Monday, October 20, 2014

Rolfy's TGC Store Products

Rolfy is a long time The Game Creators supporter.  He's known for his excellent scripting and secondary effects. While admittedly I'm not a long time TGC supporter myself, it doesn't take long to figure out who stands out in the community as someone who has consistently provided meaningful mods and updates that aren't actually employed by TGC.

Visit his store here: http://en.tgcstore.net/?md=artist-view&aid=44335

When I first evaluated Rolfy's store, he had some really great items.  Since then though, he seems to have expanded significantly.  I had to rewrite my entire draft because of it.

Most recently, he added his art of war kit:

Blogger's not playing nice, use the link to view the demo vid:  https://www.youtube.com/watch?v=iUufjZVDLDk

I used to be a regular building until I took an RPG-7 to the knee.


His selection of covered crates are phenomenal.  I'd say his least impressive piece are the rocks, but that's relatively speaking.  It's still miles better than a great many other offerings.  You pay a premium (compared to other TGC store prices) but IMHO it's completely worth it.  Rolfy's items are so unique, so impressive they stand on their own easily without peer.  Here again though.. the prices here for a 'higher' priced item such as Rolfy's are easily dwarfed by other engines like Unity or 3rd party creations for engines like Lite-C/Acknex.

I for one, wish I could throw more money at this guy.  All in due time, I suppose.

What is the one item I could not live without:  While the wave pack is ideal, if you are looking for a single item.. the straight wave has a significant amount of utility:

It's a little tricky to position but works exceedingly well.

The curvy waves are definitely useful as well so unless you're a miserly bastard like me, buy the pack of waves.   It's six dollars well spent for some real immersion enhancing items.

This is a full vid of the entire waves pack in action.


The bottom line: Rolfy's items are not some one hit wonder.  I'm quite sure I'll be revisiting his catalog again, and soon.  Keep a keen eye out for his work!


If this post was helpful for you, please feel free to comment and share it with others.  I welcome all constructive criticism.  If you'd like your products reviewed, leave a comment below and a link to your game creators store.


Friday, October 17, 2014

Nomis3D's TGC Store Products

Nomis3d's products are pretty exceptional and worth a look.  His items have an interesting symmetry with Gencheff's, I think completely by accident.  For instance, Gencheff has his Pripyat (google Chernobyl if you're not familiar) ferris wheel.  Nomis actually has a Pripyat sign!  He also has numerous ISO containers with Cyrillic/Russian lettering.

Store link: http://en.tgcstore.net/?md=artist-view&aid=186502

Notice the high attention to detail; the LOD enabled textures which will help keep framerates under control.  I particularly like the shaders used with the metal textures.  It's not out of place to say that Nomis has some of the highest quality products on the store.  Easily in the top ten, or possibly the top five.  Maybe even the top three.  It's hard to say and really starts getting subjective at that level.

If you need M113 Gavin's (good choice, btw, my favorite armored vehicle!) or ISO containers.. Nomad's your man.  He's got them in spades and they look fantastic.

What is the one item I can't live without: Tough choice. While the pack for the Gavins is a MASSIVE bargain (75% off buying individually almost seems like a typo).

600 pack price, 2400 individual.  A 75% savings.

Same with his ISO Container pack.

All it needs now is a cargo ship ...

But for me, personally, I found that there's something that better suits my needs.  Something I can use in a wide variety of modern environments and has a lot of utility.

Just this humble little house.

For me, finding a way to do fast housing is a big deal.  This house would be at home in a number of environments.  It's run down just enough to count in ruins-type setups.  It could work at a campground, or in an urban environment.  Check out this interior!

Now this I can work with!


For one hundred and fifty points, this is a steal.  It's well priced, very useful, and fits with a number of other models by other developers.

Bottom line: Bookmark him if you haven't already.  This is one to keep an eye on.  Prices aren't bargain basement cheap on individual items, but the packs are stupidly low.

If this post was helpful for you, please feel free to comment and share it with others.  I welcome all constructive criticism.  If you'd like your products reviewed, leave a comment below and a link to your game creators store.
Found this gem on reddit today.

http://pixelatto.com/upload/PixelattoGDD.pdf

A one page GDD.  Nice.

