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When asked what his dream
game would be, the author Terry Pratchett simply said: "leave me stranded on a
desert island with a spear and let me see how long I can survive." I intend to
give Mr. Pratchett his dream game! Wrecked is the ultimate free-roaming
concept - challenging players to defeat the biggest boss of them all: mother
nature...
Bar Tender
The eating system had only just
started at the last preview, but now it's fully integrated - complete with clear
displays that indicate how you're feeling. These colourful bars may look a
little intrusive, but it's important information that you need to be aware of at
all times. From left to right, we have "Energy", "Hunger", and "Thirst". They're
all self-explanatory, and simply indicate how close you are to suffering in any
department. And suffer you will! The effects of malnutrition have also been
implemented. When any area is lacking, your character slows down to a tired
stagger and gradually loses his strength (which should be familiar to fans of
the wrestling games). Not only that, but his demeanour also indicates his
condition. He gasps with his hands on his hips when tired, clutches his stomach
when hungry, and even grabs at his throat when thirsty! All of which occur
whether standing or moving, so it's a very convincing effect...
Life Or Death
Slowing down is the least of your
concerns though, because hunger and thirst can eventually lead to your death!
The dying process has finally been implemented, and it's frighteningly easy to
come across. Whenever you collapse with no health (whether it be from hunger,
thirst, or physical damage) your character threatens to die and his life hangs
in the balance. He writhes on the floor, gasping with his last breath, while his
fate is determined. The camera slowly drifts skyward as his body approaches
death, and you have to pray that he comes back to life before all hope is lost.
It's a nice touch which means even your death is entertaining! It's not a risk
you'll be wanting to take though...
Sleep Walker
If you want to avoid the lethal
lottery of death, you'll need to look after your body. Fortunately, another new
development is that you can take a nap to refuel your health! In fact, as in
real life, it's practically the only way to do it. Every action you take (not to
mention every beating!) takes its toll on your energy, so it's only a matter of
time before you have to take time out. In true MDickie style, this is all
within your control. You simply press both "Pick Up" buttons simultaneously to
curl up on the floor. In fact, choosing when and where to do it is key to
success - because a cosy snooze next to a warm fire is twice as beneficial as
any other rest. And if you're body's not telling when to rest, you can always go
by the real-time clock instead! The atmosphere system has finally been
implemented, so now night follows day right before your very eyes - including
all the states in between such as dusk and dawn...
Fire Beater
One of the "hottest" developments
is that we now have flaming weapons! Far from the ugly texturing of previous
games, this new system makes use of the breakthrough in particle effects. A
cloud of fire and smoke follows the enflamed weapon wherever you swing it -
scoring a major damage bonus on anything that has the misfortune to get in the
way. You simply take a weapon over to your camp fire and rub it against the
enflamed wood to achieve the effect. In addition to the sleep benefits mentioned
above, this is obviously another incentive to build and maintain a decent
fire...
Message In A Bottle
In amongst gameplay developments,
work has also begun on the title screen and menus. There shouldn't be an awful
lot of them in this game (most of the depth is revealed in the gameplay itself),
but the few there are certainly seem to be looking good. A cool scrolling water
effect sits in the background (which is a nice change from the standard tiled
logos!), while the options are scrawled on pieces of broken wood and debris.
It's hard to appreciate from these scaled down shots, but I can assure you that
the game is looking good from top to bottom...
Map Quest
Even the loading screens are
pushing things forward! In this game, the process centres around a miniature map
of the island - which plots your journey while you're waiting for the next area
to load up. Naturally, the screen is only there for a few stray seconds - but
it's a captivating little gimmick that makes the transition as smooth as
possible. Above all else, it's a handy reminder of where you are and where
you're headed. Speaking of navigating the island, I'm pleased to say the CPU
characters explore as surely as you do. I had expected that to be a little too
problematic, but now you can return to an area to find that a handful of natives
or animals have gone elsewhere. It's quite an important development that stops
the action from being too predictable...
The Blueprint
Yet another major development is
that you can now build the all-important boat that wins the game for our hero!
