GRID 2 is finished, and hits the shop shelves in the UK today!
The WordPress.com stats helper monkeys prepared a 2012 annual report for this blog.
Here’s an excerpt:
4,329 films were submitted to the 2012 Cannes Film Festival. This blog had 49,000 views in 2012. If each view were a film, this blog would power 11 Film Festivals
Here’s what I’m currently working on!
More info to come.
Another final year module from my degree, “Small Business Start-Up” required us to work together in groups of 5 or 6 and identify a market opportunity for a large company, then develop a business proposal that pitched a viable product or service idea to them, which would allow sustained market growth into that niche.
In response to this assignment criteria, my group designed a Facebook application intended for the attention of Games Workshop Ltd., which would supplement their Warhammer franchise. I worked with fellow students Alec Vickers, Chris Lord, Jonny McCormack and Mark Campbell on this module. We received an “A+” grade for our efforts.
- Developer – Eutechnyx Ltd
- Publisher – AutoClubRevolution.com
- Platform – PC Online (Browser & Client)
- Release Date – Open Beta Q2 2012
“Auto Club Revolution delivers a console quality online racing game to the free-to-play market while creating a social platform for communities of car enthusiasts and racing fans. The unique combination of console quality racing, social features and close collaboration with motor manufacturers creates the ultimate venus for racing game fans and car enthusiasts alike.
Racing game fans will enjoy the array of visually stunning officially-licenced cars, with realistic driving performances and handling around custom built and real world licenced race tracks. Car enthusiasts will immerse themselves in an online world built around their favourite car brands and enjoy exclusive access and first looks at new car models through branded ‘Auto Clubs’.
The team has drawn heavily on their 14 years experience creating racing games to create a revolutionary new approach to the genre and has worked very closely with many major motor brands to deliver unrivalled access to the player’s favourite car marques.” – Eutechnyx Ltd.
From time to time, I’ve been known to write short stories. As a child, I often read the likes of the Best SF series, edited by Edmund Crispin, and stories like those became a source of my inspiration.
There are two sci-fi short stories that have always stood out in my memory, and both were included in Best SF Four. The first is Flowers for Algernon by Daniel Keyes (which was also adapted to film), and the second is Hobbyist by Eric Frank Russell; my all-time favourite.
In more recent years, my enjoyment of the sci-fi novel genre has grown to include Issac Asimov, Douglas Adams and Richard Matheson, but I have plenty of favourite authors in other genres too, such as Sir Terry Pratchett for his Discworld series. I also studied the artwork and style of H. R. Giger while I was at school (i.e. Alien).
I prompted myself to make this post when I stumbled upon one of my old pieces of creative writing while rummaging through an external HDD full of backups. Rather than post each story separately, I’ve put them on individual pages within this one post, listed and linked below.
A piece of fan-fiction about the game Supreme Commander by Gas Powered Games, which I originally posted on their community forums in 2008.
I used a purpose-built programming language called AlanIF to make an “Interactive Fiction” game back in 2007. People who know me well will also know about my keen interest in Russian history and culture, which often inspires me for setting and atmosphere in my stories like this one.
“Dead Meat” was a short horror story I wrote just for fun some time around 2003. I’d visited Toronto in Canada a year before, which was clearly part of the inspiration behind this story.
- Maybe others to be added later. :)
I’ve recently been overcome with nostalgia and revisited several of my favourite games from “back in the day”. Some of EA and Westwood’s Command & Conquer games are among those that hold a special place in my heart, but not all. I’m quite particular about which of the series I like; namely Red Alert 1 and 2 along with Generals and their respective expansion packs. Yes, I admit it, I don’t care very much for the Tiberium games. Sorry.
Anyway, many moons ago, I used to tinker under the bonnet of Red Alert 2, modifying its config files to produce amusing results, like flying cows that could rapid-fire nuke shells across the map with a sniper rifle. I also used to build maps for it, but as I’ve had several computers that each saw multiple hard-disc wipes since the days when Red Alert 2 was in its prime, I’ve long-since lost them all. So, yesterday I decided to make a new one. Just to see if I still could.
After a little searching, I found the semi-official map editing tool, Final Alert 2, and set about rebuilding one of the multiplayer/skirmish map designs I’d once made from memory. It was loosely inspired by one of my favourite maps from Cavedog’s Total Annihilation, “Shore 2 Shore”. Read on to see how it turned out.
I have been part of multiple projects using Linden Labs‘ Second Life, a massive virtual world where thousands of users can interact using “avatars”. Almost anything can be created in Second Life, and its behaviour can be controlled using a scripting language called LindenScript.
One of the projects was an actual university assignment, whereby we had to design mini-games that were similar in style and theme to what you might have seen on a TV game-show, like The Crystal Maze.
The other projects, however, were extracurricular; and I worked with fellow students Chris Butler and Matthew Brittain. Firstly, we supplied the assets for a “machinima” in Second Life as a pilot TV programme for Channel 4, which was directed by Pixel-Lab. Secondly, we worked on a major press event when the University of Derby signed a deal with global technology services giant, EDS.
For the press event, we had to model a replica of the specialist Games Development Suite in Second Life, as that was where the signing took place in real life, and we produced avatars that would mimic the actions of the real people in the room. You can find the university’s article on the event here. Expand this post to see screenshots of how we built the virtual Games Development Suite.
One of our final year university modules was called “Languages, Platforms & Tools”. This module featured lecture material on compilers and interpreters, along with debates about various programming topics. The coursework required us to produce a simple application in a programming language that we knew well, and then port it to another mainstream language that we did not know at all. The bulk of the work, however, was a written report that compared the chosen languages.
As you may have guessed from the title of this post, the primary language I chose was C#, and the secondary language was Python. The application I made with these languages was a simple clone of Asteroids, so I utilised the XNA 4.0 Framework with C#, and a library known as Pygame 1.9.1 with Python 2.7 to handle the graphics for the game in each case. My report discussed the histories of both languages and contrasted their features. I also included a developer diary that reviewed the progress of my implementations. I was given a “B+” for my work.
Languages, Platforms & Tools – Report (.PDF, 485 KB).
XNA Asteroids Clone – x86 Executable (.ZIP, 25 KB).
I aim to compile and upload an executable of the Python version at a later time.