Saturday, March 28, 2020

Square Tiling Of A Sphere, Part 1/3

I almost always work on 2D game maps, but occasionally I get intrigued by planetary maps. I'd like to make a planet that uses a grid. The topology of a sphere requires a few things:

  1. Moving east or west you eventually wrap around the world → easy
  2. Moving north/south you eventually reach a pole, and then all directions are south/north → medium
  3. Wrapping around the world east/west is shorter near the poles than near the equator → hard

wraparound.jpg

Some grid games like Civilization will let you wrap east/west but not north/south. That acts like a cylinder, not a sphere. And some grid games will let you wrap north/south just like you wrap east/west. That acts like a torus, not a sphere. A tile grid game that acts like a sphere is hard!

A few years ago I played with hexagons covering a sphere. The main idea was that although there are some pentagons scattered around, we can hide them by making the map generator produce impassable terrain (deep oceans, inaccessible mountains, lava, etc.) in those areas, so you can never get close to the pentagons. Also, we have to divide the planet into regions that get shuffled around as you move around. While I was working on that I found some other things I wanted to try, but I didn't try them right away. Why?

I have three kinds of projects:

  1. My "main" projects (hexagonal grids, pathfinding, etc.) are about making high quality explanations. I'll spend a lot of time on these. I usually understand the topic reasonably well.
  2. My "gamejam" projects like this one are about exploring new things. I'll spend a limited amount of time (hour, day, or week) on these. I usually don't understand the topic that well.
  3. My "art" projects are about making something that looks cool.

Since I limit my time on each of the "gamejam" style projects (marked with an /x/ in the URL), once I run out of time, I'll stop, and make a list of things I want to explore later. For the hexagons-on-a-sphere project, I wanted to try squares-on-a-sphere, but didn't have time. I decided to explore that topic last week. I started with HEALPix, a layout used by NASA for placing quadrilaterals on a sphere, but I concluded that it's overkill for my needs. NASA also has the COBE quadrilateralized cube, and there are several other layouts to try. But I'm out of time, so those will be in a future "gamejam" style project. As often happens, I realize towards the end that I should've read more papers first, but sometimes I don't know what to look for until after I've tried implementing something.


Read about covering a sphere in square tiles

PUBG Mobile Leads The Charge In Esports’ Increasing Relevance In The Education And Economic Sectors In Africa

It's difficult to say if the players of Pong (1972) ever saw where this humble beginning would take player vs. player video games in the five decades that have followed. In 2020, competitive gaming has reached new heights, leaving the bat and ball behind in favour of high-octane games with crisp graphics and split-second decisions that cost or win players prizes that some traditional professional sports players won't see from earnings for years. 

Case in point, each of the five winners in a major esports tournament last year walked away with more than the total prize pool of the Tour de France. 

'Esports is a newly-burgeoning industry, but there isn't an aspect of the world's economy that isn't touched by it. It's not just as a professional esports athlete in which careers can be forged, but in direct services as well such as coaching, medical support, and administration. Opportunities also lie in all the auxiliary service, such as media, events, travel, education,' writes Colin Webster, of the South African esports association Mind Sports SA

In 2018, South African esports players made over R3.78mil in winnings alone, not including sponsorships, and in 2019, the biggest local player, Aran Groesbeek, took home over R180 000 during the course of the year. Although a small portion of the $1billion global esports industry, South Africa's economy is sure to see an uptake thanks to local efforts within the gaming scene.

PUBG Mobile's Tramayne Monaghan says, 'Until now the South African gaming economy is still nascent. But PUBG Mobile is here and proving that the gaming economy, across a variety of verticals, can add to the economy. Our hope as Tencent Africa is that the success of this game breeds a new and strong gaming economy for developers, influencers, casters and referees.'

Crucial to a country in need of a solution to high-end esports gaming rigs that can rack up into the tens of thousands, mobile gaming is on the rise. 

Sam 'Tech Girl' Wright, esports host and presenter writes, 'Mobile gaming has grown so much in the past few years on the global stage. Locally mobile esports are more accessible to a diverse range of gamers and allows someone to get involved in competitive gaming without the financial outlay for a big rig to play on. PUBG and Tencent's investment in the mobile competitive scene globally for PUBG Mobile has been a huge push towards even more growth, and I think South Africa will feel that impact soon.'

PUBG Mobile's focus on esports at tertiary-level is part of a greater campaign to boost the South African esports scene.  

'We know that in order to have a healthy esports community it's imperative to have a thriving casual community. Our focus is to grow our base in order for this to feed into the esports arena. We will do our bit in making sure that we grow the SA and African base inorder to support them on the global stage,' says Tramayne Monaghan, Head of PUBG Mobile in Africa. 

PUBG Mobile is currently undertaking a 'Play It Forward' project that will see students at participating tertiary institutions battling in-game to win one of two student bursaries of R25 000 each. 

On the campaign, Monaghan has called the initiative 'part of our broader plan of making sure that gaming is more accessible, that gaming supports higher education, and - most exciting - that gaming supports positive community involvement. Making a positive impact in the lives of students is big on our agenda.  We know that educational fees can be a huge burden for our players, and we want to do our bit in supporting them with things that really matter in their world. That's what "playing it forward" means to us.'

