Welcome to Witchboy's Cauldron the website of
Harvey Smith (aka Witchboy).
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progress update
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things continue to advance for deus ex. a snapshot of the team last week would look like this:
the programmers just finished giving us a new version. included are numerous new features and game
systems, large and small. plus this version includes a bunch of new characters and objects. since
our game is really interactive, we need a lot of objects--things you can act on in the game with
or without tools, with or without certain player-character skills. not just triggers and switches,
but many inventory items, devices containing pieces of backstory and/or plot critical info, etc.
most of the artists have been cranking through 3d object generation--everything from security cameras,
ATM's and retinal scanners to various types of ammo and fire hydrants. some of the artists have been
continuing the animations for our *huge* host of NPC's. and a few artists are working with designers
on some of the remaining textures for use in our 3d maps.
the designers meanwhile continue to build out the world, connecting maps with teleporters and travel
map triggers. (our travel map, prototyped by norden and the programmers recently, is going to rock.
it is functional now and already looks pretty damned good. the final version should be awesome.) also,
designers are working to revise minor parts of their mission write-ups, doing things like ensuring that
for each skill we support in our game systems we have enough uses for that skill in the actual maps. (not
as easy as it sounds.) we are nearing the stage where raw map work ends and NPC and locational scripting
begins.
in other sundry disciplines:
christian, our writer, is working with individual designers to get the characters all saying the right
things at the right times. not only is he writing the conversations, he is using programmer albert
yarusso's ConEdit (a really nice app) to put the NPC conversations into script form. peter is constantly
tweaking the schedule based on what we accomplish on a week by week basis. and stan--the sound effects
designer--recently came down to spend some time talking to us about the game's sounds.
meanwhile warren spends most of the day working on this huge mashed potato sculture he's got going in
his office and racing his BMW up and down loop 360. **JUST KIDDING** he's actually as busy as anyone
on the team, managing this very slippery, many-headed development team, continuing to work with designers
on their missions, making sure the plot still works in light of 3d location cuts & mergers, and ensuring
that the design doc--the monstrous hog that it has become--does not get too out of date.
i was going to rant about a particular designer topic today, but i'll save it for tomorrow, given the
length of this update. (i came in today to work some on the paris catacombs map.)
ps--thanks to all the people out there--friends and strangers alike--who have recently expressed interest in
deus ex and who have wished us well here at ion austin. you know who you are...
word of the day: gnotobiotic
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3 games that look bloody incredible
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the last few months have been good to gamers, at least according to my
tastes. half-life, thief, baldur's gate & the s.m.a.c demo have all been
good enough to give me a stiffy.
but of course i must have more...something new. so now, looking to the far
horizon of the coming year, there are several games that have me getting
really excited.
system shock 2--they just released a series of new shots that i think
look awesome. i can just *feel* the game-play radiating off of these
images. every location seems to tell some story or imply some interesting
interaction-possibility. friends at looking glass & irrational games say
that shock2 is really shaping up. some members of the thief team have
moved over to work with the shock2 team (i believe). both groups are
made up of some of the people who were responsible for underworld,
system shock, terra nova and thief. if that doesn't get you wildly
excited, you probably should not be viewing the content on this page.
go here for the new shock2
shots. (also, saam runs a really excellent site called Through the
Looking Glass. it's another great place to get info on LG games.)
TTLG.com.
anachronox--yes, i know i work for ION, but i work at ION *Austin*, so i
rarely get out to the dallas location, the mighty tower that it is. (here
with warren's group, we work in a little bank strip plaza...from which we
have nearly been evicted several times for reasons i'd rather not divulge.)
anyway, i just went to the ION web site and looked over all the new screen
shots for the game. so far, from the demos i have seen, the game itself
seems like a really interesting blend of strategy and role-playing. so i
was already hyped for the game. but now, after seeing the latest work they
have done, i am floored. it just looks amazing--revolutionary is the word
that comes to mind. like jack nicholson said in _as good as it gets_, "you
make me want to be a better designer..." really. looking at those shots is
like a kick in the ass--those guys rock. & they are going to raise the bar.
so this game is another title i am eagerly awaiting.
diablo 2--baldur's gate is cool & it consumed a lot of the last few weekends.
but as far as stat based/character advancement/kill monsters/collect treasure/
gain levels games go, diablo is the best. (btw--as you probably know, i am
personally more inclined to the other side of the RPG--plot, character, setting;
this is more what Deus Ex is all about. so don't be thinking our game is going
to be some sort of hack & slash fest.) the new diablo 2 shots seem to show that
blizzard has repeated much of the same goodness that made diablo so damned
addictive. plus they've added a bunch more. something like 6 character types,
new monsters, spells, etc. and the ease of their multiplayer access is nothing
short of 'the best in the world.' i can't wait to play D2--it's all the stat based
game-play of a game like baldur's gate, plus it's faster, leaner and with
fewer annoyances. note to blizzard: you should avoid areas that force instant
repeated reloads, features that take control of the player's character away &
NPC interactions that suck everyone in the adventuring party into someone else's
conversation. (imho, the 3 worst aspects of BG.)
word of the day: tatterdemalion
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FireTeam: GameWorlds.com Best Game of the Year
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cool announcement: the people at GameWorlds.com
have voted FireTeam 'game of the year.'
check out their other choices here.
also, other good things have been happening for FireTeam (the tactical internet squad game
that was my last project at Multitude). OGR, Computer Games Online and MPOG have all
independently given FireTeam "4 star ratings." plus it got the editor's choice award from
Games Domain. it's very cool that the online gamer community is responding so well to a
game that is very much outside the normal gaming genres.
hmm, looking at the page counter, the cauldron site has passed '2000 unique ip addresses.'
according to the character advancement tables, don't i get a new level or something? more
hit points? another spell?
