12 apr 2020

SuperStarfighter, A Local Multiplayer Game Made With Godot

Looks like FOSS game development with Godot is a breeze :)
SuperStarfighter is a fast-paced local party game for up to 4 players. Outmaneuver and shoot your opponents in a 2d top-down arena, and become an intergalactic champion!



Get it on Itch.io or find the source code here.

Hat-tip to GoL.

For commenting please visit our forums.

9 apr 2020

Pokemon Go Adding New Deoxys Form This Week

Pokemon Go Adding New Deoxys Form This Week


The Mythical Psychic Pokemon Deoxys made its debut in Pokemon Go earlier this year as the game's second EX Raid boss, replacing Mewtwo. Up until now, the DNA Pokemon has only appeared in the mobile game in its Normal Forme, but a new variant of the Pokemon is set to arrive soon.

Developer Niantic has announced that Attack Forme Deoxys will be available in EX Raids later this month. Along with taking on a different appearance, Attack Forme Deoxys has a much higher attack stat than its standard form, and Niantic warns that it will be a "difficult challenge that requires Trainers to take advantage of every opportunity."

The new form of Deoxys is set to arrive with the next cycle of EX Raid invites, which are scheduled to go out beginning December 20. Unlike standard Raid Battles, you can only participate in EX Raids if you've received an invitation. In order to get one, you'll first need to have recently won a Raid Battle at a "qualifying" Gym. These are denoted by an EX Raid tag in the upper righthand corner when you look at the Gym's details.

In the meantime, players still have a little more time to catch Pokemon Go's latest Legendary, Cresselia. The Psychic Pokemon is scheduled to leave standard Raid Battles on December 18, just before Attack Forme Deoxys is set to arrive in EX Raids. Niantic hasn't announced when the game's next Legendary Pokemon will arrive, although the developer has teased that Azelf, Uxie, and Mesprit--three more Legendaries originally from Pokemon Diamond and Pearl--are on the way.

Pokemon Go's annual holiday celebration  is also set to return again soon. This year's event kicks off on December 18 and will introduce another handful of Gen 4 Pokemon, including Snorlax's pre-evolved form, Munchlax, as well as Snover, Abomasnow, and Croagunk. Festive hat Pikachu and Delibird will also return, and different bonuses will be meted out throughout the event until it ends on January 2.

29 mar 2020

Meanwhile, On The Table Top....

These days my body demands a break from the painting desk more often than it once did. There was work to be done but....





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The heroes of the day: two companies of the Victoria Rifles which were posted in a wood were attacked by three Rebel companies and saw them off by the skin of their teeth. 

So, just a quick, simple, encounter over randomly generated terrain. Looked like a walk over until near the end  when the Rebel General woke up and it became close.

Back to painting on Saturday.

28 mar 2020

Here's To Lookin' At You, Bugs!


Image used for criticism under "Fair Use." All rights belong to Warner Brothers.


"What's up, Doc?"

Bugs Bunny was one of the great idols of my childhood. Looney Tunes used to regularly come on Cartoon Network, and Bugs was the one I always wanted most to see. In fact, Cartoon Network used to dedicate the entire month of June to playing Bugs Bunny cartoons nonstop. Such a bold move could hardly be imagined today. Even more inconceivable were his appearances at that time beside Michael Jordan in Space Jam, and Mickey Mouse in Who Framed Roger Rabbit. The latter more productive than the former.



