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| Thursday, February 11, 2016 |
Six Degrees of Confusion
Posted: 12:10:00 AM
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Note: I come down pretty harshly on a few titles here that probably don't deserve it. Every title listed here is a good title in their own right, and deserves to at least be played through. The point is, nothing, yet, compares to Descent.
As you may know, I'm a pretty big Descent fan. I would even go as far as to say I'm a pretty big fan of the whole Six Degrees of Freedom genre. Really, if you want me to buy your game, make it a first person, Six Degrees of Freedom shooter. I'll buy it.
With that said, I have been a bit confused by the rash of 6DoF titles that have come out claiming they want to be as close to Descent as possible, and yet are doing things that... well, aren't very Descenty.
The Pretenders
There's Descent: Underground. This title seems to be doomed with poor net code that micro-repositions your ship just enough to throw your aim off, and a confusing scoring system that they are stubbornly sticking to. They have the name, but in my opinion they seem to be making their own 6DoF game.
There's Geocore, which I can best describe as a project lacking direction. Its single player mode has changed up literally half a dozen times since I've seen I started paying attention to it, and lacks the polish of other titles. It has a slogan of "competition grade", which is shown in its well-done net code, but honestly the original Descent has much better-looking weapons, and the game taxes my GPU like no other.
There's Sol Contingency, the game that originally was going to be Descent but got yanked from under them. While it has a very polished look, there are definitely some contrast issues that make it difficult to see what kind of action is happening in the game. I am also not a fan of the slow startup on its vulcan-like weapon.
There's Overload, the game made by the original Descent developers, who want to give us a modern version of Descent. Except, they have no initial plans for multiplayer, which is very much a core part of the Descent experience to me.
There's Retrovirus, a Descent-like game with a beautiful single player story, but horribly bad multiplayer play. The MOBA game mode was poorly done, and the spaces feel so large that it feels like it's impossible to properly aim. Not to mention the tech trees that let the king of the hill continue to be the king by granting well-performing players extra powers. Descent was a game that already had a wide skill gap, why make it wider?
While each of these titles are very good in their own right, as a fan of the Descent series, all of these titles miss the mark in one way or another. I am beginning to wonder if the experience of Descent can actually be recreated at all. Did Parallax happen upon some kind of magic formula for success that made the original game still the best game of the genre, even 21 years later? Is this 6DoF revival period just a bunch of pretenders trying to recreate the perfect Descent experience?
Or maybe am I overshooting my expectations?
The New Originals
Take Sublevel Zero. I had no expectations that this would be Descent, or anything like it. However, it is probably my favorite of the modern 6DoF games because of its rogue-like replayability, its crafting system that allows you to play the game the way you want to, and some AI that, while it could be smarter, does just enough to be dangerous if you're not paying attention. It has no multiplayer, but it never claimed to be Descent, so I don't expect it.
Take NeonXSZ. One of the few 6DoF games without inertial dampening (in English: your ship continues to move in the direction you moved it even after you stop moving in that direction), this game takes elements from puzzle games, action RPGs, and of course the 6DoF genre and brings it into an engaging environment where, again, you can play the game the way you want to. I didn't expect this to be Descent-like, and therefore was pleased with the polish of the game, as well as the action that came out of it.
And how about little-talked about Kromaia, the 6DoF bullet hell? This is about as far from the original Descent gameplay as you can get, because you want to kill as LITTLE as possible, or else the difficulty ramps up FAST. It's a different way to play a 6DoF, but it was still a fun game.
It seems the games that I have the LEAST expectation of being Descent are the ones I have the MOST fun playing.
Maybe I should cut my expectations short with these new games and take them for what they are, rather than having them try to be the old experience in new clothes, but I tell you what, that can be really hard to do.Labels: Descent, Descent: Underground, Gaming, Geocore, Kromaia, NeonXSZ, Overload, Retrovirus, Sol Contingency, Sublevel Zero
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| Tuesday, January 19, 2016 |
Report Card: 2015
Posted: 12:38:00 AM
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I often do a "Year in Review", but this year I thought I'd change it up a bit. Last year, in addition to reviewing what happened the previous year, I added some goals for 2015. This year, instead of just reviewing what happened last year and adding the goals, I figured I would also add in a kind of "report card", where I grade myself on how I did towards those goals from the previous year.
I'll be honest. These goals stayed with me all year long. When I thought about what I want to do, I compared that to my goals. Having goals I actually thought about has made me learn a bit more about myself than I knew before.