Wednesday, October 15, 2014

Bengetronic's TGC Store Products

Currently the PirateMyke Review and The Cosmic Prophet's review are both postponed until I see their newer products.  I know cosmic's got some really great stuff in the works, and PirateMyke is looking at adding a lot of new things as well.  So I'm moving them to the bottom of the list for now. 

Bengetronic added his items mysteriously to the store a few weeks ago with little fanfare.  I didn't see any forum posts or notifications.  Just... one day there it was.  Similarly there's no forum profile per-se under the name Bengetronic.

Under google though, it all begins to take shape.

www.bengetronic.com  - This is his portfolio.  He's a professional 3D modeler and it shows.  His portfolio is impressive, which explains the quality of his work (more on that later). He appears to be a long time FPS Creator artist, however, given the resume I found on this site.  I'd love to comb through and find his older work.

http://bengetronic.blogspot.com/ - An outdated, albeit interesting blog he wrote but stopped writing a few years ago.  Interestingly, he makes masks - like my wife.  Check out her blog sometime if you're interested in mask-making: http://mariemessina.blogspot.com/  (She's started writing up posts again so expect updates soon).

Anywho, on with the show.  Bengetronic's models are top notched and priced to sell.  They outperform the vast majority of their competition in a number of ways.  The only two limiting factors here are the lack of a pack (which means buying each model individually, yuck!)  and currently his work is limited to one 'set' of items - specifically they are all based around a construction site.

Just a fraction of what's available.

These are ultra-high quality, low poly count (good for framerates), that are quite frankly DIRT cheap.  Even without the pack, you can buy every single item for 580 points.  That's five dollars, eighty cents USD.

There's only ONE model that doesn't strike my fancy - this guy right here.

The pipes are a bit chunky looking.

The steel pipes he did are lackluster compared to the rest of the set.  They try too hard to be a low poly model and end up seeing out of place with the rest of the set as a result.  He would probably have been better served using I-beams instead of piping, in this case.  At thirty cents, I'm not sure I care enough to not buy them though.


What one item can I not live without:  This is a trivial question, in this case.  The models are SO cheap there's really no reason to choose.  But if you put a gun to my head I'd pick..

Easily at home in any industrial environment.

This simple generator costs a meager 30 cents USD and represents itself quite well.  It's transferable to many modern environments due to the ubiquity of needing portable generators.

The bottom line:  The bottom line is simple here. I'll be buying most, if not all of his models.   There's a huge, varied selection, they are cheap as dirt and look exceptional.  Do yourself the favor and open your wallet for Bengetronic.  His store is found here:  http://en.tgcstore.net/?md=artist-view&aid=200625

If this post was helpful for you, please feel free to comment and share it with others.  I welcome all constructive criticism.  If you'd like your products reviewed, leave a comment below and a link to your game creators store.

Monday, October 13, 2014

Kencharleslong's TGC Store Products

Ken Charles Long.  I don't know much about the guy.  I think he uses a different name on the forums than he does for his store name.  Speaking of, here's his store:

KCL's store: http://en.tgcstore.net/?md=artist-view&aid=27308

Let me be the first to say I really like KCL's store offerings.  He's got a whole host of free goodies as well which I urge you to pick up asap.  I've gotten excellent mileage out of his free "Medieval Derelict House."

KCL's models look better in game than they do in the store.

This is a big object which has a lot of utility in the 'abandoned ruins' department of many different settings.

The first thing you're going to notice here is a significant number of packs.  All are well priced and a superb value.  He's also got a very good selection, coming in at 59 individual items as of the time of this writing.  The art style is not exceptional but quite good.  I can find little fault with in, especially considering most of his pieces are specifically designed as background scenery objects.

The objects are exceptionally low poly on the whole, which generally tends to reduce detail. However, let's be honest here.  Most of us are NOT making multi-million dollar titles.  As such we fall into the rank of indy development and this means we're afforded a certain amount of latitude with model quality.  This is also useful when using a less than optimized engine (such as the Reloaded engine) in keeping framerate and poly counts in check.  Interestingly KCL gets a lot of mileage out of his low poly models, making them look better than they have a right to be.  In terms of price to value - I'd say that KCL's offerings are probably the best on the entire TCG store.

