Showing posts with label review. Show all posts
Showing posts with label review. Show all posts

27 October 2009

Pilgrimage To Mecha

[From The Escapist magazine]
Make no mistake: Gundam is a big deal in Japan. To put it in context for a Western audience, Gundam is the Japanese equivalent of Star Wars, complete with an iconic masked antagonist, laser swords and modern installments of dubious quality. But that comparison doesn't explain the presence of a 60-foot statue that took over two months and millions of dollars to complete.

What's so special about Gundam, anyway?




How about a quick unscheduled trip to Japan to explore their love of all robots, giant and battling?







I missed out of the Gundam shows as a kid, but somehow I still managed to find and read the first three Robotech book series. As bad as those books were, they still managed to capture my imagination.
In Japan it seems to have capture the whole country.



When I discovered Battletech through various computer games, I actually started having Battletech dreams on a regular basis. Weird? Maybe. It seemed to allow me to play out a sort of superman fantasy. I don't see myself as any sort of superman, but that particular sort of escapist fantasy does seem to be very popular.

But enough of my ramblings. Go read John Funk's Pilgrimage to Mecha for yourself.

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02 September 2009

ITATSI: A Weasely Word Game

Serendipity is a wonderful thing. Comments on my other blog lead me to contact the author of Itatsi, a game based on a simple search algorithm presented in Richard Dawkins book The Blind Watchmaker. First though, a description of the game itself:

Itatsi word game
The ideas is very simple, starting with 50 strings of three random letters, pick one that will be the parent of the next generation. With each new generation there is a random chance each letter will be randomly replace by another letter. The game has a database of some 30,000 words (3 letters or more), and choosing a parent that spells one of these words will score points - more points for longer words. In the example below there is also a chance the string will become longer, allowing longer words to be found.
The game also gives a "fitness" score, when is related to how close the parent string is to other words in the database. A higher fitness indicates a greater chance that the next generation will contain words that can be scored. Each word can only be scored once, so the strategy is to choose parents that not only score points, but also lead to new words that can be scored.

I'll be describing the screen-shots as I go along, but you might find it easier to see if you open another tab or window.

Itatsi game Weasel algorithm blind watchmakerThose are the controls for starting the game (most of them). Word length controls the number of characters randomized. Remember that longer words also score more points. For this example I'm playing with variable length words. For starters you will want to select "Training Weasel: Yes".

Itatsi game Weasel algorithm blind watchmakerSo here is the first turn or "generation" of the game. It doesn't say, but because about half of the 50 children are "CAU" it appears that "CAU" was also the original parent string.
The gold or yellow "CAW" string is the child with the highest fitness, or the most likely to generate scoring words if chosen as the parent. The silver/grey "CAN" is the second highest fitness.




Itatsi game Weasel algorithm blind watchmakerThe other colors indicate children that have mutated (one or more letters changed) from the parent. Note that some of the children have randomized to become longer (4 characters instead of 3).


This turn I select the string "CAW", and the next generation will be created by randomizing that string 50 times. (below)
You can see I scored 2 points for the word "CAW" and its fitness score was 46.
Itatsi game Weasel algorithm blind watchmakerIn generation 2 the highest fitness is again "CAW" (I could choose any of them), but since I already scored "CAW", I choose "WAW" instead.
Itatsi game Weasel algorithm blind watchmakerAbove is generation 3. I scored 2 more points for "WAW", and "CAN" is now the highest fitness. The "Training Weasel" is the feature is what marks the highest two fitness as gold/silver. You will want to use this feature to learn, but the game does not track your points when it is giving you these hint.
Now here comes a a bunch of turns.
Itatsi game Weasel algorithm blind watchmakerAt generation 12 now, and you can see my chpices over on the right. "NAGS" scored 8 points. Let's zoom ahead now ...
Itatsi game Weasel algorithm blind watchmaker... to generation 20. I scored big on turn 17 (12 points for HEAL and HEALS), and another 14 on turn 18. I'm up to 7 letters now, and that might be trouble because it gets harder with longer strings.
Itatsi game Weasel algorithm blind watchmakerAt generation 38 now, and I think that's enough to give you the general idea. I had one more screen-shot to show, but I must have forgotten to save it. Too bad, because it the Weasel found the string "BEHE" (a little joke there).