Interviews with Tramayne Monaghan are available on request. For further information on the 'Play It Forward' campaign, please contact Alez Odendaal at Tencent Games

Email: alez@tencent.co.za
Cell: +2771 597 2897

About #PlayItFoward from PUBG Mobile

The PUBGM #PlayItForward campaign will see big red loot crates dropped around a university or college near you soon. The loot drop will unlock over R50, 000 worth of prizes which includes two bursaries, and loads of spot giveaways like PUBGM merch and Chicken Dinners for students and their friends.

The crates will be dropped at whichever university or college garners the most support from its PUBGM ambassadors. Students can sign up to be ambassadors through the PUBGM website. Each institution will have a unique code, and the more students that download the game with their given code, the more likely it is that they'll soon be seeing a loot drop on campus. Loot crates will arrive at the two universities or colleges that get the most downloads. 

A R25 000 bursary at each institution will be given to the winner of a Single Classic game where the sole survivor takes all. For PUBGM ambassadors at those two universities or colleges, another R25 000 bursary is up for grabs in an ambassador-exclusive game.

Social Media
Twitter: https://twitter.com/PUBGMOBILE_AF
Facebook: https://www.facebook.com/PUBGMOBILE.AFRICA.OFFICIAL
Instagram: https://www.instagram.com/pubgmobile_af/

Don't have PUBG Mobile yet?
It's available to download for free on the App Store and Google Play.

App Store: https://apps.apple.com/app/id1330123889 
Google Play: https://play.google.com/store/apps/details?id=com.tencent.ig&hl=en_ZA 

About PUBG Mobile 

PUBG MOBILE is based on PLAYERUNKNOWN'S BATTLEGROUNDS, the phenomenon that took the world of interactive entertainment by storm in 2017. Up to 100 players parachute onto a remote island to battle in a winner-takes-all showdown. Players must locate and scavenge their own weapons, vehicles, and supplies, and defeat every player in a visually and tactically rich battleground that forces players into a shrinking play zone.

Also read:

Game 363: Ultima VII: The Black Gate

A deceptively pleasant introductory screen.
             
Ultima VII: The Black Gate
United States
ORIGIN Systems (developer and publisher)
Released in 1992 for DOS; 1994 for SNES
Forge of Virtue expansion released later in 1992 for DOS
Date Started: 20 March 2020

I first played Ultima VII in 1999. I had just purchased my first Windows laptop after 7 years of Mac-exclusive ownership, and I was ready to catch up on a decade of RPGs. I had staved off my addiction while serving in the Army Reserves, going to college, meeting my eventual wife, and starting my career, and it was best for all of those endeavors that I did. But life had settled down by then, and I was ready to take the risk.

The first two "new" RPGs that I played were Might and Magic VI and Ultima VII. ("New" being post-1990, when my Commodore 64 had died. By then, Ultima VII was 7 years old, of course, but I still think of it on the "new" side of the dividing line between "old" games and "new" games.) I had a similar reaction to each of them: initial distaste, followed by growing admiration, followed by absolute awe.
          
This may be the first CRPG with an expansion pack that takes place within the main quest.
            
But I still remember the reasons behind my initial reaction, and a few of them remain valid criticisms. I bought it as part of an Ultima anthology, so I would have played it after hitting Ultima IV-VI in quick succession. Compared to the small, crisp icons of the previous games, the Ultima VII characters seemed impossibly lanky and awkward. The creators must have taken to heart the criticisms of the tiny Ultima VI game window because they made the entire screen the game window--but then they zoomed it in so much that you still only see a tiny area.

They removed the ability to choose a character portrait, and I hated--still hate, really--the long blond-haired jerk that I'm forced to play. The guy looks like he's about 50, which doesn't bother me as much today as it did then. The typed keyword-based dialogue that I absolutely cherished had been replaced by clicking on words spoon-fed to you by the game. And then there was all the clicking! For the first time, the Ultima interface wasn't using my beloved keyboard shortcuts but instead wanted me to click around on things. I hate that now and I hated it more then, when the mouse was still new and uncomfortable.
          
I still find everything about this screen annoying.
          
Finally, there was the plot. 200 years have passed?! And all my old companions are still alive?! Who is this Red Thanos taunting me through the computer screen? And what in Lord British's name have they done to Lord British?!

This is all to say that I'm glad I'm not playing Ultima VII for the first time. This is a game that vastly benefits in a replay, at a point where I've accepted its weaknesses but also have a full understanding of its strengths. In fact, the position that I'm in right now--knowing that I'm in for a good game but not remembering much of it because I haven't played it in maybe 13 years--is just about perfect.

So let's back up and note all the things that the game does right, starting with the animated, voiced introduction, perfectly scored. The game opens on a pleasant scene of Britannia. A butterfly dances around a grassy hillside at the edge of a forest. There's a lilting tune with a timbre suggesting an organ but a melody suggesting more of a flute.
                
The first appearance of the Guardian.
           
But after a few seconds, the music fades and is replaced with an ominous, themeless tune in a low register. Black and blue static fill the screen. A red face with glowing yellow eyes and teeth like rocks pushes through the screen to address the player directly:
               
Avatar! Know that Britannia has entered into a new age of enlightenment. Know that the time has finally come for the one true Lord of Britannia to take his place at the head of his people. Under my guidance, Britannia will flourish, and all the people shall rejoice and pay homage to their new Guardian! Know that you, too, shall kneel before me, Avatar. You, too, shall soon acknowledge my authority, for I shall be your companion, your provider, and your master!
            
