There was a small snafu with the user databases for my WordPress sites, but hopefully it’s all squared away now. Sorry for the inconvenience or annoying emails.
For those new to coding, or folk who want to exercise their brain cells a bit, check out this year’s Advent of Coding 2018. Each day offers two puzzles to flex your coding skills, build new skills, or just generally put into practice your code-fu. They are language agnostic, and often quite interesting.
If you want to join a private leaderboard, my code is: 427712-b8e50570 . Feel free to join.
I also have been posting my own code to GitHub here. It’s not pretty, and definitely not always the best approach, but I’ve been tackling each day with an idea for how to solve it rather than trying to find the quickest solution – usually with some robustness in mind that would make the code more flexible and allow for it to be used in other circumstances. Not sure why… just how I roll. I also haven’t been cleaning up after myself. If I go down a path that leads to failure, it’s usually still there and either commented out or just not executed. Since this is sort of a sandbox event for me, take any code I have in that repo with a grain of salt. All days are currently in C# and for Visual Studio for Windows, though I may slowly put together some Mac console apps and Unity stuff in C# as well.
Puttering along with my development, I’ve decided that in addition to dev-blog posts and occasional tutorials, I’d also share some reviews with folk. And what better way to kick that out than the very polarizing beast that is Fallout 76. Please bear with me for my first few reviews as I work out some format ideas.
Each review is likely to start with a TL;DR section that just gives the briefest blurb and score. While most reviews put the score at the bottom, in hopes you’ll read the whole thing first, I know that a lot of us skip to the bottom first anyway. I only want to read reviews for 90+/100 games or games that do so poorly their scores are barely numeric. That being said, Fallout gets:
Yes, that’s a lot higher than the current average MetaCritic score of 51/100 (user score: 3/10), and I know that critics and gamers alike have been deriding the game fairly steadily since its launch, but hear me out. There’s a lot of game to be had for $60 (or less), and a lot more than meets the eye. It’s not without bugs that are currently annoying, sure, however it’s worth venturing into post-war Appalachia.
In another plot twist, I’m going to lay out the negatives of a game first. It’s like getting the bad news before the good news – that’s what everyone chooses, right?
The game certainly has a lengthy backlog of bugs to resolve at this point, and many of those really should’ve been caught in QA, or at least the B.E.T.A. phase of the game. Many of them are minor annoyances like attached wires at your C.A.M.P. not aligning with your generators, or corpses despawning right after death (preventing looting). Some are large, like being stuck in your Power Armor, or having your C.A.M.P. despawn improperly.
But these are largely technical issues that will be resolved with patches over time (there was a post-launch, very large patch already, another due any time now, and a third scheduled in December). I’ve been lucky enough to not really run into any game-obliterating issues, but I do know they’re out there and respect that folk have been agitated by this.
Lastly, there are quite a few opinion-based criticisms of the game. Some feel that the lack of human NPCs and the 24-PC limit in an instance makes the game feel empty or devoid of interaction. Lots of folk (including myself) dislike the 400WT limit to the stash, though that’s being upped to 600 in the next patch. I’ve seen complaints about a lack of a social hub. So many complaints, some valid, some pedantic, some strictly one opinion versus another.
But, I like it…
But despite the flaws, I like the game on nearly every level, and actually disagree with many of the criticisms. Here’s why:
Empty / Devoid of Interaction: Looks, it’s the apocalypse, right? I always felt it was a bit strange (despite always loving the Fallout franchise), that there were SO MANY people around. It’s certainly plausible that a lot of folk would survive and the population would start to rebuild. But I don’t think the scenario painted in FO76 is any more or less plausible. Interaction with other players sort of makes sense the way it is – there are a handful of them, but not a ton, most of the post-war population that lived outside of the vaults have been killed off or died, and the few players in your instance are out and about learning the new world and surviving. They aren’t at some social hub, flossing and throwing salt at each other. The sense of loneliness and desolation, in my opinion, is perfect for a Fallout game.
There’s not much to do after level x: Well, I mean, this seems to fall in line with complaints about virtually every persistent world game these days, and frankly I just don’t get it. If you’re at max level two weeks after the game came out, and have done every side quest and explored every nook and cranny of the very large map, I’m not sure what you expect. The kicker with this argument is that it’s a no-win for developers. You could spend eternity making a game that lasts forever, in which case it would never launch, you could be baking extra content that releases a month or two after launch, in which case people would say it should’ve been in the base game and it was all a big money grab, or you just launch the game, and folk are mad because they “beat the whole thing” too quickly. Seriously people, what’s a developer to do? My ideas for Labyrintheer are partly designed to curb this, but the best way to do that is with roughly infinite content creation done programmatically and pseudo-randomly. But that also means that much of the content is “weaker” compared to a fully realized and static game.
