Friday, August 10, 2012
I blogged about things I've learned modding MotS. How does this match with your experiences? Let me know what you think!
(PS Edward, I hope you don't mind I used your awesome Matrix screenshot; I'm a big fan! :])
Tuesday, December 29, 2009
I am approaching the deadline hot. I lost a lot of data about a week ago, so I am assembling assets that I had built long ago, not so much for the contest, but just to make these resources playable and to have fun.
My plan now is to add a small "cornerstone" level that will complete the LoG story. For completeness, I will include a "Special Edition" version of all previously-released content. I will fix some bugs, add voice-acting to LoG 01, and make a few minor embellishments to the graphics and gameplay.
As "bonus content" I will also include the original LoG levels from 2003 at the end. These were never released because I kept wanting to add more and more to them and, by the time I released the LoG levels you can find on Massassi (or in the Downloads section here under "Released Compendium!"), they looked super dated and seemed extremely bizarre. Think Kafka as a Dadaist taking several hits of LSD.
Wednesday, September 23, 2009
Get it at http://www.grismath.com/logx_beta_1_1.zip
Thanks to the feedback and interest the public beta has generated, I plan on releasing a minor update to the Beta that features some bug fixes and visual improvements.
Wednesday, September 16, 2009
You can get it at http://sticklertron.com/download/logx_test_Test.zip
Post any comments in the forum!
Friday, June 19, 2009
The CPKM (Compact Plasma Killing Machine) was designed to replace the much less successful PUSS (Plasma Unloading Short Shooter) as the ultimate in high-profile individual defense sidearms. Built with the deposed world leader, washed-up celebrity, or tarnished executive in mind, the CPKM matched style with superheated plasma, guaranteed to discourage even the most determined paparazzi.
As a fashion accessory/weapon combination, the CPKM is unique in that it uses batteries (not included) to operate. When equipped, the pistol takes a moment to "prime" its internal plasma injector, however after Mick "Chip" Blubber, the famed Blotean slug celebrity, was stuck priming his weapon while taking small arms fire from 300 unruly fans while he had three other, fully loaded weapons at his disposal, the makers of CPKM made priming "hands free" so users could switch weapons before the CPKM primes.
Once primed, the CPKM slowly depletes available battery power. Brief taps of the trigger produce a steady stream of rapid fire plasma globs at little cost to the battery, making this a low-power but high-efficiency weapon.
Dhalkarian engineers made special, experimental modifications to Lord Tiberius Grismath's pistol to make it a galaxy-class executive defense device. The strength of the plasma pistol's projectiles depends on how long he holds the trigger, allowing for different styles of use. Holding briefly fires the same small projectile as it does for anyone else (but in a funky GREEN instead of red!) Holding for an intermediate amount of time fires a medium sized projectile. Finally, holding the trigger until the plasma pistol maxes out fires a huge projectile with splash damage.
When it first released the CPKM by a free giveaway to celebrities at the Interplanetary Music and Film Awards, the makers of the CPKM received criticism from environmental rights activists in anticipation of the puddles of sticky goo left from victims' remains that would pollute military installations and fashion show runways. The CEO of the CPKM maker responded by symbolically firing a large burst of plasma into the Barvo rain forest.
ALSO: Check the Forum for the Release Schedule! :D
Sunday, June 14, 2009
"Originally devised by Terran poachers to hunt condors, the Vladov 'Boomstick' proved too heavy and unwieldy for use by anyone. Production was discontuined in 3012, and most surviving Vladovs are in the hands of museums and weapons collectors. However, there are several unconfirmed reports of the device being used in combat by what witnesses described as 'some kind of half-machine, half-russian monstrosity.'"
- Thrawn numbarz (shortly before being blown away by a Boomstick)
The Boomstick is a slower, hefty weapon that chews through ammo, but delivers wide-angled death to anyone or anything unfortunate enough to be caught in its way. It fires the equivalent of several 12 gauge shotgun shells at once: simply open the back hatch and dump a couple in.
In the hands of an inexperienced user, the Boomstick fires rounds in five projectile areas, each round dealing 15 damage. In the mechanical vise grip of IVAN BOOMFINGERS, Boomsticker extraordinaire, an additional shot is fired. Bernard once tried stuffing this much extra ammo in and, well, plastic surgery works miracles.
At level 2, Ivan switches out measly shotgun ammo for EXPLOSIVE ROUNDS, which deal 20 damage each, at the cost of an ever-so-slightly wider spread.