Whenever you use a hammer on wood & vines near the coast, you add a segment to
an increasingly bigger vessel. It starts off as 4 planks for the base
(essentially a raft), and then progresses to a proper boat with sides and
furnishings. Like a lot of recent developments, this boat building mission has opened
up the gameplay even further. Until
recently, the action hit a lull whenever a player had run out of wars to fight
and items to make. Now, however, this ongoing project means there's always
something to do with your days! It also forces players to stop camping, as you
constantly set about gathering enough materials for the next segment...
Escape To Victory
Once completed, the process of
sailing the boat has even been done. You simply jump into the thing and press
one of the "Pick Up" commands near the seat. Our hero then sits down, while you
assume control of the vessel and manoeuvre it as if it was a character! I was
dreading making this part of the game, but it seems to have come off okay. The
boat even bobs up and down on the water, and leaves a trail as surely as you do
when wading. One last minute addition is that you can even build a couple of
oars to go with it - and they exist as real handheld items! They don't actually
get used to propel the boat, so you might as well use them as weapons. You can
even sleep on the boat, and store resources in it, so it's worth making even if
you have no plans to leave the game!
Camp Fire Songs
The most encouraging development
is that work has begun on the game's presentation. A suitable logo has already
been drawn up, and it's even been accompanied by a theme tune! I'm pleased to
say that they're both my finest efforts yet. Although you may not be able to
tell from the composite shot, the logo is much sharper and more detailed than my
usual efforts (albeit somewhat cartoony like that of
Sure Shot 3D). As for the music, it's as primitive as you'd expect - with
native beats and chants lurking in the background. Yet it's a somewhat
accomplished composition, and certainly feels very atmospheric. So much so, in
fact, that you can actually tolerate it DURING the game! There'll certainly be
an option to hook that up...
The Garden Of Eden
As the gameplay
becomes more stable, I've finally been able to turn my attention to the island
itself. In addition to the 4 coasts, there's now a huge garden in the centre
of the map. Compared to the dry beaches, this green area is positively brimming
with life - whether it's animal, vegetable, or mineral. It even boasts a small
oasis of water in the centre. Above all else, this area also shows the most
signs of native life. There's a little farming pen, fenced off in one corner,
where all kinds of resources and animals are stored - complete with a firm "Keep
Out!" sign for you thieves out there! Speaking of signs, their civilization also
benefits from signposts at each cave - so there's less confusion as to where you
are or where you're going. The strangest "signs" of all, though, can be found
scrawled on the walls and on special structures. Biblical scholars can have a
field day working those out...
Rock And Roll
The whole island is technically
complete now, as the 4 surrounding coasts have also been drawn up and fully
integrated. They're not as repetitive as I feared either. In fact, they're all
perfectly unique. For instance, the East coast is sandier than normal (and even
boasts a wooden pier!) - whilst the West coast is relatively swampy. However,
the most unique coast of them all can be found in the North. It's more craggy
than the standard beaches; featuring a series of cliff ledges that lead down to
the sea. As you can imagine, it's a rare chance to use the jump command - as you
clamber around the unpredictable terrain! Unfortunately, the texturing there
leaves a lot to be desired (since I'm not used to such complex landscapes), but
it's mostly a fine effort and certainly adds a little variety to the scenery...
Going Native
Not only has the island been finalized, but so too have the natives that inhabit
it! Until recently I had just been using clones of the main character, but now
we have a whole gang of red-skinned locals. I was planning to portray them in
various races, but the Indian tone is a snug fit (making the climate feel
suitably tropical) so that dominates the tribe. That doesn't mean they look
repetitive though. The game calls upon a whole range of faces, hairstyles, and
costume variations to keep them all looking unique. So there'll be no doubt as
to which ones you're at war with! You won't be the only stranger on the island
either. There's another that's been "stranded" just like you...
Handy Man
One of the most important
developments is the
construction system, which has finally gotten off the ground. You'll be pleased
to know that it's blissfully simple too! Far from the menus of strategy games
like Age Of Empires, this game uses a "real-time" construction system -
whereby you literally place the materials over one another and then bash them
into shape. Although it's activated with the attack buttons, there's very little
conflict because the game's intuitive programming knows how to act. It may sound
simplistic, but the options are expanded based on what's in your hand. For
instance, using a hammer on materials will yield different results to using your
bare hands. You can even start a fire by working a stick against a piece of
wood! By mixing and matching the different possibilities, players will be able
to unlock all manner of creations - so a good knowledge of recipes should be as
important as being a good fighter or explorer...