Good detail at a meager 439 polys.

What one item can I not live without:  This is a very difficult call.  Ken has such well priced products (~70 cents for most of them!)  that picking an individual product is mostly a question of what suits your needs best.  Pack-wise there are also several very well priced packs, all offering exceptional savings.  Personally I really prefer the three superior sheds he has in this pack:

His three best pieces, for one low price.

I personally really like the additional clutter of these sheds and find that for the price, I can get good mileage out of these three.  The other pack is enticing but the sheds are too similar.

The bottom line:  KCL's offerings are absurdly cheap, prolific, and the quality is excellent for a TCG store item.  If you've got five or ten dollars to spend, you're going to have a hard time spending it more wisely than on a few packs from KCL.

Friday, October 10, 2014

Game Design Review - On Guns P1

This is the first in a series of articles which I plan to post irregularly, perhaps once or twice a month, specifically relating to game design mechanics.

One of the first things I noticed about the FPSC: Reloaded engine was the initial guns it came with suffered from the usual host of faults.

Now the thing is,  games have had these faults for a long time.  I generally attribute these faults to developers who simply don't have the hands on experience of USING the actual firearms in question. For context, I'm a long time shooting enthusiast - your typical American Gun nut as it were.  I shot black powder competitively for over 15 years and did reasonably well, all told.

I've shot, firsthand, many of the guns used in video games (at least common ones).  And generally have shot at least the caliber or type/make/model of the gun in question.  I've read ream upon ream of ballistic data, penetration info, wound channel characteristics, stopping power and other items.

So let's start with the first and most glaring issue:

CROSSHAIRS

People - in general - don't have a crosshair built into their eyes.  Now I know this might come as a shock to you, but in the beginning - games didn't use crosshairs.  So it's my preference to remove it from my games.  This is not unprecedented, as games such as wolfenstein,

Now games generally tend to provide a crosshair as a holdover from that day when games only had hipfire but lacked any sort of system to use sights.  Nowadays games increase their complexity and realism.  They include accuracy mechanics, recoil, etc.  I'd say if you use a crosshair, a simple dot reticle provides a simple point of aim versus a full blown crosshair while not requiring a suspension of realism.

This brings us to our second issue:

ACCURACY

Much of the reason a crosshair exists is so people can hipfire and hit the target.  Most games include reduced accuracy for hipfire as a sort of artifical skill penalty.

Unfortunately over the years, this has become less and less understood and now people model the accuracy of one gun versus another.  Allow me to educate you on this:

Most guns are inherently accurate.  That's right.  Accurate.  While not amazing, most (non defective) guns retain sufficient tolerance that 'bad accuracy' means hitting something the size of a 7 inch plate.
Compare that to good accuracy, which would be within say a two inch circle.  Or excellent, where the shots overlap each other.

Rifles, in particular, are measured in terms of 'minute of angle' or MOA.  A minute of angle is 1/60th of a degree.  Consider that the average AR-15 is around 7 MOA.  This is 30% more accurate (seems like a lot, right?) Than your average AK-47, which is around 10 MOA.

We're talking the difference of 3/60th's of a degree here.  So within 100 meters/yards you're not going to see a significant difference in terms of video game accuracy.

Here's a real world example.   This is the shot pattern at ONE HUNDRED YARDS for an AR-15.

Courtesy of thetruthaboutguns.net

Consider the above - those thin lines represent a quarter of an inch. AT ONE HUNDRED YARDS. Using fairly generic hunting ammo.

Now compare that to a standard AK pattern:
From a shooter's forum, name withheld.  The above shows two separate groups of approx 3-4 inches spread.

There are literally THOUSANDS of 100 yard or meter patterns on the web for BOTH rifles that mirror the example pictures I took.  Now bear in mind this is at 100 yards.  Which looks like this:

Courtesy of thrumylens.org

So literally the difference of about two inches variance at one hundred yards, often on iron sights.

Compared to video games, which portrays accuracy like this:

I don't know what movie this is from, but I'd watch it.