So, without further ado, here's the 2015 report card!
Music
2015 Goal: Complete and release full versions of "All In My Head" and "Paper"
There's no beating around the bush here, neither of these goals happened. In fact, I was musically silent for the first half of the year. I did, however, come out with three different pieces of music, but none of them were original works.
In 2015, I started a podcast with Dr. Zing and Morfod called the Self-Destruct Sequence Podcast, which is a podcast all about Descent. Dr. Zing kind of dropped off the face of the Internet a few months ago, but Morfod and I picked it back up late last year, and have been having fun with the episodes this year. I mention this in the music section because when we were putting the first episode together, we wanted to have some Descenty music, and I delivered in a big way.
Our title music, Self Destruct Sequence, is a remake of the level 1 music, while our outro, Mars Processing Sequence, is a remake of the level 8 music. Both had electronic elements, and two guitar tracks each that I performed myself. This is the first time I've actually been happy with guitar tracks that I've created, especially the lead guitar parts. Hopefully I can take my experience from this and translate that into better guitar tracks in my music in the future.
The third piece was something I couldn't get out of my head, a piano cover of the song "The Wight to Remain" by Danny Baranowsky, which is best known as the music to Zone 4 Level 3 in the game Crypt of the NecroDancer. This has always been a beautiful track to me, and could be the launching point of a piano-only soundtrack to the game, if I get so inspired to complete some day. I even put the song's score up on flat.io if you so desire to try to play it yourself.
So while I kept the dust off of my music, I didn't do what I set out to do. At all. I tried to work on "Paper" once, but couldn't get any inspiration for the one part I still don't have a working idea for. Maybe that will change in 2016, but unfortunately, this gets poor marks this year.
2015 Grade: D
2016 Goal: Complete and release full versions of "All In My Head" and "Paper". For real this time.
Coding
2015 Goal: Finish the updated roncli.com site
Well, you're looking at it, baby. I'm still quite proud of this accomplishment, and it really took a load off my shoulders last year when I completed it. It's even gotten a few updates since that fixed some bugs and added (and, sadly, removed) some features.
So with the main 2015 goal accomplished, what else have I done in 2015? A quick glance at my GitHub profile shows I've contributed to Descent's DXX-Retro source port (this was the mouse fix), and started a series of Descent 3 tools written in node.js, including the rebirth of Descent DSN. However, in recent months, coding's not exactly been a priority to me.
The main project I have going right now is getting Six Gaming's official website off the ground. It is going to be started pretty much directly from roncli.com with a Six Gaming theme. At first it's just going to be a static page with links pointing to most of our presence on social media. Later, it will include episode-specific links for the Six Gaming Podcast, and the final version will be a full fledged social site where people can come to find other people with whom to play games they enjoy.
So 2015 was good, and 2016 has a clear goal. Looks good to me!
2015 Grade: A
2016 Goal: Finish the Six Gaming site
Gaming
2015 Goal: Grow Six Gaming into a bigger and more general gaming community
So at the beginning of 2015, I had this great idea to make Six Gaming a big community, not just for World of Warcraft, but for all the games we play. Over the years, we found that many of the gamers in Six Minutes To Release enjoyed other games as well, so it made sense to want to cater to that while keeping the close-knit community we've created from the core members of the guild over the previous 7 years.
Two major events accelerated this goal to fruition. First, Showsan got the jump on me. When he returned from his service in the military, he came in and lit a fire under everyone. He basically rebooted the Six Gaming Podcast, gave it a new format and new life. Since then, we've added a ton of cohosts that bring their own unique perspective on the games that we are playing. The Podcast has stayed fresh and has been enjoyable because of it, and we recently completed our 100th episode, which we call... Episode 48. Don't ask.
Second, Warlords of Draenor happened. What a bad expansion! I would rehash what I've already written, but suffice to say that not much has changed, and on top of it we're looking at another 6-8 months until Legion, which will make a 12-14 month content drought, similar to the one at the end of Mists of Pandaria, and exactly what the devs previously said they didn't want to do. Add in their stance on flying, and I honestly couldn't tell you if I trust Blizzard to get WoW right anymore. Legion is their last chance to get it right for me, and until then I am probably going to be doing some different things.
Like Descent. Descent: Underground made it known that Descent still exists for a lot of people, and despite the issues they are having (a topic for a future blog post), I am genuinely excited for a release of a new Descent game, even if it's not by the same people who gave us the first three. Naturally, a new Descent game has raised interest in the original games, and Descent 1, 2, and 3 have all seen an uptick in activity.