I speak of Bugs since he just turned seventy-five this year. In the few moments I've spent with him, eyes glued to the TV set, so many are fond. Who wouldn't adore his arguments with Daffy over whether it was "Rabbit Season" or "Duck Season"? We all know the routine. Bugs would concede that it's "Rabbit Season", but Daffy, not one to agree with Bugs, thoughtlessly insists that its "Duck Season", only to get his bill shot off by Elmer. Though Bugs hardly ever got on Elmer's good side, either. As much as he tried to be very, very quiet in his hunting for rabbits, Bugs usually got the upper-hand. Sometimes he did it by cross-dressing as a woman, most famously in What's Opera, Doc? Now remembered as one of Bugs and Elmer's finest, What's Opera, Doc? is a fanciful adaptation of Wagner's Der Ring des Nibelungen, with the "Tannhauser Chorus" and "Ride of the Valkyries" included. The short was produced in the 1950's, when the Chuck Jones cartoons acquired a more modernist art style. We see this on point when Elmer's fury to command the weather gets the background into more clashing hues and greys. What stands out about this particular episode is that Elmer actually succeeds in killing Bugs, to which he weeps. I was shocked upon first seeing this. Tom never caught Jerry. Sylvester never caught Tweety. Wile E. Coyote never caught Road Runner. Yet here we were. Though Bugs slipped in a final comment to berate my surprise, "What did you expect from an opera, a happy ending?"

Even when Bugs was shamelessly ripping off Tom and Jerry's Cat Concerto in Rhapsody Rabbit, he managed to get a good laugh or two in. I mean hell, he literally pulls out a gun to shoot a coughing audience member. I suppose a bullet does better to silence than cough drops.

Bugs had wit. I'd argue that's part of his draw. With so many one-liners, Bugs comes across as an animated Groucho Marx. (Bugs has even put on a Groucho disguise). The rabbit always used his brains to get the upper-hand over his opponents, and being a cartoon, he resolves matters in ways that may surprise the viewer. Compare this to Popeye the Sailor, whom while being entertaining in his own right, always ended his conflicts in the same way: with spinach and muscle. Though the type of character Bugs is comes from the Trickster archetype. NPR compared him favorably to Puck, Anansi, and the Monkey King. Further, the radio station quoted Robert Thompson, who directs a pop-culture studies program at Syracuse University. Thompson remarked of Bugs that, "He defies authority. He goes against the rules. But he does it in a way that's often lovable, and that often results in good things for the culture at large," (Sutherland). Chuck Jones, always made sure that Bugs only acted when provoked. His trickery was a matter of defending his dignity.

And to my recollection, he always won.


Image used for criticism under "Fair Use." All rights belong to Warner Bros.


Bibliography

Sutherland, J.J. "Bugs Bunny: The Trickster, American Style." NPR, January 6, 2008. Web. http://www.npr.org/templates/story/story.php?storyId=17874931

TOP 10 MOVIES OF 2019


The new year is here, and so Top 10 season is upon us. The tradition is to rank media in a seemingly arbitrary fashion so here's my oh-so personal list of moves faves that came out 2019. What will be number 1? Read on to find out...

Read more »

24 mar 2020

We Need More Information


The story behind CIA: Collect it All is a fascinating one. Last year several games designed by the CIA for use as training simulations were declassified by the U. S. government. Since they were designed by a government employee in the course of his work they are automatically in the public domain in the U. S., so an enterprising game publisher got to work designing a commercial version which was funded using Kickstarter and delivered to backers in December of 2018.

The game uses cards to represent intelligence collection techniques such as media analysis, satellite imaging, and data hacking. Players use those cards to solve global crises like foreign missile testing or election interference, by matching the correct types of intelligence to the crises they will be effective against. Opponents can interfere by playing "reality check" cards which represent the idea that nothing ever goes as planned.

As a training tool, an important part of the game was the inclusion of "manager challenge" cards, which forced the CIA trainees to justify the plays they made, explaining how, for example, "document and media exploitation" would be effective against "European crime and corruption" in the real world. These are included in the game as an optional variant, but the rules suggest only using them if all the players have a "firm understanding of intelligence techniques."

In theory the idea of this game is very compelling, but without the manager challenge cards, it's really just a symbol matching game, with each player trying to match the symbols on their collection cards to the ones on the crisis cards. It might have worked a lot better if there were more background information on the cards, to give players more information they could use to at least bluff their way through a manager challenge. I think the designers really missed an opportunity to create a game that would be informational and intellectually stimulating as well as entertaining.

Rating: 2 (out of 5) not a terrible game but a huge missed opportunity.

21 mar 2020

Planet's Edge: One Line In Three Dimensions

One of several stitched-together mini-quests that I encountered this session.
         