The secondary fire should satisfy the less patient trigger-happy maniacs among you. Instead of waiting for a "pump action" re-priming delay, the Boomstick exhausts all available ammunition in full automatic mode. Just aim, hold down the trigger, and cover your ears. Only three shots are fired (in a triangle spread like the vanilla JK repeater), but with a considerable kick and ammo expense. Good for clearing rooms or fighting bosses. Bad for fighting anyone after clearing said room or fighting said boss, as you'll be out of ammo. :]
Tuesday, June 02, 2009
Friday, May 29, 2009
Each playable character has unique, balanced perks to suit different play styles and encourage teamwork.
Ccharacters comment on their environment and actions autonomously, taunting enemies as they shoot them, cursing locked doors, etc.
Finally, characters gain XP by killing enemies and gathering clues about the Argemitis Galacticus. Gain enough XP and you'll level up, unlocking additional abilities for your character.
Go to the forum to see the characters!
Sunday, May 24, 2009
Using Nightmare's AI synced cogs, I have had some success with implementing enemies. I still need to test greater volumes of enemies as well as how enemies react to more than two players.
Also, enemies do not show up for the client when they first spawn, but work properly after being killed once. This shouldn't be too difficult to work around.
Wednesday, May 20, 2009
You and your friends play as characters from the LoG series who have banded together in the quest for booty to become SPACE PIRATES.
Players begin in the interior of their pirate ship, which is a single map area distinct from all “planetary surface” areas. The virtual location of the ship is tracked by the host, which determines which planetary surface area players will teleport to when using the ship’s airlock portal.
At the beginning of the game, the ship is docked on Terra (Earth) for supplies and aid. Players are tasked with roaming the spacelanes in search of the Argemitis Galacticus, a legendary artifact, hidden somewhere in this area of the galaxy. No one knows what, exactly, the AG is or where to find it.
Players start out with a certain amount of funds in a common account, accessible from their ship. Any player may withdraw money to go out and purchase items for himself or the crew. Players command various functions of the ship, and it may be useful for players to establish responsibilities for each crew member.
The most important function on the ship is navigation. From the helm area, players can pick their desired destination from a simple map. Only certain planets are accessible from others at first, but once a planet has been visited, it can be “fast traveled” to again. The “distance” between planets determines the length of time spent in transit, and the interior of the ship will be large and interactive enough to ensure that long voyages are not boring; the longest trip, from the most distant planets, should take 2-3 minutes.
Any voyage, and especially with voyages on certain routes, runs the risk of interruption. The crew may randomly happen upon a potential target for piracy, which they can choose to attack or ignore.
There will be little in the form of ship combat (e.g. missiles firing, flying around); the focus should be on boarding actions, so if the pirate ship is conceptually stronger it can choose to board; if it is weaker, it is boarded.
Wednesday, May 13, 2009
Check out these new screenshots! You may see some old content in new surroundings. I am recycling and compiling unreleased goodies into a JEDI KNIGHT episode.
This will be based in the Life of Grismath universe and incorporate most LoG 3 content. More details will follow.
Thursday, November 02, 2006
I opened up ZED today to clear my mind a little and... what do you know, I made a lot of changes and modifications!
Monday, May 22, 2006
As if this project weren't already set back.
I have to rebuild the interior of the Terran Int'l Spaceport thanks to the abHOMination that is the MotS adjoin limit. (Sige & limit-breakers co. take note!)
Much of my time has been spent battling phantom bugs that constitute the Curse of the... well you know those two dreaded letters. I got this a lot during RoX, too. Could just be because I'm a sloppy editor, on the other hand... :S
I don't know if I should release this as parts or a whole. Or maybe release public betas of the parts and then an official whole. That way you'd get to play more. I could even make it.... ePiSoDiC! You might want to post in my fora (plural of forum for you plebes out there) if you have an opinion out there.
Does anyone even read this thing, anyway? Hello!?!?! :O
Friday, March 10, 2006
In an interrogative form of Luther's famous statement, I'd like to take a moment or two to discuss what's the low down on the Life of Grismath.
First off, you're probably wondering, what's the hold up?
Sadly, obligations of the academic and feminine variety have been consuming a lot of my time as of late. Fortunately, I have fallen rather ill so I'll probably be working away at LoG for a good while!
Next, how much work yet remains?
This is a complex question. In order to answer it, I really have to pin down what exactly I want to include in LoG. Certainly I have a vast reserve of resources to draw from, however some of it is pretty old and, quite frankly, sucks. It has been suggested that you're not really that discerning of an audience and that I can probably shimmy by while throwing that cotnent in anyway, but my own sense of perfectionism demands otherwise.
