Archive for August, 2006

Realism is no fun

In my continuing obsession with procedural terrain I have implemented a multi-method landscape generator. The software uses a mixture of algorithmic and fractal routines to create a wide range of different heightmap types (with weathering, erosion etc). The resulting terrains are great, with visible water channels, natural lakes and landslides. However they are no fun! […]

5’s company 40’s a crowd

The recent announcement that Blizzards ‘Burning Crusade’ will limit raid sizes to a maximum of 25 players for World of Warcraft has caused mixed response from the community. On the whole this limit has been hailed as a long overdue fix, allowing the majority of casual players to re-enter the experience of instance raiding and endgame […]

Virtual preservation

Another great article over at GameSetWatch has sparked my braincells. Its an interview with Game Architecture Preservationist Mario Gerosa, who intends to establish some form of repository or digital museum to preserve important examples of virtual architecture. Although rarely admitted it is commonly accepted that videogame technology has long since surpassed ‘virtual reality’ in its ability […]

Making new ground

I was reading Greg Costikyan’s excellent powerpoint presentation from the Texas Independent Games Conference. As usual its a rousing call to arms for all of us outside of the ‘industry’, with some salient points about low innovation in recent videogame history and finding inspirational sources outside of games culture. Advising indie developers to focus on unique and unexplored […]