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Arrival in Australia

The sun has set in Sydney, bringing our second full day here to a close. Already I feel vastly more aquainted with this city than I ever expected; perhaps it’s the informality, perhaps its the fascinating & unusual past, but it seems clear to me why so many people come here and unexpectedly find themselves at home.

We arrived on Tuesday night, on a Quantas Airbus A380. This is an aeroplane that cannot be overstated. The worlds largest airliner, the A380 truly is a beast. But it also offers a fantastic flight to even the budget traveller. One of the innovations, known as Skycam, was a tail-mounted forward-facing camera you could view from the seatback screens, showing an excellent view of what was going on outside. The meals were delicious, snacks frequent and the entertainment on offer for the seatback was sublime. It is possibly the only way 21 hours in a chair could be considered enjoyable. Continue reading

Music of Azimuth

I’ve often thought about the musical side of the world of Azimuth and what approach I would take in an audio-visual medium: primarily because the game Azimuth Skies is just that, and the question applies. I’ve recently taken interest in a genre that calls itself Electro Swing, which to me seems ideal. The mixing of old and new is perhaps its key feature (which can be done successfully or clumsily, for certain) which, with the art deco overtones, suits Azimuth very well. Caravan Palace in particular are a group that, given a blank cheque for making a Cloudgazer movie or big-budget game, I’d love to have creating some tracks. But I’d also like to share this as another fine contender; “Vive le Swing” by Italian singer In-Grid (but yes, it is in French). Give it a listen!

On an unrelated note, I left my job today! Despite still needing to complete my pilot licence and move out in a weeks time, I hope that I might have a little more time to pursue my creative endeavours both here and in Australia. I’m certainly feeling more inspired than I have been in a while!

Genetic Engineering is not Immoral; it’s Inevitable

Despite being generally in favour of all things progressive and scientific, even I have been uncomfortable at times with the idea of genetically engineering humankind. But not only is this apprehension unfounded; it’s also putting off the unavoidable.

The argument against genetic engineering of humans seems obvious at first. Our genetics hugely affects who we are; being able to pick traits as we please could completely and irrevocably change human civilisation. Would ‘designer babies’ not lead to a money-driven society, where the social standing and wealth of one’s parents determines the starting chances and quality of life (to an even greater degree than is already the case)? Nevertheless, this wouldn’t be the first time a massive technological leap changed the face of humanity. Cars revolutionised how we move around; computers how we work and play. Change is life. But that alone isn’t enough to warrant such a dangerous concept. There is a much more important reason: natural selection. Continue reading

Interesting Times

Lately that elusive substance that is Free Time has seemingly evaporated, as a multitude of pursuits collide. In particular, my quest for a Private Pilots Licence and my preparations for half a year in Australia have me rushed off my feet. But I made a resolution that my entries won’t turn into lamenting for lack of free time, so enough about that.

I recently compiled an actual paper checklist for something that has existed for a long time only in my head: the Checklist for the Future. On it are a number of key innovations and milestones, such as Antigravity and Civilian (Orbital) Spaceflight. The idea being that once all the boxes are ticked, we will be in the future. Obviously. Exciting stuff!

Yesterday I came across a fascinating documentary about chaos, spontaneous pattern formation and the Mandelbrot Set. I recommend checking it out, particularly if the ideas of order emerging from nothing and predictable systems having unpredictable outcomes interests you at all. I find it encouraging that it still doesn’t invalidate the physics behind my Chonoportology writings, too (that does, in essence, try to answer the question of what actually determines the A or B path of any given event).

In other news, THIS:

Azimuth Skies – Weapon Grouping

Possibly the biggest challenge in the development of Azimuth Skies, besides making the ship construction accessible to a non-modding player, is organising the weapons and how they will be controlled/fired. The system in Iron Skies presently is a simple enough evolution from Battlefield-style games where you simply switch between several turrets and fire them like a First Person Shooter. The big complication is in the custom ship structure; there has to be a simple way that shipbuilders can group and setup their turrets without bogging the whole thing down. I could just make things easy on myself and go for a system where turrets are placed on ‘hardpoints’ on sections, but that’s just too tired and limiting for my taste! So now I find myself in crazy territory, as not only are all the components of a ship in Azimuth Skies able to combine in any configuration, but the weapons can be wherever you can fit them in.

And just how do I define where things do and don’t fit, anyway? Well you shall see later when I get into the shipbuilder with a little more gusto. Right now my priority is making a skirmish mode type thing that’s actually got some solid gameplay behind it. It’s all just too unstable at present.

And so we come to my current task. The Weapon Group system evolved out of the need for organising varying numbers of turrets in varying directions with as much automation as possible. The ship’s creator places the turrets on the ship first. Then, they select all the weapons to be in a group together. This then creates a Weapon Group, say Group 1. These form the basis of your combat gameplay.

