frighteningly deranged.

Obviously it’s cheating to claim a game has a great story but then deny explaining why for fear of spoilers, but believe me when I say that at the end, the final (secret) revelation is jaw-dropping. It negates a lot of previous events which will upset some, but for sheer humiliating deception, there are few other games like it (Panzer Dragoon Saga and Metal Gear Solid 2 are the only ones that come to mind).



Besides the story, there are a few other major things which make me love the game.


Illness

Very few games if any deal with illness or disease in interesting ways. If they do, it usually behaves like poisoning in old RPGs, dropping your health until it self-cures or you take an antidote. Something I’ve always wanted to see in games actually is the topic of diabetes. I don’t know anyone who has it, but imagine a game where you’re about to eat food to restore health and you need to read the ingredients to make sure it doesn’t have sugar (sugarless and you can eat it, sugar and it’s only good for trading or for emergencies). Imagine if you had to maintain a supply of insulin for regular shots. Dead Rising 2 introduced Zombrex, but it was a very restrictive system and not handled particularly interestingly – in fact it was little more than a lock-and-key puzzle with window dressing. Such things would add an interesting dynamic to a game involving survival.
Pathologic allows the possibility for you accidentally to contract the Sand Plague which ravages the town. Once caught the infection builds, occasionally blurring your vision. Once over a certain level you start losing health when you sleep, forcing you to take restoratives (such as painkillers) before sleeping to prevent you from dying. To counter the growth of the infection and hold it back you can buy/trade various types of antibiotics. Some are best at slowing it, others at decreasing it. None of them cure the plague (it can be cured, but you need these rare curative items for the end-game). Taking the antibiotics though deteriorates your health (bad for the liver, don’t you know), and increases exhaustion, forcing you to sleep more frequently. This is a fantastic system, since once you have the disease it needs constant management and affects pretty much everything else, from health to fatigue. You can drink coffee to stave off the sedative affects of the antibiotics, but this is bad for the health. Lemons will wake you up, but they increase hunger so you need more food. And so you’ll find yourself sitting in bed, measuring out your pills for the subsequent days and trying to gauge which need to be taken at which time. If you liked Resident Evil’s need to manage limited ammo supplies, this need to manage medication will appeal. It’s a brilliant system.


Economics

Pathologic has, in my limited experience, the best economic system of any videogame (games with online trading components such as MMORPGs don’t count). And if I’m wrong, tell me, so I can go play the games which do it better.

Most games don’t actually have economic systems. They allow you to buy and sell crap, but there isn’t the feeling of a functioning economy. Prices are always the same wherever you buy/sell something, and they seldom fluctuate. Games like Fallout 3 will try to fool you by having a bartering skill which affects prices, but this is simply a number which deviates the standardised base price until you’ve built up its levels. In coding it’s something like this: BASE PRICE + (100 – BARTER LEVEL). As you increase your barter level, the price goes down. Yawn. The old space trading game Elite had a fairly good economic system, with variable prices, but none of the goods you dealt in were of any major significance to the game itself – they were just merchandise you hauled. STALKER had a cool trading mechanic, but this appears influenced by Pathologic. Metro 2033, a fairly recent FPS which I’ve got on order, proudly claims that the bullets you use in your guns are used as currency, which sounds quite cool.

As I said though, Pathologic is the best I’ve encountered. You can raid bins to steal junk for trade (sowing needles, razors, broken watches, empty bottles to fill with water), and you can also buy some junk (clothing stores are great for needles and fishhooks). These otherwise useless items can be traded with the townspeople for valuables such as bullets and medicine. Teenagers will trade bottles of painkillers for razors, while little girls will give you antibiotic pills in exchange for sowing needles. It might not seem realistic at first, since obviously they’re priorities during a pandemic are a little screwed up, but after a while you’ll come to trade these valuables as well. Bullets are useless if a man dies of infection, and what good is fighting a disease if you starve to death? Selling items for money is important too, since some NPCs can repair your clothes and weapons, which degrade. The majority of what you end up trading will have a beneficial affect on your playing, forcing you to prioritise items.