I would note that in contrast to the comically awful narrations at the beginning of both Ultima Underworld and Ultima VII: Part Two, the Guardian's voice is reasonably well-acted by Arthur DiBianca, who I gather was just a programmer who happened to have a nice bass voice. [Edit: I was wrong. The Guardian was voiced by a professional actor, Bill Johnson, who remained with the character for the rest of the series. He also played Leatherface in The Texas Chainsaw Massacre.] The voice immediately gives us a paradox because the Guardian looks like an ape, an orc, a monster, yet his voice is clear, his speech intelligent and articulated. Just what kind of foe are we facing? One who knows who we are, who has the ability to push through into our world.

(Incidentally, having never played Ultima VIII or Ultima IX, I still don't really know the answers to the questions about the Guardian's origin and motivations. I know it'll be tough, but I'd appreciate if no one spoils it.)
            
As the screen fades, the camera pulls back to show that the player is somehow playing Ultima VII on his computer, with a map of Britannia and a Moonstone sitting beside it. No, it doesn't make sense. Don't think about it.
          
I can't not think about it. How is my character playing Ultima VII? Does he have his own character? How far down does it go?
           
"It has been a long time since your last visit to Britannia," the title screen says, two years constituting "a long time" back in those heady days of annual releases. The character picks up his moonstone and heads out to the circle of stones in his back yard--only to find a moongate already there. Without hesitation, he plunges through to the title screen, which features not the triumphant, adventurous introductory music of most RPGs but rather a dark, dreadful march in 2/4 time. Something awful is coming, it says.
                
I'm not sure this ever gets answered.
         
Before we get into character creation and the opening moments of the game, let's diverge to the manual, which is perhaps the most brilliant game manual of all time--a superlative unlikely to ever be broken now that game manuals no longer exist. It manages to educate the player on the basics of Britannia and the past Ultima games while perfectly serving the plot of the current game. It is the only manual that I know that was written by the game's villain. I realize that's a bit of a spoiler, but you'd have to be a particularly dense player to not realize that something is at least a little fishy with "Batlin of Britain," and a veteran player of the Ultima series reads it with an escalating horror.

The manual is called The Book of Fellowship, and it describes the history, geography, and society of Britannia in the context of the growth of a quasi-religious/philosophical order called the Fellowship. Jimmy Maher has a particularly excellent article examining the parallels between the Fellowship and the Church of Scientology. (Garriott had apparently read a 1991 Time magazine exposé of the Church while the game was in its planning phase.) But I also see a lot of the (then-) growing "prosperity gospel" in the Fellowship, and Batlin strikes me as much of a Joel Osteen (although no one at ORIGIN would have been aware of him in 1992) as an L. Ron Hubbard. One particular analogue with prosperity theology (and not Scientology) is the organization's "layered" approach to scripture. The Fellowship does not reject the Eight Virtues of the Avatar any more than prosperity theology rejects the Bible. It simply adds its own new layer of interpretation (simplification) on top of them, encouraging its followers to hold true to the past without really focusing on it. The emphasis is all on the new material--in the case of the Fellowship, their Triad of Inner Strength.

The manual begins with Batlin of Britain's introduction of himself. He presents himself with false humility as just a regular man, a fellow "traveller" through life, who has happened to stumble upon a bit of wisdom that he wants to share. Throughout his biography, he brags-without-bragging that he has served in all eight of the classical Ultima roles: Born and raised by druids in Yew, a first career as a fighter in Jhelom, then as a bard in Britain; trained by a mage from Moonglow; serving for a while among a company of paladins in Trinsic and as a tinker in Minoc; and finally spending a sojourn with the rangers of Skara Brae before ending up as a humble shepherd in New Magincia. His series of portraits through these sessions show a square-jawed, hale, charismatic figure, and it's no surprise when we actually meet him in-game to find a fatter, oilier version than is presented in the official portraits.
            
What kind of pretentious jackass divides his own biography into sections called "part the first" and "part the second"?
             
During his description of overcoming some wounds in Minoc, Batlin says:
              
A healer there told me that without the proper treatments (for which he charged outrageous prices) I would most probably die! I angrily sent him away. After a time I did mend. I had learned that the healing process takes place mostly in one's mind and have since placed no trust in healers who greedily prey upon the afflicted.
               
Here is our first actual contradiction with the world as we've come to know it as an Avatar. It manages to parallel Scientology's rejection of traditional psychology, sure, but also the Christian Science rejection of traditional medicine and perhaps "New Age" medicine in general.

He describes in his history how he met his two co-founders of the Fellowship, Elizabeth and Abraham (the "E.A." being an intended swipe at Electronic Arts, which would have the last laugh by purchasing ORIGIN the same year), and how his experiences led him to develop the Triad of Inner Strength. If the casual reader is not yet convinced of Batlin's villainy, it should become apparent in the section where he discusses the "ratification" of the Fellowship by Lord British. Though calling him "wise" and paying him obsequious homage, Batlin manages to paint the king as a capricious, dismissive sovereign, uninterested in the Fellowship until Batlin managed to "prove" himself with a display of confidence that manages to reflect the Fellowship's own philosophies. The section brilliantly manages to associate Batlin with the king and the king's favor (for those who still admire the king) while also planting a seed of doubt about Lord British's fitness to rule.