Planet's Edge is not shaping up to be what I thought it was going to be, which was a New World take on Starflight. I think that the developers perhaps started with an intention to imitate Starflight; certain similarities between the games are too stark to be coincidences. But they removed one of Starflight's most attractive traits--the joy of exploration in an open universe--and replaced it with something that I'm not convinced is better. Specifically, there's a lot more emphasis on axonometric exploration of the planets' surfaces, which could have been done well, but so far is a bit silly and trite.

When we left off, I was headed for Sector Algieba, as I had a couple of hints that it would be the best place to start. The sector consists of seven star systems--Subra, Talitha, Regulus, Algieba, Alphard, Koo-She, and Miaplacidus--any of which would also serve as the next Nissan model. Talitha was the closest to where I was coming in, so I explored it first. The system had six planets. As with all the systems with multiple planets, it's hard to keep track of which ones you've already visited since they don't stop whipping around their suns, fast enough that a year might pass while you take a sip from a soda bottle.
            
The stars of Sector Algieba.
          
In Starflight and Star Control, there was a certain joy to exploring even random planets because you might find useful and valuable elements. That's sort-of true in Planet's Edge except that it's very rare to find a planet that has them, you can mine them near-instantly when you do, and at the beginning of the game you can only carry 5 units of any cargo at a time. If you get rid of all your weapons, you can carry 8. So clearly element recovery isn't going to be a big thing until I can build a ship with more room. I'm not 100% sure if I could do that now or if I need to find some plans.

Each planet has a nice textual description (when you "scan") regardless of whether it has any utility. I was enjoying these a lot for a while, but then they started repeating. Ultimately, it turns out there are only about 9 common descriptions:
          
  • A molten, superheated surface giving off toxic fumes.
  • Lots of organic life but no intelligent life, "a nice place to have a picnic."
  • A small rock with a thick layer of gases.
  • Incredibly hot, unstable, with constant volcanic activity. 
  • A "jelly world" with large crystal formations. 
  • A surface only recently cooling down from volcanic activity, no vegetation or atmosphere.
             
One of the "generic" planet descriptions.
           
  • A desert planet.
  • A planet of grasses and plains with no intelligent life.
  • A snow and ice planet.
              
All but one of Talitha's planets were one of these. On Talitha II, however, my scan revealed a castle, "the seat of Avian government." Oddly, the scan screen was titled "If Love Be True," which made no sense at the time but later turned out to be related to the mini-quest that I found on the planet. Thus, it seems that if you scan a planet that has such a quest, you know it immediately because you get a title.
           
I'm not sure that the game needed to be so explicit about each quest.
         
We found ourselves in an Earthlike castle with guards stationed at just about every intersection. The game repeatedly referred to them as "avian," so I guess they were bird-like. We never got a close-up portrait. Most ignored us, but a guard at a section of the castle that was clearly an arena told us that the queen had canceled all spectator sports for a few weeks. We would later meet the queen, and her two princess daughters, but let's pause for a moment to note that these aliens are the first non-human sentient life forms that my characters--perhaps humanity as a whole--have ever encountered in-person. They apparently look like birds and live in castles and have the same type of social structure as a past Earth society. And we're able to speak their language I guess because of information from the crashed Centauri Device? In any event, my characters managed to jump right in to palace intrigue while in real life they probably would have still be staring open-mouthed at the alien guards. For their part, the aliens didn't react to us at all despite presumably never having seen humans before.
               
Exploring the castle.
       
From dialogue with NPCs, it transpired that Princes Jhenna was being forced to marry a reptilian alien from another sector. She naturally didn't want to do this and was hoping to escape Talitha II to find her true love, a former palace servant who came from the planet Henresia, also known as Subra II. Meanwhile, some faction was planning a coup and had placed a bomb in a fountain near the wedding site, intending to kill both the queen and the princess.
   
We agreed to help the princess. I don't think this was a role-playing choice so much as something that you have to do to as part of the main plot. She said that she could escape through a hidden door if we could move a heavy piece of furniture. This required us to find a "levitator," which was on the other side of a navigation puzzle so annoying that whoever designed it should be hunted down 30 years later and forced to make it through a real-life version.
            