Here, though, there is a LOT to do. Get absorbed by the environment. Find the little nuggets of life before (and just after) the war. If you’re willing to look below the surface, it’s an incredibly deep and rich world, and sometimes even the most mundane or humble building holds within it the story of a whole person. I get the feeling that a lot of gamers today aren’t big on nuance, and that’s a real bummer. Fallout games have always been as much about story as they’ve been about blasting super mutants into oblivion. This game has as much or more of that than any previous installation, but some of it just isn’t spoon-fed to the player… and that isn’t a bad thing.
Why do devs release garbage with so many bugs? Why don’t we hold them accountable? This has become a bigger and bigger issue in the gaming community over the past decade, and the complaint isn’t without basis, exactly. But there’s also a very large gap between what developers can do (technically) and what players think they can do (in a perfect world). Games and software have always had bugs, and they probably always will. Sometimes they’re large, sometimes they’re small, sometimes they’re just funny, but they always exist. It’s not just games, either. But the issue is that at some point, people started expecting perfect software.
Yeah, “we don’t expect perfect, but this bug makes the game unplayable.” Does it? Because many of us have been playing it just fine for weeks. Sometimes even with load testing (the beta), big issues aren’t going to wash out in QA or testing. Sometimes the scale of a production, live, released environment is the only place you’ll find issues. Sometimes even really big bugs. I work in software development, in QA in fact. Even a professional software company sometimes releases well-tested products that have major, major issues. And the software we write has a far larger impact than someone not being able to play a game. But it still happens.
Bugs will happen, and no matter how major they are, I’m not likely to get mad unless the developer simply doesn’t care or doesn’t try to fix them. Because software without bugs is a pipe dream. And trust me, game developers want no bugs far, far more than players do. But it isn’t going to happen. Some games may not have bugs that impact you, but all games have bugs that impact someone, and how the developer handles that after the fact is a far more crucial measure of their success.
A laundry list of wishful thinking: I do have numerous things I think could’ve been done better, implemented more sanely, or should have existed from the get-go. That’s also true for many games I play, but anything with a persistent world is more likely going to be the target of my thinking “why the heck didn’t they add this?” Still, persistent games also usually have development for much longer lifecycles post-release. I’m sure many of those things will be seen as time goes on. There’s a lot of room for FO76 to grow and improve, but despite that, I’ve had a lot of fun playing it. Isn’t that the primary measure of a good game? Is it fun?
Critical thinking is a skill I wish was applied more in gaming these days. Sometimes the “critical” part does mean voicing your unhappiness with a game – absolutely. I’m not saying that there’s nothing wrong with FO76, or that people who are upset about them don’t have valid concerns. But I see so many threads about people demanding a response from Bethesda “today”, that it’s clear many folk just can’t grasp things outside of their own feelings on something. Does Bethesda have the resources to respond to all of the hundreds of disparate “right now” requests for answers? Of course not. Speak your bit and move on.
If you like the game, keep playing it. Yeah, some stuff isn’t as good as it could be, but there’s just so much to see and do.
If you don’t like the game, that’s cool, too. Tell Bethesda why you think it was a waste of money, then move on. Just as there’s a ton to do in FO76, there are even more games out there with lifetimes worth of gameplay, too.
So, I know I said “my bad” last time, and that was six months ago. But, Labyrintheer development has actually kicked back off and progress is being made. Prior to giving it a break, I had two nagging issues that I couldn’t overcome.
#1 – the small one. All chests that could be looted (advanced props) have a model and animation path that starts with them open (sort of in their T-pose). The first thing that happens on instantiation was that they close, and in doing so, play the appropriate sounds. It was a loud and obnoxious thing – small, but annoying. Anyway, that’s been dealt with.
#2 – the big one. Both the player and mobs have evolved over my time with Labyrintheer. They started with CharacterControllers because, well… they’re easier in a lot of ways. But, despite literally weeks of effort, I couldn’t prevent the player from climbing atop the gelatinous cubes when they pushed against one another. It was frustrating. And it appears, in part, to have been caused by having both a CC and a Rigidbody.
I started using the Rigidbody because with only CCs, the mobs would push the player around too easily. The fix, at least so far as planned, is to remove the CharacterController components, wire all the player controls to appropriate Rigidbody physics, and probably just not use CCs anymore. It’s not a huge amount of work, just need to get physics movement working (and feeling) right.
All of this is coupled with trying out Unity’s Collaborate rather than my existing git repo. I’ll probably maintain git, at least for a while, but Collaborate really does seem pretty nice, and I don’t have to worry about git vs git-LFS. Let’s see how that ride goes.
Otherwise, I plan to maybe use another platform for bug/issue/work item tracking. Anyone have any tips? I’ve been toying with #Slack, and trying to find a plugin, perhaps, that would work for such a thing. Conclude would be okay if I didn’t mind eight million channels (one for each issue). Maybe there’s a better way.