What he does to the Avatar is less subtle but far more damaging. Batlin knows that if his Fellowship is going to replace the Eight Virtues as Britannia's predominant theology, and if he himself is going to replace the Avatar as the spiritual figurehead, he must undo the Avatar. But the memory of the Avatar is too popular, his friends too influential, for Batlin to use a direct attack. Thus, he snipes and undermines and saps from all angles while pretending to admire the Avatar himself. "The Fellowship fully supports the Eight Virtues of the Avatar," he says, but that "it is impossible to perfectly live up to them. Even the Avatar was unable to do so continuously and consistently." Thus pretending to support the Eight Virtues while rejecting them, he introduces the Fellowship's Triad of Inner Strength:
            
  1. Strive for Unity: Work together to achieve common goals.
  2. Trust Thy Brother: Don't live your life full of suspicion and doubt.
  3. Worthiness Precedes Reward: Do good for its own sake before expecting compensation.
 
Maher's article points out how these three principles are not only kindergarten-level theology, but how easy it is to twist them towards evil ends. "Work together, don't question, don't ask anything in return" could be the motto of a fascist organization as easily as a charitable one.

Most of the slights against the Avatar occur during the second half of the manual, ominously titled "A Reinterpretation of the History of Britannia." Batlin walks through the events of Ultima I through VI much as the previous game manuals did, but with the occasional anti-Avatar salvo disguised as support. For instance, after describing the events of Ultima II, he says:
          
While there have been speculations as to the motivations of the Avatar, there is insufficient evidence to show that the Avatar was driven to violence by jealously over Mondain's romantic involvement with Minax. That being said, such theories are hereby denounced and should not be given consideration.
           
Soon afterwards, he "formally disagrees" with "those who say the Avatar should have handled [the events of Exodus] differently." He casts aspersions--no, sorry, alludes to other people casting aspersions--on the Avatar's motives in the Quest of the Avatar. As for Ultima VI: "Those who say that this terrible and destructive war could have been prevented had the Avatar not appropriated the Codex from its true owners are merely dissidents who are grossly misinformed." Leaving aside the fact that the Avatar wasn't the one who took the Codex, Batlin commits here the slimy politician's trick of introducing a slur while simultaneously denying it, thus seeding doubt while trying to remain above it. I've learned the hard way to at least try to keep politics out of my blog, but it's literally impossible not to think of Donald ("many people are saying") Trump when reviewing this aspect of the Batlin character or indeed the Batlin character as a whole. If I didn't say it here, someone would have filled in the blank in the comments as they did in the Maher article.

Aside from the undermining of the Eight Virtues, Lord British, and the Avatar, the manual is notable for numerous asides that make the veteran player eager to jump in and start swinging his sword. In his description of his time as a fighter, Batlin talks about "unruly lords wag[ing] war against each other . . . over Lord British's objections." Clearly, peace has broken down, but why? We later hear that Skara Brae is for some reason a "desolate ruin" (remind me to come back to another Batlin quote when I actually visit Skara Brae). Lock Lake near the city of Cove has become polluted. The town of Paws is said to be languishing in poverty. Some mysterious figure called the "Sultan of Spektran" has set up his own government on the island previously occupied by Sutek. The gargoyles have their own city, called Terfin, but there's a suggestion that local mines might be exploiting them for labor. Runic writing has fallen out of favor. There have been recent droughts. And worst of all, magic has been breaking down and its practitioners going insane.

Perhaps the biggest shock is that it has been 200 years since the Avatar last visited Britannia. This is presumably since his last visit in Ultima VI, not Ultima Underworld. The manual makes no acknowledgement at all of the events of Underworld; no mention is made of a colony on the Isle of the Avatar, nor its destruction in a volcanic eruption.

Ultima IV: Quest of the Avatar still has the best quest of the series, in my opinion, but Ultima VII may have the best plot. This isn't the first time that a CRPG has featured writing and plotting worthy of a novel (I would probably give that award to Starflight), but it's still rare in the era. I understand that we owe this depth of narrative to lead writer Raymond Benson, who would later go on to take over the James Bond novel series. Benson was a playwright and composer who had previously worked on computer adaptations of Stephen King's The Mist (1985) and the James Bond games A View to a Kill (1985) and Goldfinger (1985). He was recruited by ORIGIN in 1991 and wrote some dialogue for Martian Dreams before beginning Ultima VII.

Someone like Benson was exactly what ORIGIN needed. The company may have "created worlds," but they always did so in a way that was both a little sloppy and a little too tidy, with poor respect for their own canon. I have discussed at length my disappointment over the way the game treated the concept of "the Avatar" after Ultima IV. Well, here, in the opening documentation of Ultima VII, we have an in-game character who personifies that lack of respect, who manages to take the confusion over ORIGIN's retcons--was the Avatar really the same hero who defeated Mondain?--and twist it to his own ends. When I finished the manual in 1999, I was never more eager to leap into a world and start putting things right. I am only slightly less eager now.

Note: To avoid loading transitions and other throwbacks to an earlier age, the developers of Ultima VII changed the way DOS allocates memory. Their solution required players to boot from a special disk. I remember that this created all kinds of problems when I originally tried to play the game in the late 1990s. Also, processors had gotten so much faster that the characters moved at lightning speed, and I had to use a special program called Mo'Slo to slow things down. I don't think I ever got the sound working properly back then. The emulation era and the folks at GOG sure make this much easier.