But the best thing about all this is the fluctuations. As one person on HG101’s forum out it, the game attempts to mimic the hyperinflation found in Germany after the first world war. When you start the game food prices are cheap, but as news of the plague spreads people start panic buying and food rises tenfold. A small fortune suddenly can only buy one loaf of bread. Hoarding items is also foolish, since once the authorities arrive and clamp down, prices are forcibly reduced thereby making your collection of tradable goods almost worthless. Different stores also sell for different prices, and there’s even a blackmarket that always has something of interest, but for a high price. Everybody in town also has their own unique supply items – the local security patrols are a good source of tinned food for example.

Random hoarding is always a bad idea, and the game forces you to think about your actual needs when planning ahead. I desperately hoarded bullets, but by the end game I had plenty spare and would have been better served with stockpiling food during the cheaper days. In no other game that I’ve played has economy and item management played such an integral role or been handled as brilliantly. More games would benefit from some intelligent design in their bartering systems, or least some variables to affect things.


Art direction

Pathologic is not ugly. People will accuse it of ugliness, and say it looks like a game circa 2000, but these people aren’t seeing the bigger picture. Ignore the low-polygon count and poor animation, and look at the art direction. It’s not how much your game can pump out in terms of graphical effects, it’s what you do with it that’s important – it’s your original vision of how things will appear. Pathologic’s problem is they clearly had talented artists with a unique vision, but not the skill to recreate it in game form to the level that today’s shallow gamers expect. You just need to view the various hi-res paintings located inside people’s homes to know these people have artistic ability. Or look at the architecture: yes it repeats a little too much, but there’s a kind of grim beauty to those buildings. Look at the Cathedral, Commandant Savurov’s mansion, the enormous abattoir or the crowning Polyhdron – the architecture is imposing yet exquisite. I’ve heard people compliment Gears of War’s gothic architecture as being visually striking, the difference here is its developer had the money and man-power to make it really shiny and polished.

Here’s some things I noticed during my playing:

On the first day I found the villagers burning a local woman they accused of being a clay witch who murdered the town head, Simon; after she failed to harden and crack, they admitted they were mistaken and so set off the find the real clay witch. Life it seemed, was cheap out in Russian Steppes. On the fourth day some idiot destroyed the town’s only water supply, because he’d been told to boil water to kill bacteria and so assumed that all water was dangerous – thousands would now be short of water in a time of epidemic. And so it went on, dealing with madmen, tyrants and a town of uneducated cattle workers.

Most places (especially RPS) claim the game is borderline unplayable today, but I don’t agree. We’re not talking about the original System Shock here, which even after patching to feature a dedicated mouselook I still can’t bring myself to complete. Pathologic’s mechanics are no more archaic or difficult to deal with than those in Deus Ex or System Shock 2, two games I have replayed recently in preparation for Deus Ex 3’s release. You walk, jump, aim, shoot, interact, click through dialogue trees and handle item menus via the mouse – none of which is difficult to deal with. There’s also the standard quicksave and quickload functions, making the game totally painless despite reports of its high difficulty. In fact I found the game a little too easy playing as the Bachelor.

What appears to drive people away from Pathologic is that it isn’t instantly gratifying and it isn’t fun. It makes you work for progress, and admittedly your walking speed is too slow. But the storyline, when you can understand it, is epic, and for those who enjoy desperation of a resource-based and intellectual variety, it’s a substantial and worthy game to work through. How many other games infect you with a disease and then place you in a situation where you’re standing in a store bartering with the owner, trying to decide if it’s worth trading in the last of your antibiotics for a piece of beef to stave off the hunger that will kill you in less than 6 hours?

Pathologic, from start to finish, is a game of futility, desperation and grimacing through difficult periods. Illness, hunger and exhaustion almost become tangible as you crawl down the next filthy alley, clutching a half-broken army rifle and mumbling to yourself to make it to the next house. Everyone appears to be a lying self-serving bastard, you question who to trust, and by the time the army arrives towards the end, bringing with them their own brand of Imperial oppression, you quite relish the idea of everything going up in flames courtesy of heavy artillery.

It wasn’t fun or pleasant, not in the same way a fantastic game like Double Fine’s Stacking is, but in terms of mechanics and narrative I loved every second of Pathologic. If you liked something like Deadly Premonition, and are prepared for something which is functionally even more challenging, then Pathologic is an experience to be remembered.