I'm rambling. To get to the point, a good deal of work yet remains. I could quantify it in a percentage completed, but it's really unreasonable to do so. I have good days and bad days when I actually find the time to edit and on a good day, I could do 10% of the project in a stretch whereas on a bad day I might not get anything done. (or, even worse, screw some things up!)
Unfortunately, I have saved the worst for last. What remains are the stubborn hooks that are preventing this project from getting out the door that I either lack the skill to do well and quickly or just plain don't like doing.
I'm going to take a close look at what remains, make a few snips here and there while adding depth to what remains. I'll keep you, those of you loyal enough to the dream that is this project (hah, how foolishly stuck-up a notion ;]), updated more frequently from here on out. Without revealing anything about the plot, of course. And boy, will this be a surpriser.
Wednesday, December 21, 2005
I fixed what I believe may have been an error.
Check it out! Progress is speeding up on LoG once again! :D
Wednesday, December 07, 2005
I currently have around 300 LoG-related cogs in my project resources.
Some are redundant, some are updates of others, and some won't be used. I expect that the final build will contain around 200 if not fewer cogs, and I have about 50 cogs to go.
Each cog averages 500 lines, so the project will probably weigh in around 100,000 lines+ of code. Which is ridiculous.
Many of these features are difficult to showcase because they involve gameplay that isn't easily conveyed in single screenshots.
I'm going to take a couple weeks break from LoG during my final exam period, and then I'm going to dive right back in. I'll try to keep everyone updated as much as possible.
Looking at these files, what I have here is a MotS episode on a scale and of a replayability unheard of in the editing community. I also feel that it involves a level of immersion unknown to most industry games. Hopefully I can finish it, and in the next couple weeks I'll definitely recruit the services and talents of fellow editors to try to bring this thing to final completion.
Saturday, July 23, 2005
I'm almost finished a quick teaser that will give players a taste of what's to come.
Tuesday, May 24, 2005
I have every aspect of the Spaceport level planned, now, and my does it seem a daunting task. The story element, with the exception of one or two dialogue scenes and the opening monologue, however, is complete for the Spaceport. The other levels are pretty much planned too, but I'm going to concentrate on the short term for now.
I've finished the Terminal Annex for the Spaceport, however, I still have to model the Grand Gallery, desert, dungeon, and administrative office. I also have to do the spaceship interior, cargo ship interior, and archi setup for some of the menus. These shouldn'tt ake too long, it's just that I need more motivation.
As for levels in general, I've cut the number I'm going to make back down to a more manageable 13.
Despite running into a few logic problems, this has proven the easiest implementable aspect in which I have made headway. I still have to code the card game, some of the conversations, and a few other puzzles, but they won't take too long. I also need to code some environment interaction and ambience.
I need to make models for the refugees, which I can probably get away with by slapping Alasair McDonald mats and RoX mats together on civilian models. I also have a lot of voice acting to collect and convert, as well as developing a soundtrack.
All in all, LoG is coming along slowly but surely. I have an excellent plan that is possible to implement, I've shown that I can do it before, now I just have to bring everything together.
Tuesday, April 26, 2005
This is currently spiralling out of proportion. I originally intended LoG as a compilation of all my previous work, but that fateful original bedroom required an intro level that spawned an intro to the intro... and here we have a full blown series. I can create features and concepts faster than I can properly implement them, so while I'm working on level 01, I'm already aligning the textures in my head for level 09. It may drive me insane, but I WILL finish this.
A massive amount of space now exists for your gaming pleasure. Unfortunately, it isn't linked together in any logical, continuous fashion. It needs a finalized story to bind it. Originally, LoG was one huge JED file, however, since savegames corrupt after a certain size, and I don't expect the average gamer to experience ~2 hours of multiple-path gameplay all at once *cough*, I'm splitting it all up. Based on current estimates of the story, I'm expecting ~35 levels. You may close your mouth now. Many of these are transitional cutscenes, or feature very similar archi with subtle coding differences and intricacies.
COG is where the true substance of this mod lies. The archi and story merely serve as the material world in which the godlike invisible machinations of the code work and play. I have coded some mildly fiendish puzzles for gamers to wrap their brains around, but there are ways to avoid particularly puzzling ones. Coding LoG is rather easy from a verbal perspective, as much of my code is used for low-level scripting and repetitive framework for conversations. The hard part lies in the sheer volume of code required for a project of this magnitude. Can you imagine 50+ cogs with hundreds of lines of code? My cog folder can.