Saturday, 18 May 2013

Defending the Republic

I've been playing Star Wars: Republic Commando because sometimes you need to step back in to the past to remember a time when games weren't all about DRM arguments and chest high walls.

Before moving on, though, I have a confession to make: I am a huge Star Wars fan. Not the new Clone Wars nonsense, but the older stuff made before Lucas went completely mad and (particularly) the Expanded Universe. For those who haven't read any Star Wars novels, the EU is the place where (mostly) talented sci-fi authors were allowed to play in George Lucas's beautiful sand pit and contribute to a (mostly) curated timeline which spanned thousands of years of Republic history. The stories explored different aspects of the central characters of the original films, but also expanded on the lives of pretty much every being shown in the films and added hundreds more besides. It's in this tapestry of supporting characters that Star Wars really shines - the Jedi may be the knights errant of the universe, but there are a tiny number of them. The other characters bring them to life.

For anyone reading this in the future, this is why Star Wars used to be great before the Clone Wars retconned a ton of stuff and Disney made some new movies which undid the rest (these movies don't exist at the time of writing - my crystal ball is not optimistic).


Republic Commando, then. It's a game which focuses on the clone commandos of the Republic (no, really) in a series of engagements during the Clone Wars. It spawned a series of excellent novels by Karen Traviss and contains no lightsabers or Force powers. In fact, a Jedi only shows up once in a cut scene and he just gives some orders and leaves again. It really is very good.

Firstly, the game feels like Star Wars. The blasters make the proper noises, the vehicles move around ponderously, the architecture looks right and the music is spot on. Secondly, and more importantly, the central characters are plausible. The commandos do joke and banter while moving around but they are focused on the task at hand. Throughout, there is a sense that the plot is moving on because the main characters are driving it onwards through their ability to complete missions, rather than hanging on while events unfold around them.

Mechanically, the game is a fairly basic FPS with some squad mechanics built into it. The squad controls are very well streamlined and well worked into gameplay. Successfully commanding your troops makes a huge difference to the frantic firefights and there are just enough options to leave you feeling in  control, without becoming needlessly detailed and fiddly. The AI is pretty good too - you generally feel part of the squad, rather than the leader of a band of special needs troopers. Your team will heal themselves, pick each other up, take intelligent firing positions and sometimes even take point when exploring - and this is before you start giving them orders. It means you can often choose your role in an encounter. Want to stand back and shoot Separatists whilst your team go and set explosives? No problem. Want to set up a sniper crossfire while you run around in the open hacking terminals and taking fire? You can do that too, and your team mates will actually shoot enemies off you.

There are problems too, of course. The AI is good, but not great. There are moments when they run off the wrong way or melee the super battle droid you want to grenade. The contextual squad controls can sometimes be annoyingly fiddly to target. You non-squad allies are, to a man, completely useless and will usually catch a blaster bolt within a moment of appearing and some of the badguys are horribly unfair as they flit around, dodging your gunfire. All of these problems are ignorable because it's so Star Wars which, after sitting through Clone Wars cartoons and that horrible cgi film is so very nice.

Wednesday, 21 November 2012

New skin for my website

In an effort to not look like I've learnt nothing in the last four years, I've reskinned my website. I don't kid myself that anyone actually wants to know this information, but by writing a post about it, in years to come I can find out when I released this particular version by looking at my blog. That's keeping some kind of digital timeline - the digital archivists would be proud.

Wednesday, 7 November 2012

Legend of the Five Rings name generator

I GM a Legend of the Five Rings game and I find coming up with names for the NPCs something of a trial at times. I found some decent lists of names, but what I really wanted was a tool to generate me 20 or so random names to just use.

Much like this one.

This goes with my roll and keep statistics toy from a while ago - built so I could learn roughly what adding an unkept dice would do to the skill checks of an NPC.

If you're interested, you can find the code for the name generator and the dice roller on github.

Tuesday, 23 October 2012

Quantal Quetzal - second impressions

Printing has broken. Sigh.

This is actually a cups issue, not an Ubuntu one - Ubuntu has simply included the latest version of cups in its repositories. Sadly, cups 1.6 removes the network discovery feature so if you're using it, your printer list post-upgrade will look rather barren.

There are an assortment of bugs opened about this issue. Here's hoping someone forks or patches the project.

Monday, 22 October 2012

Quantal Quetzal - upgrade and first impressions

The new version of Ubuntu is out. In a fit of enthusiasm I upgraded my work machine this morning. Turns out that although the new version is out, it hasn't been out long enough for the packages to all make their way across - consequently I'm without my ldap browser of choice, luma. Sigh. Hopefully this will resolve itself in the not too distant future.

Mostly a simple upgrade otherwise. Just a couple of things broken:
  • autofs now needs to restart on network up instead of reload else it doesn't mount properly
  • needed a new method for moving the window close buttons
  • some glitches with the window manager (which seem to have gone away on their own)
  • slower boot times
  • keyboard shortcuts reset (thanks...)
  • shopping in lens (remove with "sudo apt-get remove unity-lens-shopping" although you'll need to restart your window manager)
Fairly painless all in. I just don't recommend doing it for a week or two. The lack of a decent ldap browser wont bother most people but the Unity config tools we've all come to depend upon have also yet to make the jump and their absence will be more annoying.

New things? Well, there is the incredibly annoying shopping integration in the Unity lens which presented me with something that looked suspiciously like porn for the 30 seconds it survived before I killed it. Upgrades? I'm sure there are some of those too.

Friday, 28 September 2012

iOS6 - first impressions

The lure of up to date websocket support was too great, so I jumped to iOS6 pretty much immediately. Upgrade was mostly painless. Aside from the maps, the only real problem I experienced was with a broken gmail account. Seems this is a common problem simply fixed by removing the account from the phone, resetting it and putting the account back. Worked for me - I'm getting emails again. Yay.

Also, as I'm sure everyone is aware, the youtube app has gone away. There is one in the app store to replace it if needs be. There is apparently a google maps app on the way too.

I've not had the horrible experience with the new maps it seems everyone else in the whole world has had. I like the inclusion of places of interest on the main map screen. I dislike the loss of street view. So far, my searches haven't placed me in Spain, on the moon. I can't claim to be a heavy map user though.

Otherwise, iOS6 is pleasant. There are numerous minor UI tweaks - including moving the Bluetooth switch to the top level of the Settings menu and an expandable blob when refreshing emails which is apparently the best thing evaaa. It seems a little faster than iOS 5 but that might be my imagination.

The biggest change I've noticed is the redesign of the app store and music player. Both are pleasing changes to my eye - the icons are clearer and bolder and the target areas are better defined. I like the new "show all music from this album" feature (is it new? or did I miss it before?) which will no doubt inspire me to spend more money on music.

Oh and there is Passport. Great.

Summing up? Bit meh. Looks nice. Maps are (apparently) a problem. Time to go play with the new websockets.

Friday, 17 August 2012

Play 1.2.5 and OpenID

Continuing my drive to write simple examples for features of Play 1, here is an app authenticated by openID:

https://github.com/tomnatt/play-openid-example

It's prepped to use the Google openID system, but that is easily changed in the interface. As with the websockets example, this exists because the existing examples floating around the web are for an older version of Play and don't quite work. In this case, the official docs seem rather sparse too.

Anyway, I found it useful. It's possible someone else will too.

Gotcha on this one - Google doesn't have a personalised URL for using openID. The one in the code is the same for everyone, and is returned with an id parameter so the app can identify the user in question.