ION designer/architectural badass monte martinez says i should get The Zealot, who manages
this site, to change the counter so it says: experience points. what about it Zealot?
here at ION austin, we've been playing *lots* of Baldur's Gate, including a marathon 15
hour session on saturday. monday through friday is dedicated to Deus Ex, but right now
the weekends are for recreational gaming.
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DE screenshot and update
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for those of you interested in Deus Ex, our dark future conspiracy RPG, i have good
news. things are going extremely well. we are, in part, beginning to switch from raw
map construction to the implementation of more game-play features. the programmers,
led by chris norden, have been writing code like mad and it is beginning to show up
in the form of features coming on line. scott martin and al yarusso recently gave us
all a demo of some of our inventory management and conversation recording features. it
is really sweet and if you play computer RPG's you will appreciate the depth of control
we give you.
also, the new issue of PC Games features a Deus Ex screenshot. for those of you who
have asked, the shot is from one of designer steve powers' Hong Kong subplots. it
involves some triads and other secret groups. in the shot, two characters are standing
joss temple (neutral ground) discussing the rivalry of their organizations and their
mutual competition for the player's alliance and aid. (btw--steve did the city of
mages in serpent isle. so if you liked that, you'll love the Hong Kong sections of
Deus Ex.)
i really have to say--the austin ION office is a completely cool place to work. i'm
loving it and having a blast. i also feel like it's a great place to learn, which is
always one of my priorities. we have an awesome mix of people here--people who have
worked on RPG's, ultimas, flight sims, sub sims, strategy games, multiplayer-only
games and pov sims. it's an ecclectic and vibrant place to be. (and, hey, austin is
just cool.)
*completely kickass board game alert*
over the weekend, i sat down with some friends at warren's house and played an awesome
new board game. (the group consisted of me, warren, a guy named bud, doug church
(looking glass/underworld/system shock/thief) and art min (multitude/system shock/terra
nova/fireteam). we played EL GRANDE. the game has some fantastic strategic elements
and feels really subtle. if you play board games (and if you like games like settlers
of cattan), go get EL GRANDE. (and perhaps you too can become EL GRANDE.) doug won,
art was second, but i got bronze (and i'm not even a programmer, imagine that).
most important of all, i passed up warren in the final round. beating your boss is
perhaps not the best career move, but it *is* fun.
you should play baldur's gate but don't forget to eat. some of us have been playing
for a couple of hours after work here. (ok, more like 8pm-ish to midnight.) it's
totally ad&dictive.
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the new mac: i, CARmac
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the new year is here.
some of my friends call themselves 'gamesluts' because they will play any and all games.
i used to be like that, but with time as one of the primary resources i've been trying
to manage over the last few years, i have become somewhat picky. i generally give a game
30 minutes--if it doesn't grab me, i dump it and move on. i am seeking some particular
(immersive, chilling or strategically interesting) experiences, sans pain and suffering
due to bad interface and other stupidness. my favorite game of the old year: THIEF.
favorite game of the new year (so far): the S.M.A.C. demo.
anyway, on to the real issue today: i've always moved to whichever platform i've felt
was better for the gamer. (commodore, atari 1040st, amiga, pc.) the pc has reigned
supreme for some time and continues to do so. i just read a story that seems to imply
that the winds of change are blowing. but this is the first time that mac has done
anything to create enthusiasm in me personally.
some features this kickass new mac is supposed to have:
carmack's endorsement--that is pretty much the ultimate game industry validation in my
book.
handles on the case--wow, you mean i don't have to struggle with a near-frictionless
box that weighs more than my gamer-atrophied muscles can handle just to get my pc
home for the weekend? this is, in my opinion, the modern equivalent of creating the
wheel.
a door--so to get inside your machine and change out hardware, instead of nicking your
senstive little geek hands on archaic screws and flimsy metal casings, you simply pop
down a hinged door.
colored cases--yes, believe it or not, some of us in the dark-bedroom/play-games-for-12-hours
culture actually have some personality...we don't all want pale, bloodlessly corporate
cases and peripherals. if i had my way, my pc would be black with whammo glow-in-the-dark
goblin green trim.
open gl support--which seems to excite the programmers...something about not having to
rewrite millions of lines of code just to make a game work on a mac and a pc. marketing
and sales should get behind this too, since it makes their dream of cross-platform
simultaneous release more likely.
game developer support--why did it take people so long to realize that gamers are the
drivers of the computer/internet/hardware world. "early adopters." like porn was to the
vcr.
seductive marketing--the mac people are trying to make us all warm and tingly about
buying their computers like the vw people are doing with the new bug commericals. here's
a free commercial campaign idea: show people (ok, chicks in underwear mostly) using their
imacs to engage in sex-chat over the net, contrasted by scenes of us pc drones sitting
in a 'data processing room' like members of the borg collective. this would sell a million
macs.
rage 128 graphics accelerator card--kickass.
100 meg ethernet connection--faster network access.
conclusion:
pc manufacturers need to wake up. the features mentioned above would be easy to do.
don't be arrogant and think that the world is too pc-ingrained to switch. we are
fickle, i promise you that. remember how ibm lost most of its empire?
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