May contain material some readers may find objectionable. Parental guidance is advised.
Friday, October 7, 2011
Driver SF and DMR
I've been noticing a lot recently that game review sites have been bashing the latest game in the Driver series, Driver San Francisco. When DriverSF was first announced I was exited, I have been playing games from the Driver franchise since I was little. However, I was worried about Ubisoft putting too much DMR on this new Driver game. As it appears, I jinxed myself. Ubisoft made it so (On the PC version) you must have a constant internet connection, stating that their "always on" DMR is a success. People seem to think, and I agree, that putting more DMR on a game will not reduce piracy, but in many cases increase it. However, being a loyal Driver fan, I bought the game. I bought many of my friends the game. On September 27, I played the game for the first time. You know what? I wasn't thinking constantly about the "always on" DMR, I was thinking about the story, the gameplay, how I was going to apprehend the next suspect. This made me think about how I have treated games with strict DMR in the past. I wouldn't buy them. I wouldn't pirate them either, as I am not a pirate. Just the DMR set my decision in place NOT to buy the game. After playing DriverSF I have realized that the developers don't always have a choice to stop the DMR from being in the game. DriverSF was made by a company called Reflections Interactive, or now, Ubisoft Reflections. They were bought by Ubisoft, so Ubisoft forces their DMR. They just want to make sure their game isn't stolen, And I don't blame them. What Ubisoft is doing is not bad, its just somewhat rarely (In my case) annoying.
Saturday, February 26, 2011
Zombie Game 0.9
Although I have not made an official name for the game, I have uploaded it onto Host-a.net, http://www.host-a.net/u/sharlowidalot/ZombieGame.exe, I will be updating it randomly, but when I do update it I will post on my twitter and this blog, this version is basically the same as this video
I have added fog, a new mob, and the bullets shoot from what appears to be the gun (although its actually a little behind.), and there are menus now, that;s about it.
I have added fog, a new mob, and the bullets shoot from what appears to be the gun (although its actually a little behind.), and there are menus now, that;s about it.
Friday, February 25, 2011
Zombie Game Update
Last night my computer restarted because of Windows 7 Service Pack 1 wanting to install, that caused me to loose all the code for the game, luckily, I was able to reprogram it quickly. I think that I will be able to release a test or something either today or tomorrow, I just have to fix the bullet collisions. Zombies don't die at the moment.
Thursday, February 24, 2011
Zombie Game
I have recently begun work on a zombie/monster survival game. I am hoping that I will not loose interest in this game like I have on previous games I have started work on. Its going to be from a top-down perspective. I plan on giving this game crafting abilities for weapons, for example, if you get some steel and find a smelter, you could craft it into a pistol of some sort. I have a general idea of how I am going to do this all, but I am not entirely sure. There may some sort of pre-alpha or something coming in a few days, not sure, but I want to develop it much in the same way Minecraft is being developed.