Diablo 3 Announced!

So Blizzard‘s mysterious mystery image mystery is no longer a mystery! Or something… Diablo 3!

In better fashion that most game announcements Blizzard has simultaneously released a great website with plenty of cool info, lore, screenshots, and a couple of videos including a 20 minute game play movie.

Who knew you could set your camera like this in WoW?!
“Who knew you could set your camera like this in WoW?!”

A few quick impressions:

The game play movie looks awesome! Day 1, collector’s edition purchase for me.

It looks quite a bit like Diablo 2, only refined in some areas and using a much more modern 3D engine. The 3D engine, from what I can tell, actually reminds me quite a lot of Titan Quest‘s and doesn’t look to be all that advanced which hopefully means the game should have relatively low hardware requirements. One advantage of using a 3D engine is greater control over animation and many of the animations shown in this preview are fluid and much more expressive than those of the past games. So expressive, in fact, that I can’t help but wonder if the player avatars will be more fully fleshed out characters this time around. It does appear that the game has an overall slightly more cartoony, stylized, and less gritty look, with simpler looking models and a brighter, less dreary color palette than the previous two games. This is sure to irk some hardcore fans of the past games, especially those that despise World of Warcraft, but honestly it isn’t taken to WoW extremes and doesn’t stray too far from the previous two games.

Apparently the world of Sanctuary is 80% bridges.
“Apparently the world of Sanctuary is 80% bridges.”

There is apparently going to be a lot more randomization in dungeons and available quests and events this time around which should make replays a lot more entertaining and varied. This is definitely a good thing as the random elements of the Diablo series strike me as one of its appeals but not one that has been sufficiently explored considering its Rogue-like roots. Of the two classes shown in the preview the Barbarian looks to be very consistent with the design of the Barbarian class from Diablo 2 while the witchdoctor looks like he was put together to replace the Necromancer. The mini-boss they showed in the trailer is fuckin’ huge! This gives me hope that the bosses featured in Diablo 3 will be a lot more epic than those of Diablo 2 – I’m sure I wasn’t the only one who was amazingly unimpressed by The Lord of Terror himself. There were some other nifty things like destructible environments and both sexes available for every class as well but those seem like minor bullet points to me.

Making undead corpses dead corpses.
“Making undead corpses dead corpses.”

Beyond the videos I found the content on the new site to be quite awesome. The descriptions of the few released classes, monsters, and locations are all done in character with the renowned scholar Abd al-Hazir telling us of his research into these various topics. Pretty good reads and I loved the quip about the skeletons hiding in barrels for hundreds of years. Good stuff and I can’t wait to read more.

We’ve also got Deckard Cain’s journal. Anyone who played either of the previous two games should remember Cain and it appears as if he has a major role to play in Diablo 3 as well, maybe even larger than in previous games if some of the hints I’ve read are to be believed. Anyway, Cain’s journal sums up the plots of the first two games from his perspective, complete with his delightful Sean Connery-esque accented voiceovers and even all of the cut scenes from Diablo 2 thrown in as well. This stuff is a must for Diablo fans to dig through!

All of these screenshots are Blizzard’s and not mine. Of course, if they were mine this post would be much, much more interesting.

ArmA Editing

This is a direct follow up to my earlier post here.

Right now my scripting efforts consist of a relatively small amount of changes. One of the very first thing I did was change what our player’s pilot character was going to be equipped with. Normally “pilots” come with an assault rifle which works a lot better for helicopter pilots than it does aircraft pilots. Our guy is stuck only with an M9 pistol, 4 magazines for it, a couple of smoke grenades, and the ever-trusty binoculars.

My biggest concern initially and what other than fine tuning the mission’s objectives originally inspired this whole excursion into scripting was communication. I felt the scenario would feel a bit more realistic if I could make the base/tower/controller/whoever be able to talk to our pilot while he was on the mission, particularly when around the airstrip and as objects changed. I also figured it would be nice to have our pilot respond – whole conversations in other words. Once I figured out how to do this it meant if I wanted to be fairly thorough with my communications, which I did, I’d have to do a lot of scripting to make trigger some of these messages.

Somewhere in here I developed my evacuation idea. After a few hours of working on it (which have included way too many tank-busting flight tests but I’m still trying to keep used to the flying mechanics and whatnot so I have an excuse!) here’s what I’ve got done:

We now join our script already in progress.
“We now join our script already in progress.”

First off I’ve only added the escort attack chopper routines in so far. The player radios in for an evacuation. The game then spawns a helicopter and its crew in a predetermined location. We set a waypoint for the player’s location at the time they called us and head to it in seek and destroy mode. I also set a variable around this point to denote that an mission is in progress and added in a check which disallows a call if the previous mission hasn’t ended so they can’t summon 300 helicopter (which is damn fun by the way!) When the chopper gets semi close to the waypoint it kicks off a timer. The chopper will then hang around blowing enemies up or just hovering around like an idiot until it runs out at which point we’ll set another waypoint and make it active so that it can return back to its spawn site, land and then be deleted from existence. We’ve got a lot radio messages along the way too.

My next order of business is to add in some status checks for the health of the vehicle. My decision to add in radio messages meant that, in my mind, I’d need to do some scripting in order to account for some conditions in which we might expect messages but not be able to easily send them. Specifically in this case I’m going to send a message when the chopper gets damaged and when it gets destroyed.