The princess's sister, who I guess is also a princess, explains the situation.
          
The puzzle required the party to wend our way through a roughly 6 x 10 matrix of bushes, only some of which could be walked upon, and some of them had mines planted within them that would damage the party members for about half their health if they were within the one-square explosion radius. Unless I missed something, there was no way to tell which bushes had bombs without setting them off.

You can S)earch for them, which is the subject of its own annoyance. The reference card that comes with the game doesn't mention "search" as a function when exploring on land; it only mentions "look." (It does mention "search" later in a master list of commands, but not in the list specifically within the ground movement section.) For most of this session, I didn't even realize that "search" existed, which means that I missed a lot of loot in various chests and barrels in the palace and probably on the Centauri outpost, too. But even when I reloaded and checked, "search" just caused the bombs to go off.

Thus, through trial and error, I had to make a map of the safe route through the bushes (this reminded me unfavorably of a level in Wizardry IV), only to discover that it still wasn't safe. You only really control the movement of your lead character. The others do their best to follow, but they often go blundering off in their own directions, get trapped behind closed doors, get lost in mazes, and so forth. Even when I had the right path mapped, I couldn't necessarily stop my trailing characters from wandering off it. I eventually just had to accept the damage and move on.
            
My moron party members set off a bomb despite my best efforts.
         
In due course, we found the levitation device, used it on the bureau, and hustled the princess through the secret door. The passage led to a courtyard where one of her friends waited with a spaceship. As she rushed aboard, she tossed something at us and told us to take it to "He Who Speaks" on Henresia, presumably her lover. The item was a "trinket."
           
Man, this would have come in handy in the Bolingbroke household over the last month.
         
I tried to explore more, but the palace guards all turned hostile at this point, and without any experience gain or any place to sell looted equipment, you're basically fighting for no reason. We ultimately beamed back to the Ulysses and moved on.
           
The crew has a Star Trek-like transporter chamber for beaming up and down.
        
The closest next star was Subra, presumably home of the Subra II that we had to visit to find "He Who Speaks." We warped to the system and scouted a few planets before we were contacted by a ship. It had the same thuggish-looking alien who'd defeated us in combat before, demanding 3 "units of cargo." I hadn't saved in a while and wasn't confident in my ability to win in combat anyway, so I offloaded 3 units of heavy metals we'd brought from Earth.
              
Transferring cargo.
       
The transfer screen above comes up at the warehouse on Earth, while you're in orbit around planets, and when you're trading with aliens. You hit + or - to add or subtract cargo from your ship. It's not quite as fun as taking a lander down to the surface and looking for signs of ore deposits.
             
The next quest begins.
          
On Subra II, we hit the next quest, titled "Gift of the Magin." The planet was far more imaginative and alien than Tanitha, covered with swamps, ferns, mushrooms, tall trees with sprawling root systems, and biting insects. We were attacked several times by some kind of bear-looking beast which left meat behind when we killed it.
           
Firing at, and killing, a beast.
        
The intelligent species was a fungus-based biped with no eyes or mouth. To communicate with them, we had to first find a writing tool called an "imastyl" which the aliens could use to write messages in the muck. One of them wanted the meat we'd collected from a beast to allow us to cross a bridge.
            
The party approaches the Magin on the weird planet of Subra II.
          
Living in the hollow of a dead tree, we found a woman named "She Whose Steps Are Wise," otherwise called "The Magin." She asked us to kill a mutant named "He Who Speaks" who lives on the other side of the river and apparently sets traps for his fellow Subraites. We fell victim to more than one of them.

We found "He Who Speaks" in a cave. He was so-named because of a genetic mutation that allows him to talk with a mouth, and he claimed that the deformity left him persecuted by his people. We declined to kill him (again, I don't know if we had any other real option). He thanked us and asked us to go rescue Princess Jhenna. When we gave him the trinket instead, he thanked us and suggested that if we took the Magin the Talking Stick that he previously stole, she'd prize it more than his death. Jhenna hadn't arrived yet, but he seemed confident she'd be along. I'm not sure how an anthropomorphic bird mates with a talking mushroom, but I guess that's for them to figure out.
              