Anyway, for what it’s worth, I should be posting here much more often. Thanks for hanging around!
… it’s been a while. My bad!
It’s been pretty busy with non-dev stuff the past couple of weeks. Also, I just built my first 3D printer, which has eaten some time. But sometimes it’s good to get away from the grind for a bit. I expect this week will see some work on Labyrintheer as well as a little bit of toss up time on a different project I’ve been mulling over for a bit. I have no plans to stop development on Labyrintheer, but RPGs are a dime a dozen, and to make something that’s actually interesting will take quite a bit of time, still.
So, to bridge that gap, I might do some very preliminary work on another project that I’ve had rattling around in my skull for a few months now – JUST to see how it looks in practice.
I’ve been working on a few items, the most recent of which has been lootable chests that have open and close animations and audio. The animations and audio part are not something I have a lot of experience with, but the chest is thankfully fairly simple.
Right now I’ve defined a very specific Chest Controller, though I suspect I will transform this into a Usable Object Controller that will take an enum of it’s usability type (for environmental objects) like open/close, on/off, pick or gather (for reagents) and the like. The video above is super simple, and is still a WIP.
Currently, the player will interact simultaneously with every interactable object within a radius. The next step is to raycast or use a hidden collider to find the object most centered in front of the player and prevent interactions with objects behind the player.
It’s a start.
A lot of core work on the project has been done over the past couple of weeks – and by core I mean behind the scenes. Yeah, I say that a lot and rarely have something new to show, and this is one of those times.
However, as an independent developer, that’s how a lot of this process goes. I fixed the helium filled GelCube issue, and they seem to be functioning fairly well on their NavMesh. Part of this was competing systems causing race conditions. I toyed with the idea of using physics to drive them, disabling some of the Unity AI stuff, but that led me into a rabbit hole that I wasn’t in the mood to contend with. Instead, I resolved the conflicts and they are now pathing along as they should.
I also added a physics material for them. They’re made out of ice, and should slide around a bit more than other GelCubes and mobs in the game. I’m also testing a fun bit where they may have items from their biome shoved inside them… I mean, they’re likely to pick things up as they move about and grow, right? I’m hoping this is a small detail that is cool in the long run. We shall see.
I’ve started setting realistic masses for Rigidbodies as well. The player has a mass of 81kg, and a full sized GelCube has a mass of 5444kg (who knew they were so heavy, but it does make sense).
Otherwise it’s been more boring: some maintenance to remove old assets that are no longer in play, some scripting for torches, creating static materials from SBSARs now that I have the walls and floors in a good place. Oh, and modifying the Dungeon Architect DungeonRuntimeNavigation.cs file to support multiple meshes for multiple agents. If you use DA and are interested, you can grab that here.
Basically you use an int to specify the NavAgentIDs that all your mobs will use and it builds all of their meshes and navigation data at the same time. I know I’m not the only one who wondered for a while why I couldn’t use other NavMeshAgents in my Unity project.
I did not intend to have helium-filled IceGel balloons. I may have done some bad physics-ing.
For those who may have been following since before this blog began, you may have seen the Iceglow Gel death sequence that includes the possibility of spawning smaller Mini Iceglow Gels. This was, by and large, a stroke of sheer genius on my part (yeah yeah yeah, just let me have this one). It seemed like a cool idea and has led to some other cool ideas for deaths with other mobs. In fact, each mob has a DeathScript requirement, even if it’s just to, you know… die.
But this has also been a thorn in my side. When an Iceglow dies, there is a major stutter before the new minis are spawned in. I finally decided to toss up the profile to see what was going on, and decided to write this brief post on profiling, because damn, it’s handy!
For those new to Unity or development, the profiler is a pretty common tool used to “debug” the actual running game. It can attach to a development build for better and more accurate profiling, but if you’re simply looking for bottlenecks where the definitive time and resources aren’t as important as discovering the spike, you can also simply attach the profiler to the editor itself.
This was a capture at the time of the resource spike right when the Iceglow dies.
The details of CPU usage show that the >1s spike is caused by the PhysX core baking the mesh for the minis. I was hoping that, since this was running in a coroutine, that it wouldn’t impact the whole of the game. Maybe I’m doing it wrong (or, at least, not the best way). Maybe I can pre-bake those meshes. Maybe I can use simple colliders instead (a cube is far easier to calculate). I’m just delving into this, and I’m not sure what the best solution is yet (stay tuned for updates on that, or follow my plea for help), but for now, the profiler is my handy tool to figure out what calls are b0rking the game.
Easily as important as debugging code, and definitely more important for tuning, I can’t recommend highly enough learning to love your profiler.