Monday, March 23, 2020

Storium Theory: A Shadow In The Light

I've written a bit about this before, but today I'd like to discuss one of the most fun things that I've found to do on Storium - ending a challenge with a Strong ending by playing a Weakness card.

Sometimes, you find yourself with a really fascinating opportunity on Storium. You're writing the final move on a challenge, and it is definitely going Strong - there's only one card slot left, for instance, and at least 2 more Strong cards have been played than Weakness cards, so even if you play a Weakness card, it's still going to be 1 up on Strong.

These are amazingly fun writing opportunities, and I encourage you to make the most of them.

Play a Weakness card...and make it just as Weak as you normally would! Your character screws up, or stumbles, or otherwise expresses his Weakness. It's just that in the end, the challenge succeeds despite him.

Don't have his Weakness lead him to victory - instead, have victory happen despite his weakness.

The other characters' efforts succeed. They win the day. He almost screws things up for everybody...but they'd done well enough before that point that it didn't end up mattering.

This is one of your best possible opportunities to make someone else...or everybody else...awesome.

You can take the time to build up how well someone else did. You can show how the situation is set up perfectly to go to the Strong outcome. Then, you take it one step farther - you show how you make a mistake, how you screw things up...but because things were set up so well to begin with, or because someone else is doing what they're doing and doing it so well, things go right anyway.

It isn't luck. It isn't happenstance. It's the efforts of the other characters involved, acting along the lines they've acted in prior to your move, using the Strengths they've put down before. You nearly mess everything up...but they either save the day, or have already put things in such a good state that your screw-up is a drop in the bucket.

Some of my favorite moves on Storium have been the points where I've had the opportunity to write this way: Where I could show just how good the other characters have been in a challenge by having my character seriously screw up...but letting the group win the day anyway. The other players feel great because you gave them recognition and made them look like a million bucks...and you? You get a really, really powerful character moment out of it.

You can hit your character hard from a moment like this - a moment where everyone else looks good, and he looks bad. You can use it to push him to change. You can inspire a difference in attitude. Maybe it's negative - feelings of inferiority or questioning of his skills. But maybe it's positive - a new respect for other characters, or the discovery of a mentor who can help him exceed his current limits.

So when a moment like this comes up in a story, don't just toss out a Weakness card just to get rid of one. Don't look at it that way. Look at it as a great opportunity to really make other people look good, and to really draw comparisons between your character's failings and someone else's strengths. This is an excellent, amazing chance to develop your character and make other people look their best at the same time. Take advantage of it!

Friday, March 20, 2020

Shadow Of The Comet – A Friendly Little Town

Written by limbeck

So, here I am, in my not so austere room, getting to grips with the controls of the game. I can move with the arrow buttons, but only on four directions, which seems fair. Sometimes, though, you jump to the next screen by stepping at the wrong point.

Walking around the room, I notice that, as I pass close to an item, a line from my face to that object appears. Handy. I welcomed it with satisfaction at first, but I may reconsider, as it misled me into thinking that it works with all items. More on that later.

Look at my lasersight!

Fortunately, the all-keyboard interface is intuitive and not hard to grasp. You press O for objects in your inventory, U for using an item, G for getting. Even if you haven't read the manual, you get the hang of it quickly. And that's really it.

So, once I have perfected my baby steps, I explore the room and pick up whatever I can, which is BOLESKINE's diary and a telegram from my provisioners. Reading the diary gives me my first clue: a 12-year-old boy had served BOLESKINE as a guide, so there is a chance he is still alive and can point me to the precise spot in the forest. Other than that, BOLESKINE clearly had a poor grasp of astronomy, not recognising the familiar constellations and just randomly inventing new ones.

The telegram was more annoying, because it said that I have to find my own photographic plates. This is critical to my mission, as Mr GRIFFITH really expects "spectacular photographs". I hope this backwater town has a hardware store or something.





Request refund / STOP / Want speak to manager / STOP

Now that I have my first tasks, I am ready to head out to the outside world. First step is to head out of my room. I then explore the areas of the Doctor's house that are available to me and notice some really impressive paintings around. The Doctor is not at home, so it is time to explore the town proper.

The immediate neighbours are an old barn-looking house with a bench and a locked door to the east, a forest without a guide to the west and a fancy house, also locked, to the south. The house to the south turns out to be the Mayor's.

It's good to be the Kin.. erm, Mayor

To the south and west of the Doctor's house is the Pharmacy / GP's office / hospital of the town. I see a guy with a white robe going in, so I decide to follow. Inside, I just catch a glimpse of him getting into his office, so I try to go in myself only to be stopped by a very unhelpful nurse, who is also the daughter of the busy doctor.

South of the pharmacy is the main square, which we briefly saw in our carriage trip. When I first visit, an old lady, Ms PICOTT is sitting alone, but says nothing of importance, so I leave.

One should never presume


Heading west, I arrive at the impressive (according to the description) Town Hall. The clerk in it is, as expected, unhelpful and does not let me see the Mayor, who is only accepting visitors for a few hours each week and only by appointment. I am starting to get really annoyed now. Why does nobody want to get out of their way just to indulge me? I am a visitor in their town after all. They should show some hospitality!

But I brought the forms for the animal census, and these fine leather jackets.