I guess maybe this is a real choice, and I could have killed him to solve the quest.
        
We found the Talking Stick in a cavern nearby. There was some creature called the Bladderclaw--an underground beast whose bladed tentacles came bursting out of holes and attacked us. We tried to fight it for a while, died, reloaded, then remembered we had no reason to keep fighting once we had the stick. (Perhaps there was a cache of better weapons and armor past him or something.) We left Bladderclaw in the cavern and returned the Talking Stick to the Magin. She said that since she had it back, she would be "too busy to deal with the Algiebian issue" and thus appointed us as her envoys to . . . something.

The crew wastes time trying to fight a monster.
             
The next star was Koo-She. It had only one planet, Koo-She Prime, where a scan promised a quest called "Solitaire." We beamed down into some structure beneath the surface of the planet. That's as far as we got. We were blocked at the first door with a message that "only envoys of the President are allowed in the facility." I guess the Magin isn't the president because that didn't do us any good.
           
I swear to you, Sy Sterling sent us!
           
The Miaplacidus system also only had one planet, and it was guarded by two ships and an orbital platform. When we communicated with them, they turned out to be staffed by the same species of goon who had previously extorted us for cargo. Here, he just demanded that we leave on pain of death. I decided I was sick of being pushed around and chose to attack.

Space combat in the game is disappointing. Basically, you just maneuver around the enemy, point your nose at him, and shoot. You can even turn on automatic firing if you want the game to shoot for you, which makes it almost just like Starflight. I assume that once I have a ship with cannons and missiles on the wings and such, I'll have more things to shoot, but nothing really will change. Numbers show the status of your shields and your opponents. I honestly found it easiest to stay in one place and just rotate to face the foes. In the first combat, I destroyed both alien ships but then got killed by the orbital platform. I figured that was close enough to try again, and I achieved victory on my second attempt. My ship was repaired automatically afterwards, requiring no inventory of elements to do so.
           
Destroying the alien ship. I have no idea why the GIF is so slow in the beginning. I have issues with GIFs.
            
Miaplacidus Prime turned out to be uninhabited, but the planet had 27 units of "alien metals" to mine. Of course, after jettisoning the heavy metals we'd brought from Earth, we could still only take 5.

The Alphard system had mostly generic planets. One of them, Alphard Six, had 107 units of inert gases available.
           
Those gases do not look inert.
             
That left the Algiebian system. It had several generic planets and something called Ishtro Station. As we approached we were contacted by an alien who said that the world is "under the Great Protection Treaty signed by affiliates of the Galactic Enclave," and that I would have to pay a fee of 6 cargo units before being allowed to contact the world. I tried giving him just 5, but he wouldn't take it.
          
What would you say he look like? A horse?
           
Random notes:
             
  • One denizen of Talitha II did recognize us as "humans" and said that he hadn't seen any of us "since the Concierge locked up the Izor system." This suggests that humans live in the Izor system and perhaps that its ruler even is one.
  • There is no consideration of fuel in this game, nor does there seem to be any kind of timer.
  • The inability to move diagonally is really annoying.
  • I didn't talk much about ground combat, but it has so few options that the game might as well have offered autocombat. 
  • I got stuck in He Who Speaks's cave for a while because although there was an obvious ladder, apparently the command needed to climb it was "search." The game has a lot of weird interface quirks like that.
            
Since my ship is only capable of carrying 5 units of cargo, I leave you heading back to Earth to either build a new space ship or remove my only weapon from my current one to make more space.

My suspicion is that I'll find some quest that leads me to the first artifact and that the other seven systems will have other batches of extremely linear, named, interrelated quests. But with no open exploration and no good RPG mechanics (there's no character development and combat tactics are minimal), everything is going to hinge on the quality of the stories that make up those quests, and I find their quality mixed so far.

Time so far: 8 hours