I spent some time this morning thinking about mini-games to add to my newest project Penny. No details really, but I decided adding a Snake type game would be nice. In an effort to strengthen my coding skills, I decided to whip one up together with the greatest Pokemon ever (http://www.destructoid.com/why-ekans-is-the-best-pokemon-168461.phtml).
There are many different ways to implement the code, but the way I approached it was that each segment has two states: where it was and where it's going. With each tick of the game loop, it will move to where it's supposed to be going. The body piece behind it will set it's "where it's going" to the "where it was" of the piece in front of it. This way I don't have to queue up a huge list of turns. It will always know where to go as long as there's something in front of it.
Overall I think it worked out pretty well and I learned something today and that's a good thing. Play link below!
I'm having a great time playing UFC Undisputed 2010 right now. There's nothing like getting a good hit against the chin and flooring a guy then running around celebrating like a little kid. In any case, one of the issues that a lot of people have with the game is the takedown-ground game. It's just a lot of rolling around and trying to submit a guy. I don't know how "realistic" it is, but it does irritate me some. I suppose that's the difference between playing a striker (which is presumably easier to play) and a submissions/grappler (which is presumably more difficult to play).
After playing the poop out of Just Cause 2, I started seeing all radio towers as structures I could ultimately destroy with a well placed bullet from a handgun. Then I'd be able to cause all of this chaos and enter more faction missions, except "faction missions" would actually equate to "jail time".
I beat Mass Effect 2 this past weekend. I could spend a lot of time talking about the great branching storyline or fantastic production values, but I'm pretty sure I wouldn't be saying anything that hasn't already been said in some kind of metacritic review snippet. Overall it is a streamlined and more shooter focused version of the first game, making it more accessible and less of a "chore" to get through. Even the most boring of parts weren't that boring. I highly recommend it for anyone who enjoyed the first one and was looking for something less bloated.
Instead, I'd like to take some time to focus on the "choose your adventure" parts. Namely, the dialogue and paragon/renegade action parts of the game. You can skip dialogue by pressing the X button. If you press the X button during a dialogue tree, you also choose the default option. Sometimes they present this dialogue tree while someone is still talking. I, more often than I liked, ended up pressing X to skip the dialogue and ended up choosing the default dialogue option on accident. This made me miss some some dialogue paths I would have liked to have explored.
This was probably my only main gripe with the game and it wasn't really that big of a deal. I got my money's worth, that's for sure.
The actual paragon/renegade options aren't as poorly presented. I just chose to do a drawing about the paragon/renegade actions because it was funnier. You don't actually punch a little girl, but you get the option to punch a reporter in the mouth. Don't pass that moment up.
I really dislike touch controls when it involves moving a character around in a traditionally d-pad centric space. I feel the same about the touch screen when using my iPhone in its vertical position. I just end up typing the wrong thing or cause my avatar to impale himself on a nearby spike.
Why can't they just let me play it with the d-pad like it was 1989?
Hey, it could just be me getting progressively worse at video games, but I just feel like these types of controls are meant for, well, gamers who aren't me. I'll still play them though.