I decide to continue being nosy and I try the other door on the Town Hall building. Inside, it looks like a museum, with several exhibits from exotic lands. This is where I realised that my lasersight does not identify all the items that I can examine or interact with in a location. Instead, when I am close to something that looks interesting, I need to press L to examine it. So, before I continued, I went to all the other locations I had visited and furiously examined everything, but I mainly got background information.

A few minutes later, I am back at the museum, where I discover a lost page from BOLESKINE's diary. It describes how the stars are really a pistol rifle shot away and closes with a quote from J.Keats: "Truth sleeps beneath appearance". The remaining art is just flavour text, or so it seems for the moment.

Some of Parker's lines have these "good lord" and "Oh my", I suspect for added Englishness.

So, I continue into the door I can see to the north and into the Archives, where I meet the Master of Archives himself. He introduces himself as Tobias JUGG and he is the first person that seems genuinely excited to talk to me. Of course, true to the character of this little town, he already knows who I am. I ignore that and try to get in his good books, which I succeed by striking a conversation and proving my own love for books, by correctly recognising Shakespeare's quote. I leave him for now and head to a nearby table, where a I search through a ledger and note down three names of men who were 12 years old when Boleskine visited. The names are Curtis HAMBLETON, William COLDSTONE and Thomas GREENWOOD.


Looking over my shoulder, JUGG confirms that all three of them are alive and gives me directions to their houses. I speak to him a bit more, engineering my responses so that they appeal to his love of literature and history. He appreciates that and invites me to his house for a chat later. He also says that he has a large library on local legends, which the locals believed in until recently. After that, he heads out and I leave the Archives.

I continue wandering the town and revisit some of the areas I was before. I notice that there is a couple sitting outside of the house to the east of Dr COBBLES house, which I now know belongs to one of the three people I am looking for. However, Mr GREENWOOD is deaf, mute and blind from an accident during his birth. This makes it very hard for him to be the one I am looking for. The other half of the couple is Miss PICOTT, whom we met earlier. She maintains her unhelpfulness and we move on.

Fortunately for you, he cannot see that smirk when you say that.

Some more wandering later, I arrive outside of the Dead Horse Inn, a name that seems oddly suitable to this town. Outside is Jed DONAHUE, who also knows who I am. News travel quickly in this part of the world. Not that they have to travel too far. Jed was complaining about..., but he didn't offer anything else other than some more background. Inside the tavern, there is even more unhelpfulness. A group of card players in one table does not want to be disturbed, but is gossiping about RENATO, apparently a misled youth who doesn't know better. The bartender is ruder than average and does not open up even after I pay an extortionist's fee of $1 for his watered-down beer.

Dealing with customers: How not to

My little trek around the village then brings me to the post office. As I walk in, I see a map of the area and I hear some heavy object being rolled above. The lady behind the counter mentions that the DONAHUE boy (I presume Jed's son) is sick and that she really has a lot of work to do. Clearly, she is only bothered by me and not by all the clatter right above her head. I leave.

Yes, like rearrange those mail sacks by the wall

Eager for some intelligent conversation, I head to JUGG's house. At the entrance hall wall hangs a rifle, which, upon closer examination, turns out to be Lord BOLESKINE's own rifle. I wonder how it ended up at the doctor's house. However, despite his invitation earlier, Mr JUGG does not have any more insights to offer so I leave him alone.

Anyway, I keep exploring dutifully and I finally find the town's general store. I enter from the south and I see the proprietor, Mr MYERS, dealing with a client. A hooded figure who apparently is in the business of direct parcels. He has left one with Mr MYERS, who informs him that another one he sent to some Mrs GUILDCHRIST was delivered successfully. I don't know who that lady is, but I know the name the wooded figure goes by. HAMBLETON. To be fair, I was a bit careless at the time and I did not remember that HAMBLETON was one of the three people I was looking for. Anyway, the figure walks out, either on a limp or quirky animation, and I can speak to the shop owner.

Maybe townsfolk go to the general store for their mail because the post office is always "too busy"

I go directly to the point and ask for photosensitive plates, which he delivers with delight. Not only that, but he suggests trying them out first and, if they are not good any more, he will reimburse me. Now, that's what I call good customer service.

Dealing with customers: How to

Loaded with my new plates, I head out from the north door and arrive at the square again. Heading west a few screens, I end up at the abandoned fishery that HAMBLETON lives in. Before getting in, I pick up a rope ladder, because who knows when I will need to go down a cave or something.

Inside, the place is a proper mess. My delicate British nostrils cannot stand the stench, but I persist nonetheless. The fishery has absolutely nothing of value, but I discover a loose floorboard used to hide moonshine and an old man sleeping on a pallet in a corner. As I creepily watch him sleep, I notice that his fingers are webbed, like a frog's. I feel fascinated, and a bit lightheaded, but I compose myself and decide to speak to the old man.

Subtle

Curtis HAMBLETON tells me that he indeed took Lord BOLESKINE in the forest, at a place with a cross. On the third day, BOLESKINE was painting / sketching when he saw a "thing". I also learn of another name: WILBUR. He is HAMBLETON's brother and probably very important. He apparently cursed CURTIS who ended up living in these squalid conditions. WILBUR is still alive as well and he says that in 3 days the comet will come back, and the THING as well. That's just superstition, right?


