After a whirlwind of a week, I’m back from San Francisco! This Game Developers Conference was just as breathtaking and exciting as the last, but in many different ways.
I was a conference assistant again, but found my time in the CA Lounge to be very limited compared to last year. While a bit of a bummer, the high quality of the talks I attended and the contacts I was able to make made up for it.
The day I’ve been waiting for is finally here: Bethesda has released the Creation Kit for Skyrim.
Apparently it uses a new scripting language called Papyrus. They claim that if you’ve had experience with modding Bethesda games in the past, it shouldn’t be too tough to understand how this one works. Bethesda, of course, provides a bevy of tutorials for understanding quest creation, level creation, and scripting. Those can be found here.
I highly recommend getting into the Skyrim modding scene. The community has been nothing short of helpful, giving, and passionate in the past. They’re an extremely friendly group, and I expect awesome sites such as UESP to have dozens of great tutorials within the next week.
The Creation Kit can be found in Steam. Click on View up in the top left, then click on Tools. The Creation Kit will be in the list.
I already am starting out on learning Papyrus, and once that’s mastered I hope to have a relatively fleshed out quest and corresponding dungeon done by Friday afternoon. Keep an eye out if you’re a Skyrim player!
Cheerio, and happy modding!
Gun Fight was released in 1975 on arcade cabinets everywhere within the US. Prior to that, however, Gun Fight had an interesting history. It was originally entitled Western Gun in Japan and was designed and programmed by Tomohiro Nishikado, of Space Invaders fame. It was published by Taito and released in Japan and Europe. The decision was made to then adapt it for Western audiences. This would be the first time a Japanese game was licensed for release to America. The title was changed to Gun Fight because it was thought that American players may find the current title odd or confusing. Dave Nutting and Tom McHugh of Dave Nutting Associates adapted the game for its new audience, making a few changes along the way.
Tom McHugh programmed Gun Fight a little differently than Nishikado—his programming and architecture called for the game to use an Intel 8080 computer microprocessor. It was the first arcade game ever to use a microprocessor, and the smooth frame rate and crisp graphics caused others, including Nishikado, to use microprocessors to their advantage in the future. Visually, Gun Fight was nice to look at—it ran at 60 frames per second at a resolution of 265 x 224 pixels. It made use of a black and white raster monitor with a yellow screen overlay, allowing the characters to look a bit more colorful than their counterparts in competing cabinets.
This here is the video my partner Casey and I had to create for our game, Into the Darkness.
Into the Darkness is a game where the core mechanic is painting your surroundings in order to see where exactly the you are in relation to the environment around you. With this, players can see if there’s a pitfall at their feet or a wall in front of their noses. Players can also use the paint mechanic to push objects around quickly, albeit with less precision.
The story behind this game is simple–the emphasis in our class was more of a proof of concept rather than a narrative masterpiece–and oh, did it pain me to have a generic storyline!
The player is trapped in an underground lab and must make their way up to the surface. There are traps awaiting them, in addition to a creature stalking them in the darkness. The player must escape the creature before it rips them apart.