Case in point is the Descent Champions Ladder. It went from 1,408 games played in the fall 2013 season, down to 938 games in spring 2014, and down further to only 504 games in fall 2014. At the end of that season, Descent: Underground was announced, and the spring 2015 season saw a massive ressurgance with 2,218 games played. The late 2015 season, which was only 3 months, had 1,416 games played, and not even 3 weeks into early 2016 we have 510 games played.
Playing Descent again has been awesome, and has inspired me to learn a new control scheme. I used to be all keyboard, and now I do mouse and keyboard. I play at the high bronze/low silver level on the DCL currently, but I feel I have a lot to learn about the game both mechanically and philosophically.
I've also been involved with the Crypt of the NecroDancer community, racing most recently in CoNDUIT 7, and will be playing again on CoNDUIT 8 on the 29th. I'm not that great, which is why I'm in the "junior" league, but it's still a whole lot of fun getting some competition in. I still need to complete story mode and an all characters run to unlock Coda (I have no false impressions that I will BEAT Coda, mind you), so there's still plenty of room for improvement. I'm mainly known for having the Bard Deathless world record at 112 wins, and have performed fairly well at deathless mode with a few other characters as well.
I've also done a ton of streaming on Twitch. While I've stopped playing League of Legends, I still stream things such as my DCL games, Crypt of the NecroDancer runs, and even some Sublevel Zero speedruns. Basically, if I play it, it ends up on Twitch at some point.
Gaming has become a central part of what I do. I play a wide variety of games, involve myself in the Six Gaming, Descent, and Crypt of the NecroDancer communities, do two weekly podcasts involving games, and stream many times a week. I don't see this slowing down in the near future, so the only thing to do in 2016 is embrace it.
I have plans to start a regular Descent-themed competition show on Twitch, and am most interested in growing my stream large enough to get partnered. I don't think partnering will happen this year, but I at least want to get started. I've played with some ideas for growing my YouTube channel as well, but nothing's really stuck, but I'll keep trying.
2015 Grade: A+
2016 Goal: Substantially increase my streaming presence on Twitch
Life
2015 Goal: Get back to the Bay Area at least once
I think I nailed this one, at least in text. However, my experience thus far has been... less than ideal.
So instead of taking a trip to the Bay Area, I actually MOVED out here. In October, I packed my things, drove West a few days, and settled into the Belmont area. Central to everything, I've done... nearly nothing since I've gotten here. Sure, I've ventured to Pier 39 in the city, finally ate some Iguanas down in San Jose, and have occasionally taken in some of the area's scenic routes, I've yet to really do something... defining when it comes to the Bay Area. Seriously, I've seen more of the Bay Area the last time Kathy and I came out here in February 2013.
This is compounded by the fact that many of the people I knew and hung out with here are gone. One of the reasons I gave for moving out here was to be close to people I knew and give myself opportunities to "get out" every so often. I have done that a grand total of zero times since I got here.
There have been several reasons why I haven't really capitalized on my new living situation. The first is that I work remotely, yet am wanting to work locally. My job in Houston allowed me to work remotely when I told them I was moving and giving what I thought was going to be my two weeks. While the remote working part of the job has been going okay, I know through my experience with Sift that this isn't something I want to do forever. I have been really slow on advancing this agenda, however.
Second is that I've found myself in somewhat of a funk recently. I can't really put my finger on why, just that I find that I don't have the energy to do a whole lot since just before Christmas. My focus has been poor in coding-related projects, and I don't really feel that I've "settled in" very well. I don't at all regret making this move, in fact I think it's the best thing I've done for myself in a long time. However, I need to really break out of whatever it is that's causing me to, for lack of a better description, lose time doing nothing.
So, yeah, I made it out here, but... what next? Well, the first thing is going to be transitioning to a local job. Even before then, though, I need to find a way to get more active again. I have a plan, it's just acting on it - or more accurately getting over what's preventing me from acting on it - is proving challenging.
I hate these lethargic, stagnant days. I've had them before and have gotten past them, and have no doubt I will again. But the time until that happens can be downright depressing some days.
Oh, and there's this house thing. Yeah, we want a house. Soon.