Trigger Happy
One of the most interesting
things you can create is a trap! By combining wood and vines, you can emerge
with
a fiendish device that the Ewoks would be proud of. As you'd expect, once
planted it snaps at the heels of anything that dares to come near - taking them
down immediately. Of course, a tactical player can even enjoy covering it with
tantalizing resources! The artificial intelligence has finally been programmed,
and it gels nicely with tricks like that. Not only are the humans keen to gather
as much as you are, but the animals are also on the prowl. The carnivores are
attracted to meat, whilst the herbivores are attracted to vegetation - so you can
play some serious mind games with the right bait...
Bone Transplant
One thing you can't create is a
bone - which has just become the latest weapon. I spent so much time creating
sophisticated weaponry that I forgot about the basics! Now, however, you can
find these crude weapons in amongst the meat that bursts out of animals. As you
can imagine, it's a good way to get your inventory off the ground before you
even discover how to build things...
Food For Thought
Speaking of flesh and bones, I'm
also pleased to announce that the eating system has been programmed. I was
concerned about how these actions would be triggered (since there's already a
lot of multi-tasking going on with attacking and throwing). However, I've
emerged with a genius solution. You simply hold down the pick up button, instead
of pressing it normally, and the character will bring an item to his lips and
choke it down. It's a fantastic system that looks good and works well. So well,
in fact, that I even adapted it for drinking! If you do the same thing in a pool
of water then he brings a handful of liquid to his lips and slurps it down. It
looks quite cool because a trail of water follows his hand from the sea to his
mouth. A breakthrough in programming, by the way, which may soon make flaming
weapons possible...
Bloody Hell
You'll be grateful for a good
meal, because life just got even tougher on the island. The scarring system from
The MDickie Show is back once again for this game! Whenever you strike
(or get struck) there are plenty of scars to be proud of. It even applies to
animals, so the psychos amongst you can enjoy some serious butchering! It's an
advanced version of the scarring system too. Like a lot of things in this game,
it works in "real-time" - which means the scars slowly heal over time! That in
turn means it's also a good way of judging how beat up you are. As if that's not
enough, one last great touch to talk about is that the blood even washes away in
water! The game detects which body parts are underwater and then tones down the
scarring in those areas. I mean that quite literally, because you can kneel down
to pick something up out of the water and then find that your bloody hand has
been washed! It's an incredibly sophisticated system that ties into the drinking
breakthrough mentioned above...
The Day Of The Jackal
Most of the work in recent weeks
has revolved around the animal kingdom. The leopard has been fully integrated
into the game now - complete with attacking animations, and even feline sound
effects to go with them. So now even the blindest of players will be able to
tell the difference between an animal and a tree! The cats have some
unwanted canine company too. I'm not even sure it makes sense on a desert
island, but there are now wolves prowling the territory. They don't look
spectacularly realistic, but they're quite good for a first attempt. They too
have their own sound effects as well, so you can expect a few unhappy growls as
you clobber them to death...
Oh Deer!
The animals seem to be getting
more docile as they go along though, because next up is a charming little deer! Not quite the
"reindeer" that you would expect from this time of year, so much as a standard
Bambi style creature. He looks surprisingly good, considering that my
deer drawing skills haven't exactly been honed through years of wrestling games!
He's certainly got a cute face, so it'll take an evil player to beat the life
out of him. Beat you must though, because he'll be the food of choice for
carnivores. He doesn't fight back and he's quite clumsy on his feet, so he's a
pushover compared to his predator friends...
All Creatures Great And Small
The third new mammal is the most
impressive of them all - yet also the tiniest! This little rabbit/hare creature
is barely bigger than your foot, but he makes his presence felt with a
boisterous hopping animation. He's actually quite well modelled and textured
too, so it's a shame that his features are hard to make out on such a small
scale. That doesn't take away from his importance though. Amongst so many bigger
animals, it's refreshing to see a little one running around. It certainly makes
the island seem much more realistic. It livens things up for the player too,
because you have to thrash away at the ground to try and kill him! Despite being
small and weak, he's probably the hardest of them all to catch...