Pressing 1 takes the player to that group. This will attach the camera to an invisible object in a set place on the ship, the group viewpoint. The camera will pivot around this point. It is then offset by whatever Vector3 is specified, and a Crosshair is created in a straight line, at a specified distance from the group viewpoint (parented to it, like the camera). Thus, when the player moves the mouse, the group viewpoint rotates on the relevant axis and the crosshair points in line with it. Meanwhile, the group instructs all the turrets that are listed as a part of it to track that crosshair object. Rolling the mouse wheel will change the range of the crosshair +/- 50%.

The result should be a turret system that doesn’t suck! I’d like to illustrate more graphically, but I’m pressed for time and I think it’s probably better spent actually solving the problem. Wish me luck.

Instrument Flying

Flying on instruments has nothing to do with the makeshift use of musical equipment as aerial transportation. That is something else entirely.

IFR, or Instrument Flight Rules, bascially means that instead of flying the plane by eye, we fly by the readings from our instrument panel. The first thing that strikes most people when I tell them this is that I’m not doing it already. No, the plane does not have GPS. No, it doesn’t have Radar. Yes, I look out the window to see where I am. So the concept of IFR is not incomprehensible in the world of the modern airliner. The main advantage of IFR over Visual Flight Rules, or VFR, is that we can fly in much more limited visibility. Continue reading

Azimuth Skies : A Webplayer is Way Overdue!

EDIT: Webplayer update posted! It’s still rough as hell, but it’s progress!

Well I really wanted to post a new version of the Azimuth Skies web demo this evening but it just doesn’t look as though it will be happening. Lexbox (that’s PC#2) got malware infected somehow at the weekend and I spent most of this evening fixing it to retrieve some files back… that, and apparently making oneself a chilli takes two hours. At least I assume this to be the case, short of someone tampering with the number of hours between 7 and 9.

So I shall round up the basic features coming in the next build and thereby force me to include the new webplayer tomorrow:

  • Re-Re-RE-enabled damage on skyfighter Machine Guns, but this time they don’t push objects around and are working properly. Big thanks to the folks at Unity Answers for helping solve this one some months back.
  • Airships have AI, that can move the ship to any given location. So they’re almost to the point where they’ll start shooting you (might even be, when I post the update)
  • Put in a ‘debug’ reload zone for skyfighters
  • Pressing ‘v’ will toggle Invert Y for skyfighters (till I put in a menu)
  • Ships can now spawn, on a somewhat limited basis
  • Sinking works properly, and ships tilt with their motion up/down
  • More damage effects
  • ADDITION: Ships now shooting each other, although they are crap shots

O’Casan at 229TheVenue

Last week my lovely lady and I went with some friends to see O’Casan play at 229TheVenue in London, along with the Suburbians who are a smashing bunch as well as being a great act. Needless to say the two combined had an effect for which pretentious media journalists use the word “electrifying”, but I will suffice to say gratifyingly spectacular.

I shall now post this video, as the song has been in my head all day.

O’CASAN – “When You’re Around”

Minecraft Madness

Last week I acquisitioned a Minecraft server, uploading the world from our LAN games so that it may continue to live on in eternal online form. Despite only a few of the potential players being able to make it at the moment, it is already developing an interesting character of its own to the point where my 3rd-party-generated maps look like the sort that might come with a dungeon crawling RPG.

So I’ve made a little page on this site for the LAN group, an assortment of digicrats and consolemancers known collectively as the Rapier Foundation. Check out the page on the top bar just up there! At the moment it’s just stuff for the Minecraft server, but I hope to get around to putting more generic LAN-related stuff on there too at some point.

And for those with an interest in my development projects; have no fear, all is still going well! But with the absolutely incredible Little Big Planet 2 in my hands now too (and Test Drive Unlimited 2 around the corner next week), it’s looking to be a decent period of rest & relaxation!

Welcoming 2011 with Wobells

January 2011 marches on and I still don’t have an entry for the new year. Well, here it is. Now, what’s been going on? What indeed.

I just released Tales of Wobells on the neat indie dev website GameJolt. I was thinking of also putting it up here, but right now I think I ought to get on with other things. For those unaware of what it even is, ToW was a joke retro RPG game I somehow spent hundreds of hours between 2002 and 2008 putting together. It follows the loose story of a bunch of kids based mostly on people I know, in a world that’s reminiscent of a dream one might have after watching 24 hours of solid Youtube.

In the world of sane games, work on Azimuth Skies continues. I have begun putting the ship editor together, as in my mind it will be one of the core features to the appeal and I’ll need to sink into it sooner rather than later. And on that note I shall end this brief entry and get cracking!