The damage part was pretty easy. I added a trigger to check to see if the chopper had acquired a certain amount of damage yet was still alive and if so I had the chopper send a radio message to the effect that he was taking damage. I set this to run only once, so once it triggers the first time that’ll be all we get. I threw a couple of Shilkas on my test map and after playing it enough times to have them actually manage to damage it before it blew them to hell it worked perfectly.

Runner up in the most boring screenshot of the year awards, 2008.
“Runner up in the most boring screenshot of the year awards, 2008.”

The second part, checking to see if the chopper was down or not, was quite a bit harder as in the interest of more accurate radio messages I had to check if the chopper had been destroyed outright, if the chopper had been destroyed but the crew had survived, if the chopper was fine but the pilot was dead, and if the chopper was fine AND the crew was fine, but they had made an emegrency or crash landing.

To accomplish this I ended up having to add four separate triggers for the four conditions. I had considered making one simpler trigger set off a script to check the other conditions but ended up doing it this way. I also added a global variable which each of them would set on activation which they’d check so we wouldn’t get cascading messages if, say, the chopper started to crash-land, then the pilot got killed, then the chopper blew up, then the gunner died. I also used this new variable to abort the rest of the original script which meant that unneeded waypoints wouldn’t be set, invalid radio messages wouldn’t be sent, the crashed units wouldn’t be mysteriously deleted, and the “in progress” global variable I added wouldn’t be reset, therefore further evacuation requests would be unavailable.

Another BMP-2 is sacrificed to the scripting gods.
“Another BMP-2 is sacrificed to the scripting gods.”

I think the script is pretty much done now. Next I’ll need to duplicate attack chopper script for the transport helicopter and then modify the hell out of it to take into account landing, loading, the additional waypoints, and all that fun stuff.

Pac’d Weekend! Ok, I suck at puns.

This weekend gave me the biggest span of game out worthy free time I’ve had in quite a while and to be honest I didn’t quite know what to do with it all. I started out on Friday night by packing in a few hours of Grand Theft Auto 4. On Saturday morning I spent a couple of hours working on my latest round of Armed Assault scripting changes then I decided to mix it up a bit and play a couple of Xbox 360 demos – I ended up grabbing the Penny Arcade Adventures: On the Rain-Slick Precipice of Darkness demo as well as the Civilization: Revolution demo. While those (slowly) downloaded I played a ton of Pac-man: Championship Edition. On Sunday I got the urge to install Titan Quest Gold and ended up sinking a couple of hours into that. I wrapped up my evening by putting another dozen Pac-man: CE games in and grabbing two new achievements in the process.

I take a few different issues with GTA4 which I’ll expand on in a future post but overall it is great. I feel like I’m progressing very slowly through the story, however, and don’t feel like I accomplish much in a single sit-down with it which considering my fairly casual gaming schedule is a bit of a bummer.

The Penny Arcade game left me with mixed opinions. I’ve been a Penny Arcade fan for a long, long time, and still read it regularly. Their forums are also some of my favorite gaming forums to hang out at. Suffice it to say I enjoyed the hell out of both the humor and the artwork in the game. While it definitely feels like it has highly polished and well presented the game mechanics themselves left a bit to be desired. I have a feeling they’d work better with a mouse than a controller but I think I’ll settle for the 360 version so that I can grab some of the achievements therein. Yep, that means I’m planning on buying it although probably not until I have an entire day free in which I can attempt to beat the whole game in one or two long sittings. Maybe a slightly more in depth review when that happens.

Civ:Rev threw me for a loop. I’d dabbled with the first two Civ games in the DOS days but I’ve never been a big Civ guy which is odd since I do generally prefer turn based strategy to real time strategy and I’ve played a heap of RTSes. I’m not sure why I’ve never really explored the genre much but I’m thinking about picking up Galactic Civilizations II if that helps. 🙂 Anyway, it didn’t gel well with me but I had to end my game a wee bit early and, even if I didn’t, I was almost at the end of the demo anyway. Despite this almost as soon as I ended it I was pining to play it again. I suppose that is that legendary Civ addictiveness kicking in!

Yeah, I took a picture of the side of a fucking mountain. Go me!
“Yeah, I took a picture of the side of a fucking mountain. Go me!”

I bought Titan Quest Gold a while back after hearing about it and seeing screenshots of it here and there for a long time. I’m a big Diablo series fan and have, in the past, put forth some considerable effort into finding and trying some of the other Diablo clones out there. With that Titan Quest is definitely the best Diablo 2 clone I’ve tried so far! Nice 3D graphics, good artwork, mostly smooth gameplay, a decent interface, and a great setting. I can’t wait to put more time into this and considering how long it apparently takes to beat I just hope I don’t get burnt out before its over with.

Pac-man: Championship Edition is awesome. I don’t have much to say about it other than that it amazes me how well Pac-man‘s gameplay has aged. It is still fun and the intense feelings I did when avoiding some really pissed off ghosts with no more lives, barely missing them, and pulling off some generally ballsy trickery is rarely duplicated in modern games anymore. If you’re even somewhat of a fan I urge you to get Pac-man: CE a try. I’m currently working on trying to “beat” the “Challenge 1” mode. I’ve developed a strategy which I’m pretty sure will take me there but it is taking a bit of time to work the kinks out of. Still, I managed to grab the King and 200,000 point achievements attempting it. Damn, this is another game that is stupidly addicting – I wish I could play it RIGHT NOW!

Note: I don’t have any good system for taking screenshots of console games yet. I’ll probably just end up snapping some crude pictures of my TV with a digital camera. Lame.