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Pandora: First Contact, Initial Impressions
Dec 30th, 2013 by Pinback

Pandora: First Contact is out, by the way. Yes, it still has the worst name possible. But after three hours of gameplay, let’s take a look at my impressions!



(Thanks, AddictingGameReviews.com)

It is very much Civilization in space (or Sid Meier’s Alpha Centauri), but feels simpler and more straightforward. Which I like! As tremendous an accomplishment as I think Civ 5 is, golly there’s a lot of crap going on.

P:FC does away with most of the extra stuff, and presents you with some pretty base-line 4X action. The factions (races) are all pre-set. There is no race customization. There are five different planet sizes and three different types of planets, and that’s it. Setting up a game is fast because there’s just not that much to choose from.

Once you’re in-game, you’re comfortable right away assuming you’ve played any of these games in the last 20 years. Which I hope you have, because get this: There is NO DOCUMENTATION, other than in-game tooltips, hover boxes and popups! So that’s it, I guess. We’ve gone from 150 page printed manuals, to 50-page PDF files, to nothing.

Impressively (and because it IS so straightforward) this isn’t really a problem. You build stuff, you research stuff, you sign deals with the other guys, and you blow stuff up. That’s it. Just like always.

The graphics range from overly cartoonish to quite beautiful (some of the undersea aliens are especially striking to behold). Not on par with Civ 5, but golly, good enough. That’s probably a good way to sum up most of the game.

Extra bonus points for a clean, sleek UI that makes sense, pretty good writing, and a remarkable lack of typos and misspellings, which is becoming ever so rare.

Right now I would have to say that this is my favorite 4X game for the moment, because it’s fun, it’s fast, it doesn’t tire you or tie you down with minutiae, and it sticks to what made 4X great in the first place.

I give Pandora: First Contact an 8 out of 10! I guess? I dunno what the two points are knocked off for, as I really didn’t have any complaints. Other than the name.

Autumn Cyberganked Update
Dec 2nd, 2013 by Ice Cream Jonsey

This quarter’s update to the progress of Cyberganked is over here at Indie Game News.

Lots of news there that makes me happy. Randy had another successful year with the haunted house, and I was able to get a lot more characters photographed inside. (If you are ever in Denver during October, please visit his haunted house! It’s easily the best in the state of Colorado.)

One other thing that makes me happy is that I have started to implement automated tests. It’s tricky for me to do that with Hugo: there’s no “headless” mode, I don’t develop with a real IDE, and my tool of choice to script the game and test against output would be Selenium, which is not something I can use at the moment. I did finally come to a solution to these problems, which was to stop being such a baby, and do the automation that I COULD do.

Waaah! WAaaaaaargh!” — that was me irl

So I now have a system in place to pull my code from its repository and at least grep for some strings and values, and send me an e-mail if it doesn’t work. For instance, I usually set the hit points to some enemies to 1 in order to test what happens after they are defeated. Now, at least, if the Psycho of Western Hill has 1 HP, I will get a reminder to fix it when I wake up in the morning.

There’s one last bit I wanted to share about how development is going:

I can’t do transparencies in Hugo. I can’t put one image over another. Well, I could, but they would be square or rectangular images. I also don’t have the ability to manipulate graphics at a per-pixel level. This is fine, I knew this going in and I have made four other games with graphics just fine.

But there was one effect I wanted – when meeting one antagonist that wore shades, I wanted the first character in the player’s party to be reflected in those shades. I had two choices to get this effect done — First, I could create a separate static image for every single actor in the game and reflect them in the shades. There’s 22 different actors for player characters, so that would mean creating 22 different images. I could do that, or I could do the other option, which is to not have that effect in the game at all. I chose the former.

Randy has a dentist’s office room for his haunt. There are little teeth glued to the wall — the reason for this is that in the haunted house’s mythology, the dentist is extracting teeth and chucking them against the wall. It’s dark there though, so most people do not see it. Teller says that “Sometimes magic is just someone spending more time on something than anyone else might reasonably expect.” Along the same lines, I burned an evening of my life making 22 separate jpgs for this one scene in my game. I say that not because I think it is supposed to impress anyone, but because when I finish this game I hope that people who have never played one of my games before can take some solace in the fact that a crazy person made it for them.

I made a page here in case you’d like to be on an e-mail list to be notified when the game is done.

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