2015 Grade: C
2016 Goal: Get more active, find local employment, and begin planning moving into a house
Overall
I've had an up and down year for sure. I recognize that my strongest point currently is with gaming, and recently that has been the outlet I go to in order to unwind and have a good time. I also find enjoyment in coding, but need to find a way to motivate myself to finish projects like I did with roncli.com. While my music still remains on the back burner, I am doing my best to keep sharp and avoid going flat... okay, I'll stop with the music puns! I recognize that I need to make some changes in order to improve my quality of life in my new surroundings, and am hoping that I can get those taken care of quickly.
2015 Overall Grade: BLabels: Coding, Crypt of the NecroDancer, Descent, Descent Champions Ladder, Descent: Underground, Gaming, Life, Music, roncli.com, Self-Destruct Sequence Podcast, Six Gaming, Six Gaming Podcast, Twitch, Year in Review
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| Wednesday, April 08, 2015 |
Overdue update
Posted: 2:57:00 PM
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The Descent: Underground wiki has been taking up a lot of my free time, but I'm catching up.
I'm finally in Bronze III after having a win on Lux and 2 on Janna. The promotional series games were so hard, we were actually quite behind in one of them. Thanks to Veg for helping me get through them!
I played with Colz last week and only went 1-2, but thankfully the losses came before the wins and didn't hurt my place in the standings any, so I go into week 11 at Bronze III and 26 LP.
Descent
If you've been following my DCL videos on YouTube, you'll see I've finally found some success, winning 6 matches in the past 2 weeks, including a match against the top bronze player to give me that spot. I feel like my aim is slowly coming online, but I'm going to try to play some "measuring stick" games against LotharBot (I've been scoring between 8 and 9 points) and Behemoth (between 5 and 6 points) today to see if that indeed is the case. I rediscovered the map June Bug, and am rapidly learning just how much I loved playing that map, too bad it was never all that popular.
The lagging website
I was expecting to have the new roncli.com done this month, but Descent: Underground has pretty much taken over. However, with that Kickstarter campaign winding down Friday, I should have time to resume my efforts, get something presentable, and move on to the next project.Labels: Coding, DCL, Descent, Descent: Underground, Gaming, League of Legends, Ron's Bronze Plays, roncli.com
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Descent: Underground
Posted: 12:14:00 PM
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I posted a couple weeks ago about Descent: Underground, a game being created by Descendent Studios with the blessing of Interplay.
As little as I care for the shell of a company that is the modern-day Interplay, the game Descent (and Descent 2 and Descent 3) holds a special place on my hard drive. I played Descent 3 pretty hardcore for about 5 years, and even ran a Descent 3 Teams League for a number of years. Some of my favorite memories involve Descent LAN parties and Descent moments. No other game can get my blood pumping like Descent.
Yet, no game has filled the void that Descent has left since its last release in 1999. Others have tried, and others will continue to try, but to me, Descent is not Descent without a community supporting the game.
Parallax Online was an online service specifically for Descent 3 that transformed the game into something that was extremely accessible to play. While smaller than some communities, there was a time when you could get into a multiplayer game at any hour of the day.
Today, if you want a game, you have to hang around in a mumble server and hope there are other people available to play. Games still do happen every day, but you might not be able to find a game that you like, because so few are being played today.
I am hoping that Descent: Underground changes that.
No matter what you think of Interplay, this is Descent. It is being created by a team of developers with a pedigree of success and a proven track record of communication with their fans. They have shown their love for the game, and in turn the community has slowly began to get behind the team. One of the ways that I have done this is to create the Unofficial Descent: Underground wiki, a place where all of the information about the game is organized, and attributed to the source where the development team talked about it.
This could be big. Descent: Underground is going to be the most accessible Six Degrees of Freedom game ever, which will let new players hone their skills while the veterans go toe to toe with each other. New game modes promise to bring a whole new dimension to Descent that it hasn't had in the past. And, of course, with 16 years of new technology, even in pre-production, the game looks BEAUTIFUL.
Descendent Studios is asking for $600,000 to make the game. As of this writing, they are nearing $430,000, over 70% of their goal, with about 55 hours to go. If you are any kind of Descent fan, I strongly recommend giving them some of your money. This is our chance to bring back Descent, let's do it!Labels: Descent: Underground, Gaming
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| Wednesday, March 18, 2015 |
Whirlwind Week
Posted: 3:01:00 PM
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A roundup of what's been a Janna whirlwind of a week!