In part two, I'll share my exchange with the game creator. GBR Giant Battling Robots Favicon

17 August 2009

GENCON Tales

GENCON 2009 Scrapyard Armory BattletechOver at The Scrapyard Armory you will find some nice summaries of Battletech events and more from GENCON 2009 (posts 1 2 3 4 5 6 7). Of course, Brian ALWAYS posts good event summaries, and these are no exception.



GENCON 2009 Scrapyard Armory BattletechI wound also like to officially thank Brian for linking to this blog, as The Scrapyard Armory is now the top referrer here, finally surpassing the Blog-of-Note referrals dating back to December 2008. Hopefully I can return the favor by sending some of you his way.

28 July 2009

Six Days in Fallujah

I just heard this on NPR this morning;

Gamers Can Experience Battle Of Fallujah

July 28, 2009

A new video game has upset the families of some Iraq war veterans. "Six Days in Fallujah" takes gamers into a simulation of the 2004 battle. The creators say this is entertainment with substance. Critics say war is not for the amusement of others.


It's a good listen: Pertinent to recent history and current events, and very relevant to the topic of game design. Go Listen!

[UPDATE] A few links to go along with my comments below about games as art:
  1. Games Design Concepts: Games and Art
  2. Scott McCloud's Understanding Comics, and his TED lecture.
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24 July 2009

A New Trenchbucket for Trebuchet

Artist Vadim Antonov Vladimir3D Battletech TrebuchetIn response to a previous post, Steven Satak sent me something to review; a page of text and art from the upcoming fan-produced TRO:3063 Vehicle Annex.


This drawing is by artist Vadim Antonov (Vladimir3D at Deviantart, where you can view his Battletech gallery).


Steve wanted to know if the writing was up to snuff compared to the other Battletech TROs. It is; the "Trebuchet TBT-8K" is a fine addition to the Battletech universe, and the writing style nicely fits with the official TRO series.

Artist Vadim Antonov Vladimir3D Battletech TrebuchetI offered a few minor suggestions for the text and noted a minor technical bug in the artwork. I offered to try to correct this bug, and Steve took me up on the offer. The results of my efforts are on the left.


These images are intentionally of reduced size and of low quality, because I don't want to take anything away from the project itself. I've always enjoyed the TRO series, and I'm very happy I got the opportunity to contribute in a small way. I am excited about seeing the finished results. I will be posting occasional updates when more news is available.


Battletech Fan produced TRP3063





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20 July 2009

Introducing PhotonCutter Studios

Miniatures SITS PhotonCutter bases Ad AstraMy friend Tom is starting a business doing custom acrylic design:
including flight bases and 3D forms for air and space combat games. My intent with this post is to help boost him off to a good start.

Miniatures SITS PhotonCutter bases Ad Astra

Ad Astra ORIGINS Gamemaster Mark Seifert Painted these SITS ship miniatures.


Miniatures SITS PhotonCutter bases Ad Astra


Miniatures PhotonCutter bases Ad Astra

Miniatures PhotonCutter bases Ad Astra




These bases are design to work with Ad Astra angle adapters to supports miniatures at any angle of roll, pitch, or yaw (a full three axes of rotation).
Miniatures PhotonCutter bases Ad Astra










My thanks to Ken Burnside of Ad Astra Games for providing the Squadron Strike and AV:T demo minis used in these photos.

Miniatures PhotonCutter bases Ad Astra






Miniatures PhotonCutter bases Ad Astra




Some minis for
Attack Vector: Tactical
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Miniatures PhotonCutter bases Ad AstraI will be occasionsally featuring Tom's products on this blog, and I must admit to some selfish reasons for this; I'm working with Tom to produce one of my own ideas for Battletech miniatures. More news on that soon I hope.

PhotonCutter Studios graphic Tom Evans laser cut acrylic[Update: Credit where credit is due - Ken informs me the angle adapters are manufactured by Ninja Magic.]

