Feature Benefit To Cost Ratio

March 24, 2006

After playing Oblivion I’ve been thinking about how decisions for adding features to games are made, and how it could be improved. I think the best way to judge a feature is on its benefit to cost ratio. That is, how much it adds to the game against how ‘expensive’ it is to put it [...]

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Oblivion

March 23, 2006

It’s late, so I’ll keep this short. Bad News: I’ve had 7 crash to desktops so far in about 3 hours of play

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CIC101

March 21, 2006

I’ve put up some video tutorials of CIC in preparation for the alpha test.  I’ve got one more tutorial to make and that will be up by the end of the week.  Please check out the tutorials and let me know if there’s anything you’d missing and I can make a few more tutorials.  It’s [...]

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Counter-Strike HDR is pointless

March 16, 2006

I love valve. Not just because they’ve made one of the greatest series of all times, but the way they generally run their game company strikes me as being the right way to do things. I also love counter-strike. Well, it’s more of a love-hate relationship, but over the past 7 years, it’s the game [...]

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Eve-ning stars

March 15, 2006

Cliff, at work, has signed up for the 14 days trial of Eve-Online. If my plans for removing sleep from my life had been fulfilled, it’s definitely a game I would sign up to. It’s the best MMO and one of the best space games I’ve played. If it weren’t for the hundreds of hours [...]

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SAPI CRAPI

March 8, 2006

Microsoft’s Speech API allows me to add voice recognition to CIC so players can give different commands quickly and while using the mouse to do something completely different. I was interested in speech regonition a few years ago when I was making my RTS and so I reused some of my code to get it [...]

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Fixing The Environment

March 5, 2006

So after doing some general testing of CIC I noticed that my environment mapping wasn’t actually working as it should be.  I spent quite a bit of time looking through my code and the examples I had used when putting together my HLSL shader.  The problem was the ray I was using to look into [...]

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