Fisherman's Friend
Out in the sea, there are even
smaller creatures to play with. The wildlife is rounded off with a family of
fish that patrol the coast! They're so slippery that it was almost impossible to
get a decent shot of them, so you'll have to settle for this clumsy image. I can
assure you that they look fine enough though, and swim through the waters with a
realistic animation. They will, of course, be the food of choice for players
that like a defenceless target! A few stiff shots with a weapon soon breaks them
down into a pile of meat that can be taken home. I'd like to spoil your fun with
a more dangerous sea creature, such as a shark, but it remains to be seen how
much more time can be devoted to animals. If I made every one that came to mind I'd be here all year! Don't be surprised if the selection ends here so that I
can concentrate on more pressing matters. There's nothing to stop a few more
appearing in downloadable updates though...
Fruit Cocktail
It's not all about butchering
animals though. Our hero's diet has finally extended to fruit as well as meat -
clusters of which can be found in certain plants and trees. A whole variety of
fruits are grown from the same tree, which may not be a realistic scenario but
it works for a game! It's basically a symbol of getting nutrition from nature. I
haven't got into the intricacies of hunger yet, but I imagine fruit will be far
less satisfying than ill-gotten meat! As in real life, that should make it all
too tempting to become a savage. We can expect thirst to play a factor too. In
the same way that you need a fix of food, you'll also need to return to the
water regularly and take a drink. Again, it's not realistic to drink from the
sea - but practicality may not leave us much choice...
Twisted Fire Starter
Speaking of fuel, a nice touch
has been added to the fire system. It now uses a real-time fuelling system - in
the sense that you have to keep piling flammable items on there to keep it
going. Once one thing has burnt away, the fire looks elsewhere in the close
proximity and tries to spread to that item. If there's nothing there, it expires
- leaving you to rustle up a new one or go cold in the night! That's primarily
what camp fires will be for. A warm night's sleep will replenish your energy
better than anything else. I'd like to say the fires will be used to enhance
weapons too, but that may prove to be a little ambitious. In any case, the
flames are now dangerous enough on their own - so you can have a lot of fun
luring enemies to a fiery death! With the new spreading system, you can even get
creative by laying wood out for a deadly domino effect...
Hammer Time
Following the arrival of the
animals, the next biggest development is that the full set of weapons is
beginning to emerge. As promised, there's now a primitive hammer - which you'll
be able to make by combining ALL of the available materials. That in itself is
an interesting little resource decision. You could have 3 little weapons for the
price of this one powerful hybrid - but it's certainly worth the investment. Not
only is it an even deadlier weapon, but it's also an invaluable tool that opens
up other possibilities...
The Way Of The Warrior
By using the hammer to work on
rock and wood, you can chisel yourself an even deadlier spear! It's actually a
very unique weapon, which yields huge bonuses when thrown. It flies faster and
hits harder than any other projectile, so it makes that style of hunting much more effective. As a regular
weapon it's not quite as effective though, so you may find yourself using
different weapons for different purposes...
Getting The Axe
In the same way that a hammer can
be used to chisel a spear, it can also be used to construct an axe (which is
effectively a superior hammer). It may take a while to gather the tools and
resources to make this beast, but it's the ultimate weapon so it should be worth
it! It may not have the range of weaker weapons, but it's deadly strength makes
light work of any material (including flesh and bones!). In fact, that's perhaps
the greatest strength of these sophisticated weapons. They finally unlock the
ability to destroy bigger resources, such as trees and rocks, so they're key to
success. The only catch is that weapons themselves can be destroyed if you use
them too much. So you may pile all your time and resources into a product that
falls apart after a few excursions! When that happens, you'll gladly return to
the comfort of sticks &
stones...
The Blueprint
Behind the scenes, one of the
biggest developments is that I've been working on a system that lets me decorate
the island. Unlike Sure Shot 3D and co, most of the scenery in this game
is fully interactive - which means ten times as much thought has to go into it!