[Update 2: The PhotonCutter Studios web site is up.]
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01 June 2009

Monster's Den

Miniatures to paint, convention event rules to edit, convention events to reserve, Game design ideas, progress in the mathematics of Battletech ... just when I have so many other things to do, I get hooked on a dungeon crawl game.

Monsters Den
But it's a GOOD dungeon crawl game.

Monsters Den





Character selection is pretty basic. There are about 8 classes to choose from. Characters gain skills and abilities as they advance. Unsurprisingly (but somewhat ironically), characters advance by descending further into the dungeon.



Monsters Den

Navigation around the dungeon is simple point-and-click - this level is fully explored.

Monsters Den


In an unexplored level, rooms are revealed as you move adjacent to them.

Monsters Den


Just like the old D&D games, your party is quickly loaded down with piles of treasure and loot.

Monsters Den


Uh oh, monsters to battle.
TO ARMS!


Monsters Den


zzzzZAP!!!



Monsters Den


Ouch! (Actually, those guys are getting the worst of it.)


Monsters Den



More loot!





This is a simple game that successfully captures the feeling of a D&D dungeon crawl. Good fun, and I'll be playing it again, but maybe AFTER I take care of a few other things that need doing.
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29 January 2009

SKAPH

SKAPHSome friends and I have been playing a browser based game called SKAPH for about two months now. (Of course the initial attraction was the giant robots angle.) This is created by a German company, and it shows a bit in the translations to English, but the basics of the game are not too hard to figure out.


SKAPH base defense
SKAPH oilBattling robots are always nice, but SKAPH is really a game about resources and building. Your base starts with limited resources (you have crash landed on an alien planet) and you must construct mines and factories to create more, plus conduct reseach for new technology and structures. Building construction and resource accumulation is slow, paced so that players can play for a few minutes 2 or 3 times a day. Getting my first base up and running took over a week, but the construction times for basic building have since been radically reduced to help get new players into the game more quickly.


skaph game resourcesOnce you get your base established, you construct a Map Room, at which point you are placed into the harsh world where others can attack you (all the other players crash landed too). Attacks become stronger as players bases grow, and alien attackers soon join the battles too. Damage is easily repaired, but your base will require regular attention. If you are persistent, your base will keep growing even when subjected to regular attacks. The only real way to lose is not to play; your base will be destroyed as multiple attacks strip away defenses and your headquarters is finally destroyed. (Caution: Attacks can be much more serious if you start on "hard", and a player in my group recently restarted to escape an unplayable starting location, surrounded by unhappy aliens.

SKAPH UraniumManage your resources well, make a few allies among your neighbors, and you will prosper. The majority of players n the game are German, but most know enough English that I can make deals with them (and there is always Google Translate, but the Germans maylaugh at you.). If you start on the "easy" difficulty level, you will be placed among other new players, and any attacks made on you won't be too harsh. Of greater concern is the resources that are stolen from you in attacks, and you will want to build defenses for protection from raiders.

There is a commercial aspect to this game, mostly in the form of ads. Additionally, your base is powered by Reactors with limited supply, and for a fee you can purchase Uranium to feed nuclear reactors, supplying greater power and making your base more efficient. Nuclear powered robots and weapons can eventually be built, but I have not progressed far enough yet to see this. The game is quite playable without spending any money on it.

And playable is the word for it. The pacing is slow, and the development of your base is spread out over weeks. This might seem frustrating, but there is a lot of satisfaction in seeing the game unfold and the difficulties encountered along the way. The game has stayed interesting for me all the while, and I'm looking forward to the next stage of research, so I start building the advanced combat units.

SKAPH moviesThere are some nice animated promos too. I can't embed Flash here, but here are some links to the movies.

I could say more about actual play, and offer some tips, but part of the fun is figuring the game out for yourself. I'm open to answering question though if someone wants help.



SKAPH BaseFinally, here is a screen capture of my primary base, the green bars indicate some damage I have not repaired yet, and my current resources along the top. The in-game graphics are not so nice as the demo material, but are still effective and nicely done.

--- UPDATE: More about Skaph ---