After this conversation, poor Curtis goes back to sleep and I am left to think of my next steps, now that I have my plates and a potential guide that does not want to be a guide. I must also note that the Mr HAMBLETON I saw at the general store is most likely Wilbur, Curtis' brother and he seems to hold some position of power in Illsmouth. I smell a cult, built on superstition and the old legends.

But we'll have to find these out next time. I did not make much progress in the game, but I enjoyed walking around the town and familiarising myself with the locations. The outline of the city is logical and I never really felt lost, except for the time in the forest, which I assume was intentional. So far, the game does well in letting me play the stranger moving into a small, closed society, which doesn't really like having anybody poking into its secrets. It may seem stereotypical, but it works. In the next post, I will try to get into that spot in the forest and get some photos taken.

Some other interesting locations that will probably become important later:
  • N. TYLER's house is to the north of the pharmacy. It smells nicely of hot soup, but of course it is locked. Suspicious little town.
  • There is a well that is standing on its own, but I cannot interact with it at the moment.
  • The way to the port in which I arrived, is blocked by two burly guys.
  • The cemetary is a blast of fun, according to JUGG.
  • In the house south of Mr JUGG's, I see somebody going in and moving on the top floor, snooping at me from the window. Yet, when I knocked, nobody replied.
  • There is also an abandoned mansion, with nothing to do.

END notes – CD ROM version

Somehow, addition of mouse control makes the game more frustrating. You do not click where you want to go and let the character find his way there. Instead, you hold down the left button and the character moves in the direction the mouse is with respect to him, but again only in the four main directions. You cannot mouse over items either, which makes me wonder why they bothered at all with adding mouse, other than to not seem backward. Outdoors, there is an option to go to a location using the map.

Time played: 1:30
Sanity lost: 1 (from seeing HAMBLETON's webbed fingers)

Thursday, March 19, 2020

DreamForge Grav-StuG Kickstarter (Postponed To March)


The Kickstarter date is set, pending final approval from Kickstarter...




The Kickstarter will run from January 25th to February 3rd. Its going to be a short one so keep your eye on the calendar!

I will release an introduction video and try to do one to two additional videos, in a Q&A format for the questions asked during the KS, as well as a overview of why I have decided to go the direction I did and where I would like to go next.

There will be retailer/wholesaler packages available.

Please see the previous post for more details regarding this Kickstarter. More details to come...

You can track our progress, sign up for news releases and follow all new content on our web page

I hope to see you there!

COZY FAMILY HOUSE + DOWNLOAD + TOUR + CC CREATORS | The Sims 4 |



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Final Fantasy 7 Remake Physical Copies Likely Delayed In Some Countries, Square Enix Warns - Eurogamer

Final Fantasy 7 Remake physical copies likely delayed in some countries, Square Enix warns

Monday, March 16, 2020

Cha'alt Play Report On Roll20


Earlier today, I ran yet another one-hour session of Cha'alt using my own O5R hack / houserules Crimson Dragon Slayer.

More and more I enjoy the quick start, fast paced action and reliance on old school techniques like actually describing what you're character is doing, rather than rolling a die to determine ordinary things, such as exploring a room or talking your way past a guard.

Let me introduce the PCs...


  • Ta Daar; half-orc fighter, chaos, goofball.
  • Axel; half-orc fighter, chaos, tall and intimidating.
  • Flint Deadlock; human, thief, neutral, he didn't really have a backstory or noteworthy detail, but this was a one-shot, so no big deal.
  • Nanof Stylen; elf, sorcerer, chaos, obsessed with the dead.
  • Q'ira; sky-elf, sorceress, chaos, sold into slavery but then killed her evil master.

Incidentally, Q'ira was the only returning character.  She started the session at level 2 (the rest at 1st level) because of her previous exploits - hey, she survived The Black Pyramid once... that's a feat few can call their own.

Due to her past, I had Q'ira working under the warlord Ka'an Dar.  The rest of the PCs were slaves.  Q'ira was to lead the other adventurers into The Black Pyramid in order to find valuables and split them with Ka'an Dar.

As the party approached the nigrescent shard rising from the sand like a beacon of dread, they realized another party was already waiting.  The Very Powerful Wizard, a rival of Ka'an Dar, had 4 mercenaries with him.  The VPW had a similar plan - send in the mercs to retrieve artifacts and relics.

There was some inter-party talk of attacking the warlord and VPW, but they soon thought better of it.  I squashed their metagaming out-of-character chatter by saying that they can do anything that's physically possible - no railroad!

I've been noticing that new players are hesitant to act or make the first move.  This is understandable for a variety of reasons.  No one knows each other (for the most part), and also noobs don't want to do something stupid.  Similarly, veterans don't want to die right away.

Since this was a one-hour game, I let the mercs make the first move in order to speed things along.  

After entering and exploring the first room of The Black Pyramid, the PCs followed one of the mercs into an adjacent room.  

Having run this introduction to the pyramid countless times, I decided ahead of time to assign rooms randomly.  That way I can actually see what deeper rooms are like when explored by those outside my home group.

The PCs entered a large facility full of technicians working on computers, 3 gigantic vats full of bright-green stuff, and a yellow robed priest looking on, watchfully.  

The mercs pulled out automatic weapons, but the PCs wanted to get in a surprise attack, which I allowed.  After all, they are the protagonists.

They killed one outright.  Q'ira wanted to cast a fireball spell.  Which allowed for another opportunity to use this handy little table.  Perfect for theater of the mind scenarios such as this.