Schedule
I've come to realize that, even after ending Six Minutes To Release's raiding run, I still only have one night a week to myself. That night is tonight. Every other night, I've got something going on:
It's a pretty busy schedule, but I look forward to a lot of these things throughout the week as well. Things feel pretty balanced right now. I still long for 40 hours days, though.
Descent: Underground
This past week, though, things got a bit crazy, because I found out that one of my favorite games of all time is being rebooted.
Descent's fast-paced, six-degrees-of-freedom combat made addicts of us all! Descent's frenetic and pulse-pounding action were light-years ahead of its 1995 release date. Like us, many of you still share war stories of your epic network battles. You remember your heroic shots, your death-defying maneuvers, and matches ending with a narrow escape as the tunnel collapsed behind you.
Sadly, as consoles took over and PC games were pushed aside by publishers, great games like Descent were left to languish in obscurity. A whole generation of gamers grew up without Descent's heart-pounding, non-stop action, robbed of the true 6DoF space adventure that is their birthright!
The Drought Ends TODAY!
This is a quote from the Kickstarter for Descendent Studios' Descent: Underground. This is a brand new Descent title, setup as a prequel to the original Descent series.
On one hand, I can't contain my excitement. I backed this project early and big once I learned of the direction that former CIG developer Eric "Wingman" Peterson was taking it. To have another Descent game being made from a set of dedicated developers who are listening to the community to make the game the best Descent game ever made is like a dream come true.
On the other hand, the Descent community has had its share of disappointments.
The official Descent 4 game was cancelled. Numerous projects have been started to try to mimic the Descent experience. Many of them have been cancelled, and those that did make it to production had no community support and were simply not Descenty enough for the community to back. And others who have tried to bring Descent back have been issued cease & desist legal documents by Interplay.
So why now? More importantly, why Descendent Studios, a team that never found the Descent community until after they launched their Kickstarter? While I have faith in their ability to deliver on their project, my faith with Interplay is not there. I really have to question Interplay's motives. Do they plan on this being some kind of cash grab? Are they thinking of screwing over Descendent much the same way PTMC's Dravis screwed over the Material Defender at the start of Descent II? That would be ironic.
Six Gaming Podcast
So the podcast happened this past week, with Episode 5 and its highlights now available on YouTube.
I'll be blunt, it's not our best showing. News seemed to be disjointed, the hosts were distracted with Twitch chat trolls, and the Round Table section was rather, well, bland. Hopefully next week, we'll be a little more exciting. SGP always seems to be better with more hosts.
Ron's Bronze Plays
This week I played with Colzaratha's smurf. It didn't seem to help a whole lot.
The first game, he played Ahri while I played Morgana. He did not have a good game. Every lane lost, and we slowly bled out. The second game was much of the same. I was again on Morgana against a Graves/Annie combo in the bottom lane that our ADC fed substantially.
We got our first win in game 3 when I played Janna. I had some strong Janna play this weekend, and got some crucial knockups to force the win. I tried to make it two straight on Janna, but despite more strong play, the rest of the team didn't have it in them.
In the final game, Colz and I switched roles, with me going mid Lux and him on Morgana. I went off for a 12/2/21 carry, and Colz and I ended in style. Result of the 5 games was an increase in 11 LP to Bronze IV and 88 LP.
Website Update
Last night, I was able to finalize the data I'm putting in the game box on the website. My article about the sorry state of gaming APIs really came to mind. While the Blizzard API has come a long way and the League of Legends API is pretty good, the Steam API still sucks (it's still missing an achievement feed), and an official XBox API isn't even a thing yet.
Really. It's 2015 people. Let my data go! Let my data be free!
Anyway, I still have to code out detailed pages for my WoW feed, get profile pages for my Diablo 3 characters, display detailed history of my ranked play in League of Legends, and at least show off the games I am playing on Steam, even if getting the achievements I have for them is rather archaic.
But honestly, this is the home stretch. After that is the life section, which really is just going to require me to set featured pages.
After that, I have a lot of content to update, which includes transferring my music collection to SoundCloud, updating all the tags on my Blogger and Tumblr sites, and recreate many of the pages from the existing site on the new one. That's not really a lot of stuff. Hopefully coding can be completed this weekend, and I can start on the content next week. I'm still committed to finishing by the end of the month.Labels: Blogger, Coding, Descent: Underground, Diablo III, Gaming, League of Legends, Music, roncli.com, Six Gaming Podcast, Six Minutes To Release, SoundCloud, Steam, Tumblr, Twitch, World of Warcraft, XBox
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