Each individual resource has to be laid down in the game as if it were any other
character. The result is that the island boasts a refined layout - rather than
the random mess that I was working with. Trees and plants inhabit the grassier
areas, while lifeless bushes and rocks are scattered amongst the sand. It's a
painstaking process, but it has to be done to ensure that the world looks in
order. Before you ask, no this does not mean that there'll be a terrain editor.
Although games like Age Of Empires benefit vastly from such a feature,
I'm afraid it's far too ambitious for this one. The island and its resources are
so carefully sculpted that I can't possibly randomize the process. If the game
is successful though, that may evolve in future versions - much like the
character editor did in the wrestling games...
Tree Thugger
One of the most important
developments in recent weeks is that the island is now brimming with core
resources such as trees - and they're all fully interactive. Not only can you navigate around them with
pristine collision detection, but you can also unleash a full range of attacks
on them! The aim being to break them down into wood and vegetation which can then
be taken back to camp. The process is quite satisfying, with the trees shaking
upon each hit, etc.. You can even throw things at them and achieve the same
effect! I had been dreading making such interactive scenery, but
it seems to have emerged okay. The only suspicious thing is that the trees
"explode" into the relevant resources once they've been destroyed. It's a somewhat cartoony effect that
you'd expect from something like Zelda, but it's better than nothing...
Wild Palms
Thankfully, the trees have been
remodelled since Sure Shot 3D -
and now boast a much more convincing leaf texture. This new sparse look is
better suited to a desert island, and also makes it easier to see your character
through the foliage (which is highly important in this game). There are even
different types of tree to bring a little variety to the island. While regular
trees occupy the grassy areas, you can now find palm trees as you approach the
coast. They look even better than the others, with realistically shaped leaves
hanging from a tall stem. Not only do the trees look different, but they also
have different qualities. For instance, these thin palm trees are much easier to
tear up than their thicker counterparts...
Blood Out Of A Stone
There's nothing easy about
hacking up a rock though! While trees are needed for wood, your stone comes from
these big lumps of rock. They're just as interactive (you can even jump on top
of them), but you'll be there all day trying to break them with your bare hands!
It's practically essential to build an arsenal of tools before you tackle these
resources. As surely as weapons help you kill an opponent quicker, they also
affect how easily you can tear down the scenery. That should add a little more
depth to the gameplay, as life becomes easier as your inventory increases. The
weapons will no doubt break if you use them too much though, so it's yet another
balancing act...
Pussy Galore
One of the biggest developments
in recent days is that these resources are now joined by wild animals prowling
the island! The first one being an excitable little leopard. Since I've never
had to draw animals before (in 2D or 3D), he's suffering from a few novice flaws
- but he's certainly not bad for a first attempt and bodes well for all the
animals that are set to follow. As ever, the animation has saved the day. That too was
a difficult new learning process (especially with their weird way of running),
but the result is a lively creature that even boasts a realistic swaying tail.
He actually looks pretty good from a distance - which is ideally where you want
to be! Rather
amusingly, for the purposes of testing I've had to make him a controllable
character. It may not have a place in the finished game, but we can definitely
look forward to a cheat that makes it possible...
Ground Control
The arrival of animals has forced
me to expand the attacking system. In addition to whacking humans in the face,
you can now deliver low attacks that are aimed at things clawing at your waist!
You can even continue the beating with an even lower attack once they're lying
on the ground. Fortunately, it's all very intuitive though - and doesn't need
any extra buttons. The game simply figures out who (or what) you're trying to
attack, and then uses the necessary action. As you can gather, all of the hurt
and death animations that follow these attacks have also been implemented. And,
like everything else, they're a notch better than what we've seen before. The
ground attacks will actually factor into the killing system. A respectable
player will consider an enemy defeated once he's on his back. You can then leave
them to get back up and run away, having learnt their lesson. However, evil
players can beat the last breath of life out of them by continuing the attack
once they're down! They will then be well and truly dead, and will turn into
food morsels for you to take away - much like a broken rock or tree...
Life's A Beach
As the gameplay gets more and
more stable, I've finally been able to turn my attention to the island itself.
