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	<description>Subscribe to the Mod DB Varsity blog feed, and get the latest updates as they are posted.</description>
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	<pubDate>Sat, 05 Jul 2008 19:07:14 -0500</pubDate>
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	<ttl>180</ttl>
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		<title>The six steps of creation</title>
		<link>http://www.moddb.com/members/varsity/blog/the-six-steps-of-creation</link>
		<pubDate>Sat, 14 Jun 2008 13:41:55 -0500</pubDate>
		<description>&lt;a href=&quot;http://www.moddb.com/groups/the&#45;soap&#45;box/features/the&#45;six&#45;steps&#45;of&#45;creation&quot;&gt;&lt;img src=&quot;http://media.moddb.com/cache/images/articles/1/29/28826/crop_120x90/uc_crop.jpg&quot; alt=&quot;Six steps of creation preview image&quot; width=&quot;120&quot; height=&quot;90&quot; class=&quot;imgborder&quot; style=&quot;float: left; margin:.3em; margin&#45;right:1em;&quot; /&gt;&lt;/a&gt;I finished reading Understanding Comics yesterday, and &lt;a href=&quot;http://www.moddb.com/groups/the&#45;soap&#45;box/features/the&#45;six&#45;steps&#45;of&#45;creation&quot;&gt;posted some thoughts on its application to games&lt;/a&gt; on &lt;a href=&quot;http://www.moddb.com/groups/the&#45;soap&#45;box&quot;&gt;the Soap Box&lt;/a&gt; earlier this afternoon. Only the article hasn&#39;t been put anywhere public by the admins, which somewhat defeats the objective of having Soap Box in the first place!

&lt;span style=&quot;text&#45;decoration: line&#45;through;&quot;&gt;So here it is &lt;a href=&quot;http://www.moddb.com/groups/the&#45;soap&#45;box/features/the&#45;six&#45;steps&#45;of&#45;creation&quot;&gt;being linked to from my blog&lt;/a&gt; instead.&lt;/span&gt; It&#39;s been frontpaged. :)</description>
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		<title>Enclave</title>
		<link>http://www.moddb.com/members/varsity/blog/enclave</link>
		<pubDate>Fri, 06 Jun 2008 17:17:09 -0500</pubDate>
		<description>It&#39;s about time I showed some of what I&#39;ve been working on since the end of &lt;a href=&quot;http://www.moddb.com/mods/nightfall&#45;initiation&quot;&gt;NightFall&lt;/a&gt;. These screens show the visual style I&#39;ve settled on for the interior areas of &#39;Enclave&#39;:

[center]&lt;a href=&quot;http://www.moddb.com/members/varsity/images/enclave1&quot; target=&quot;_blank&quot; title=&quot;Enclave &#45; Mod DB&quot;&gt;&lt;img src=&quot;http://media.moddb.com/cache/images/members/1/46/45616/thumb_300x150/street0019.jpg&quot; alt=&quot;Enclave&quot; /&gt; &lt;/a&gt;&lt;a href=&quot;http://www.moddb.com/members/varsity/images/enclave&quot; target=&quot;_blank&quot; title=&quot;Enclave &#45; Mod DB&quot;&gt;&lt;img src=&quot;http://media.moddb.com/cache/images/members/1/46/45616/thumb_300x150/street0021.jpg&quot; alt=&quot;Enclave&quot; /&gt;&lt;/a&gt;[/center]
 Soft yellow and green tones, high&#45;res lightmaps, and &lt;em&gt;density&lt;/em&gt;. Enclave is getting closer to Deus Ex (and more specifically &lt;a href=&quot;http://www.moddb.com/mods/hotel&#45;carone&quot;&gt;Hotel Carone&lt;/a&gt;) than Half&#45;Life, and being able to spend days working on each room knowing that it&#39;ll get more than enough use to justify the time is wonderful.
 
 The biggest visual problem so far is wall detail, since I&#39;m avoiding those clichéd graffiti decals. On the one hand the walls in these places do tend to be quite bare, but on the other, far weightier hand players need landmarks. It&#39;s a tough call, but thankfully no other components rely on me making it.
&lt;h2&gt;Audio&lt;/h2&gt; Screenshots can&#39;t give you the sound of Enclave, so you&#39;ll have to trust me when I say it&#39;s getting just as much attention as the visuals. And now, a rant.

I&#39;m sick and tired of hearing Valve&#39;s stock soundscapes in every mod I play! &lt;a href=&quot;http://developer.valvesoftware.com/wiki/Soundscapes&quot;&gt;It is &lt;em&gt;so easy&lt;/em&gt; to make one&lt;/a&gt;, and the results are &lt;strong&gt;fantastic&lt;/strong&gt;. Just throw a &lt;span style=&quot;font&#45;family: monospace;&quot;&gt;playrandom&lt;/span&gt; filled with sounds that reflect the environment on top of a generic soundscape and you&#39;ve made an instant impact. Take some extra time to mix your own base &#39;scapes from scratch and you&#39;ve got something every bit as important as your textures and static props.

Why on earth does nobody seem to put much effort into this area?
&lt;h2&gt;AI&lt;/h2&gt;AI code is another underexploited area I&#39;m looking into. I don&#39;t think any mod has made a serious effort with regard to it yet (if you have, please get in touch!) and I definitely feel as if I&#39;m treading virgin ground.

I&#39;ve got my work cut out for me further still thanks to the fact that my NPCs will be sticking around unscripted for far, far longer than Valve&#39;s ever have. It&#39;s a matter of packing detail in again: like patrolling squads getting distracted, more and better reactions to the world, and, going against everything Valve have done, genuine aggression during combat.

It&#39;s all possible, but learning is a slow old process. Especially when you&#39;re &lt;a href=&quot;http://developer.valvesoftware.com/wiki/Category:AI_Programming&quot;&gt;writing the textbook&lt;/a&gt; at the same time...</description>
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		<title>I&#39;m number one</title>
		<link>http://www.moddb.com/members/varsity/blog/im-number-one</link>
		<pubDate>Sat, 10 Nov 2007 13:00:56 -0600</pubDate>
		<description>&lt;blockquote&gt; Karma: 100%
 Rank: 1 of 558
 Activity Points: 108
 Influence: 10% Positive
&lt;/blockquote&gt;

It&#39;s a bit like when I first installed Vista and stayed up late tagging all my photos! 

(Excuse me, but what the hell is this 300 character minimum limit supposed to be? I mean really?)</description>
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