She rolled a 5 and the sky-elf's opponents burned to a crisp... moments before the yellow robed priest called a tentacled abomination from the depths of Hell!

The players kept asking what the mercs were doing, aside from ignoring the PCs... so, I eventually slipped in something juicy.  One of them muttered "B-team rejects" under his breath.  Well, that was enough to get the PCs into a murderhobo kind of mood.  They immediately turned on the mercs, using clever tactics to get the upper hand.

But then one merc ran up ahead and surprised Axel.  Luckily, he took minor damage before rolling a critical hit - skewering the mercenary.  

One of the mercs had stayed behind in the first room, so Flint Deadlock went back to sneak attack the poor bastard.  After a poor roll (even with advantage), the merc fired and wounded the thief.  A second attack by Flint landed and he rolled max damage, killing his heavily armed foe.

So, a 100% survival rate has maybe happened once in all the times I've run Cha'alt.  Kudos to this group for their skill and luck!

Here are some comments discovered after I exited the chat (but still recorded by Roll20).  I fought hard against my natural inclination to edit punctuation and the like...

"I want to play more of this"

"That was amazing"

"I have never felt that epic playing D&D"

"Thanks Venger Satanis"

"I might buy Cha'alt and run it / very simple system to DM"

It was gratifying to read such praise.  If you're available, join me sometime!

If you're interested in grabbing the PDF of Cha'alt for yourself, it's currently on sale due to DriveThru's Thanksgiving sale.  But if you really want to Cha'alt like a fucking boss, you'll pick up the fancy hardcover and get the PDF for free!

Enjoy,

VS


Sunday, March 15, 2020

Train Sim World: Digital Deluxe Edition Free Download

Train Sim World - is Dovetail Games' latest train simulator, released on the 16th March 2017. It is developed by Dovetail Games which announced it on the 1st September 2016 and is available on PC, Xbox and PS4.


Featuring: Be the driver! Train Sim World is a First-Person Train Simulator that brings to life the experience of operating powerful and realistic trains on some of the World's most amazing railways. Using real world data to accurately replicate the performance, sounds and feel of real trains, drive real world inspired missions, run 24-hour timetables, relax as a passenger or watch trains go by, the possibilities are endless. Whether you're a beginner or a seasoned expert, Train Sim World caters for all abilities. Download this video game for free.
1. FEATURES OF THE GAME

In this game. Work for CSX Transportation as a railroad engineer & delivering important cargo on tight schedules.
Live out your rail dreams exploring the highly detailed and immersive environment, finding the best vantage point.
Drive real world Inspired Missions, run 24-hour timetables or relax as a Passenger, or you can watch trains go by.
Possibilities are endless. Whether you're a Beginner or a seasoned expert, Train Sim World caters for all abilities.
Climb into the cab, learn to Operate the 3 very different locos step-by-step, Quickly moving from Novice to expert.

Game is updated to latest version

Included Content

▪ Train Sim World: Digital Deluxe Edition - Great Western Express
▪ Train Sim World: Digital Deluxe Edition - Northeast Corridor New York
▪ Train Sim World: Digital Deluxe Edition - Rapid Transit
▪ Train Sim World: Digital Deluxe Edition - CSX GP40-2 Loco Add-On
▪ Train Sim World: Digital Deluxe Edition - West Somerset Railway Route Add-On
▪ Train Sim World: Digital Deluxe Edition - Ruhr-Sieg Nord: Hagen - Finnentrop

2. GAMEPLAY AND SCREENSHOTS
3. DOWNLOAD GAME:

♢ Click or choose only one button below to download this game.
♢ View detailed instructions for downloading and installing the game here.
♢ Use 7-Zip to extract RAR, ZIP and ISO files. Install PowerISO to mount ISO files.

TRAIN SIM WORLD: DIGITAL DELUXE DOWNLOAD LINKS
http://pasted.co/af29b5ae      
PASSWORD FOR THE GAME
Unlock with password: pcgamesrealm

4. INSTRUCTIONS FOR THIS GAME
➤ Download the game by clicking on the button link provided above.
➤ Download the game on the host site and turn off your Antivirus or Windows Defender to avoid errors.
➤ When the download process is finished, locate or go to that file.
➤ Open and extract the file by using 7-Zip, and run 'setup.exe' as admin then install the game on your PC.
➤ Once the installation is complete, run the game's exe as admin and you can now play the game.
➤ Congratulations! You can now play this game for free on your PC.
➤ Note: If you like this video game, please buy it and support the developers of this game.
Turn off or temporarily disable your Antivirus or Windows Defender to avoid false positive detections.




5. SYSTEM REQUIREMENTS:
(Your PC must at least have the equivalent or higher specs in order to run this game.)
Operating System: Windows 7, Windows 8, Windows 8.1, Windows 10 | requires 64-bit
Processor: Intel Core i5-4690 @ 3.5 GHz or AMD Ryzen 5 1500X @ 3.7 GHz or better
Memory: at least 8GB System RAM
Hard Disk Space: 20GB free HDD Space
Video Card: NVIDIA GeForce GTX 750 Ti or AMD Radeon R9 270 with 2 GB VRAM
Supported Language: English, French, Italian, German, Spanish, Polish, Russian, and Chinese Simplified.
If you have any questions or encountered broken links, please do not hesitate to comment below. :D