After much deliberation, I've decided to break it down into 5 sections (North,
South, East, West, and centre). That may sound a little disjointed, but it's
absolutely essential for keeping the performance high. Technically, I can now
make it 5 times bigger (and 5 times more detailed) than it would have otherwise
been! That means there'll be plenty to see and do - plus enough resources to
fuel a long adventure. In order to get from one section to another, I've
implemented a network of caves - which are like doorways to another area. If you
want to move on, you simply wander down the necessary route. It's actually
forced me to bring a little more detail to the island, as a perimeter of
mountainous areas surround each coast. At the moment, I'm only using the South
coast - but the others are due shortly. With a bit of luck, they'll all be
suitably different and worth exploring...
Carry On
Camping
As promised, the character is now
picking up and dropping items with BOTH hands. It's all working very smoothly
and should prove to be a great feature. Not least because your movement speed is
affected by how much you demand from your body. There's a noticeable difference
between being empty-handed, having one arm full, and having both arms full - so
deciding how much to carry can be a tactical choice. You don't want to be
ambushed when your arms are full and your legs are tired! At the moment, these
resources are lying around ready to be snatched up - but the finished game will
almost certainly challenge you to smash them out of an even bigger source.
Hopefully, the natives will have do the same too - which could open up all kinds
of treacherous possibilities! There'll be a lot of blood shed over who owns the
rights to a recently chopped tree or broken rock...
Material Boy
As you can see from the above
shots, the full compliment of resources is beginning to emerge too. Vines and
stone have joined the original logs of wood. As you'd expect, they'll all have
their own strengths and weaknesses. Not only within themselves, but with regards
to what they can make! A realistic construction system is planned, whereby you
can either break one resource down into a simple weapon (like a stick or rock)
or combine multiple resources to make more sophisticated weapons (like a hammer
or spear). There should be plenty of tools to make too - such as wooden
armour and backpacks. Some resources are simply there to keep you alive though!
Meat is the latest resource to join the selection, which will obviously be
extracted from dead animals (or humans!). There are also plans for more peaceful
nutrition - such as fish, nuts, and berries. I'm hoping to establish a spiritual
difference between being a vegetarian and being a blood-thirsty carnivore.
However, it remains to be seen how that will manifest itself...
Chuck Rock
Whatever you're carrying, you can
now enjoy the throwing system in this game too. As ever, it boasts realistic
physics that ensure the items fly through the air and rattle along the ground.
Isaac Newton himself would be proud of the mathematics that went into that one!
It certainly wasn't easy to transfer the system to this all-new 3D terrain. Not
only has it been "transferred" though, it's also evolved! I'm pleased to say
that the items now have noticeably different weights. Stones thud to the ground
and are hard to throw, whereas vines float around by comparison (and wood lies
somewhere in between). It highlights the difference between each resource, and
makes the whole experience much more convincing...
Punch Drunk
In the same way that you can pick up and throw with each hand, you can
now deliver attacks from either side. I'm pleased to say that the punching
animations are a notch better than anything seen in Wrestling MPire and
co. Their impact is a little more satisfying too. A new system is in place to
detect how close you were to an opponent when you made contact, and that affects
how far they reel back. In addition to being realistic, it also avoids that
nasty clipping that occurred in previous games when your fists went through an
opponent! Now they're forced back by the right distance, so everything looks
nice and solid...
Wooden Gear Solid
Never mind the punches; the most
exciting development is that the weapons are emerging too! The most basic set (a
vine whip, a wooden stick, and a rock) are already on the scene and ready to be
used. As with everything else, they can be loaded into either hand. This
presents yet more tactical decisions, as you decide whether to become a sensible
explorer or a two-handed killing machine! Like the bigger resources that they
came from, they can even been thrown too. In addition to being a handy way of
transporting your goods, it's actually a good attacking manoeuvre too. As in the
wrestling games, an airborne weapon can strike an opponent with hilarious
consequences! But is the long range attack worth losing a weapon for?
Stick It To 'Em
One of the greatest developments
with regards to weapons is that they now have their own dedicated animations.