The primary factors in missed shots (in the real world) are user skill (did they jerk the trigger, have a bad flinch, etc), technical malfunction (is the barrel loose, is it causing shots to tumble), and of course ... recoil.  Recoil is the physical action a gun takes after being fired.  Many guns use the energy from the bullet to drive a simple bolt assembly backwards to load another round and prepare the firing pin for another shot.  This is called a 'blowback' style gun.  The actual action of moving parts is a significant portion of where recoil comes from.  AR-15's use a lighter form called direct gas impingement whereas AK-47's are piston driven.  The AK has heavier, bulkier moving parts so you get marginally more recoil.  Recoil is also affected by the round itself.  More powder, bigger bullet, etc = more felt recoil.

Bear in mind most games portray AK-47's with completely unrealistic recoil.
From combat arms - and this is relatively TAME for a videogame AK-47.

When really... it's more like this.

OH MAN SO MUCH RECOIL HOW DOES HE HOLD ONTO IT

In context of the Reloaded engine, virtually every gun needs to be brought down to a zero or one value for accuracy.  At WORST a two.

Which brings us to the biggest habitual offender.

SHOTGUNS.

Shotguns in video games are consistently the WORST example of a firearm - EVER.  Even 'accurate' games like battlefield tend to be so woefully inept at portraying them.

For history, the shotgun is designed from revolutionary war-era shooting that basically was "If you can only shoot two or three times a minute, shoot lots of pellets in the hope of hitting.".  The shotgun is a very simple concept.  It's a long tube, typically smoothbore (no rifling) but sometimes includes rifling (for slugs - more on that in a minute) which fires whatever is in the cartridge.  You can shoot all kind of crazy, insane shit out of a shotgun.  Go to this youtube channel if you want a real good idea of just how nuts you can get:  https://www.youtube.com/user/taofledermaus

Your TYPICAL video game shotgun is based on using buckshot.
These are typically 33 caliber (a unit of measurement) pellets (smaller than a 9mm pistol bullet!) arranged in a cartridge with generally nine (standard 12 gauge) or sometimes up to thirteen (12 gauge magnum) pellets per shell.

This is what it looks like:
So firstly, at least get the pellet count right.  No meaningful defense round uses anything less than buckshot (unless they're using an oddball or they're one of those doofuses who uses birdshot).

Next, let's look at the accuracy.  Video game accuracy:


Now this doesn't look COMPLETELY bad right?  I mean .. it's about a three foot circle at 15 feet or so.  You can tell by the width of the body of the badguy and the shots that missed going over his shoulder.  Watch the entire vid for context.

But here's the truth.  Shotguns don't spread out THAT much.  They spread out about this much at fifteen feet:



So as you can see at 5 yards (15 feet) it's a 5 to 6 inch group.  That's literally a 600% over-estimation in group size by even the most tame video game developers.

In reality, most shotguns are effective out to about 35 yards (with buckshot).  I can't find the source but I recall reading that the british had tested it and found that you had a 30% increase in accuracy vs muskets out to this range.  Past that, it was exponentially less effective.

From bearingarms.com

Note - two to three hits in the critical zone(s) at 35 yard range.  So tone down your spread guys :)

Lastly...

Shotguns are not like this:
Yes, that's a real artillery launched nuke.

They don't have THAT kind of power.  Instead, think of it like a small caliber pistol (33 caliber, to be exact) of above average pistol velocity (typically 1300-1600 feet per second for a shotgun, vs 900-1100 for a pistol).  Compare that to say.. an AK-47 which shoots a 32 caliber projectile at 2200-2400 FPS!

So basically they're like shooting someone a small pistol round... up to nine times in one go.

So it looks like this in flesh at around the 10 foot mark:

Hint, it's the fourth one down.


You can clearly see the damage caused by rifles is pretty substantial, just like the shotgun at near point blank range.  So just try to factor that in when you are modeling your games.
I'll save my recommendations for the second part of this article.  Ta-ta for now!

Next time:  Magazines vs Clips, shells vs bullets, casings, slugs, and how to implement into your own games realistic gun configurations!