Fans of the wrestling games may have noticed that you just delivered the same
old punch with a weapon in hand - and it often failed to make use of long
objects like sticks. Now, our hero swings his weapons with more of a whipping
motion - and finally adds some range to his attacks! In the case of the wooden
stick and the vine whip, it practically doubles your reach. So not only is a
weapon-wielding enemy more dangerous, he's also more likely to score a hit.
Fortunately, it all balances out though - because the more deadly weapons, by
their very nature, are small and heavy. Things like the rock, for instance,
still use a punching animation - and suffer from the same weak range...
Great
Balls Of Fire!
Speaking of breakthroughs in
attacking, if you study the previous screenshot you may also notice a faint
impact effect. Yes, I've finally mastered particle effects - and they're making
a hell of a debut in this game! These realistic, transparent balls of fire are a
staple of any satisfying action game - and now they're in my games too. A
similar ball of dust even accompanies the items as they bounce along the ground,
so it's a very thorough feature. The greatest development of them all, though,
is that I'll finally be able to offer a realistic camp fire! I had been dreading
this part, but I've pulled it off spectacularly. The same flames group together
and flicker realistically to produce a glowing fire. The effect is even
accompanied by a faint stream of smoke that dances up to the sky! Of course, it looks
especially good at night - adding even more atmosphere to the world.
I'd like to see it evolve into a system where you can set fire to items and
weapons, but that's a little more ambitious and remains to be seen...
Water Sports
The new particle system goes from
one extreme to the other. Not only are there hot fire effects, but there are
also cold splashes of water in the sea! Although understated, this is perhaps
the most impressive effect of the bunch. It follows the characters around very
realistically, leaving a faint trail of water behind. Rather cleverly, it
automatically detects when a player has entered water and arises at the right
time. For instance, in addition to following your strides, it also accompanies
other animations such as jumping in or out and ducking down to pick things up.
The system even extends to items, so you can enjoy seeing them splash into the
water when they're dropped or thrown! Whatever you're doing in the water, you'll
be pleased to hear the effect wrapped up with a satisfying splashing sound...
Leap Of Faith
Speaking of hard-fought
breakthroughs, here's another big one that took a long time to perfect. The game
now promises a little bit of platform action, as our hero is now confidently
jumping around the island! It might not sound like much, but it's a highly
sophisticated new system that we've got here. In previous games, it would have
been one preset animation that lands on a flat surface - but this new game had
to consider the unpredictable 3D terrain. The result is a system based on
realistic physics, that throws the character into the air and allows gravity to
bring him back down to earth with a thud. This means there's a noticeable
struggle when jumping uphill, and a noticeable benefit when jumping downhill or
off ledges! It makes the world seem all the more convincing and interactive. Not
least because the system even acknowledges a fall that didn't come from a jump.
If you wander off the edge of the above tower, for instance, then the character
automatically plunges into a falling animation (with the same realistic physics
at work). Fans of cute platform games will be dismayed to find that our hero is
all too human though. By default, his jumps are as clumsy and unspectacular as
they would be in real-life - so you won't be jumping over people's heads any
time soon (without an amusing cheat!)...
Washed Up
Like Sure Shot 3D and
Popscene, Wrecked is actually an old concept that's had the good
fortune to be resurrected. It was first conceived as a 2D game, way back in
December 2000, but my novice skills couldn't do it justice. It was little more
than an artist's impression of a deeply ambitious project. Now, 4 years later,
the concept is a little more feasible - and promises to benefit from an all-new
3D setting to boot! It's still as ambitious as it ever was though. Demanding the
biggest (and most interactive) world yet, it's going to push my solitary skills
to the limit. It's sink or swim time - but if any project was worth taking a
chance on, this is it...
Grand Theft Water
If the concept doesn't quite
explain itself to you, allow me to elaborate on what the gameplay promises. It's
essentially Grand Theft Auto lost at sea - combined with the resource
management of games like Age Of Empires. You've got the real-time
"anything goes" gameplay of an action game, plus the responsibility of gathering
and applying resources - whether it's food and water for surviving, or wood and
stone for constructing. Vegetarians can forage for berries, while shameless
carnivores massacre the wildlife! All the while trying to construct the weapons
and tools that will make all of the above easier. As I say, an ambitious project
that could fall apart as easily as a wooden raft...
Carry On Camping
Fans of the weapon-based gameplay
from The MDickie Show will be pleased to know that this game is equally
interactive - if not more so. Much of the gameplay will revolve around cramming
resources into your hungry arms and then staggering back home with them. It will
almost certainly use the same picking up, dropping, and throwing actions from
previous games - but there's a dose of Tekken here too! Each arm will be
operated independently, so you can decide whether to fill both arms with goods
or leave one arm free for other actions. Likewise, you could choose to become a
killing machine and arm yourself with TWO weapons instead of one! It literally
doubles the amount of fun you can have with what was already an entertaining
system. Above all else, it should make the gameplay a little more strategic too
- as you constantly decide how to use your body...
Mountain Of Muscle
I must stress that the game has
barely been in production for more than a few days, so these screenshots aren't
worth the pixels they're printed on! Although they're real, the game is merely
borrowing the sets from Sure Shot 3D at the moment. It should develop its
own (much improved) look over the coming weeks. In any case, I'm pleased
to say that it's already developing its own gameplay! The game is one huge
breakthrough when it comes to exploration. It boasts the most thorough collision
detection in the history of my games - with a character that can navigate a
fully 3D terrain. That means you can run up and down hills and bumps in the
landscape. It might not sound like much, but that's a tricky situation to work
with. Even Sure Shot 3D, for all its landscape improvements, limited the
action to a level playing field. Now I'm diving it at the deep-end with the real
thing...
Weird Science
The game promises to deliver
plenty of other breakthroughs too. The above terrain development even extends to
water, and allows a player to wade out into the shore! With a bit of work, there
could even be a spot of swimming - complete with splash effects. Our hero is
certainly going to have to catch fish one way or another! Back on dry land, we
can also expect our first taste of platform action. I'm already hard at work on
a jumping and gravity system that will allow players to scramble up (and fall
down) rocky terrain. It'll be quite amusing if the biggest obstacle you face is
to get through the day without killing yourself!
Rain Man
As you'd expect, the game looks
set to build upon the atmosphere system of Sure Shot 3D. Not only will
night follow day, but it should do so before your eyes in real-time! Since the
game will be one continuous experience, everything else will have to follow
suit. That goes for weather too! I've already implemented a rain system that
pours over the land. It's a bit of a clumsy technique, but it's not bad for a
first attempt. Complete with a rainy background sound, it certainly adds a lot
of atmosphere to the proceedings. Whether or not it'll have an effect on the
character remains to be seen. The cold climate will no doubt slow him down and
make him weaker...
Ocean View
Accompanying the terrain is a
camera breakthrough that I'm equally proud of. The game is my first to use a
"turn and advance" system - as seen in games like Tomb Raider. To make
the best of that, it also uses a smooth camera that sits behind the player. And
"smooth" is the operative word! I took the time to calculate a mind-boggling
equation that makes sure the camera explores all 3 dimensions at exactly the
right pace. It's hard to explain, but you'll notice the difference when you see
it in action...
Feeding The Five Thousand
In pre-production, I began to
suspect that being stranded on a desert island had the potential to get boring
quite quickly - so I'm making plans to introduce some rival humans! A native
tribe are on standby to liven up the proceedings. Your relationship with them
will be a clean sheet - soured only when you murder them or steal their
resources. Live side-by-side and everybody's happy, but start playing like it's
Grand Theft Auto and the sea will run red with blood! I may even allow
you to become a cannibal and eat your victims (it's up to you whether you're
sick enough to do it!). The natives haven't been made yet, but I
have cloned the star character dozens of times to see if it's possible. As ever,
performance is nothing to worry about! I've got about 30 humans an screen at the
same time without slowdown - and only a fraction of that will be needed. My
low-end graphics might have a lot of critics, but at least they get the job
done. What's the point in photo-realistic characters if there's too few of them
to make things interesting?
War Stories
In case you were wondering, the
game is actually a tenuous sequel to Sure Shot 3D. Your character washes
up on what's supposed to be the same war-torn island! Quite what (or who) will
remain of that civilization hasn't yet been confirmed - but don't be surprised
if it produces an entertaining little twist in the tale...
Copyright © MDickie 2000 - 2010
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