the sine wave
August 2002

- 28 -
One last thing
I can be on the computer today, but tomorrow I'm leaving, so this will be my last entry until November.  I went over Azenera level 4 again and found that there were still a few bugs, so I fixed the ones I found and put together a new version, Azenera 4.18.  None of the instance properties of levels 1 through 3 have been changed from 4.17 to 4.18, so if you downloaded the earlier version and you're playing one of the first three levels, you can save the new one over it with no problem.

- 27 -
Ready to return
Well, I don't know if I'll be able to get on the computer tomorrow, so this might be my last entry for a while.  I've been working harder than ever on Azenera level 4, and I think it's mostly done.  I say "mostly" because I didn't get the chance to completely test it for bugs and make sure it's balanced.  There might even be some show-stopping bug I missed, but I played through the level and was able to get through to the end.  The new health crystal system is in place and it does make it more challenging, but it's still kind of experimental.

- 26 -
Not much longer
I'll be going back to college really soon, and I probably won't be able to access this site from there.  I've finished putting in all the plants, trees, and lights in Azenera level 4, and now I have to put in the enemies, items, sounds, and events.  The hardest part will be making sure there aren't any bugs.  Level 3 had a few bugs and half the sounds were missing the first time I had it done, so I had to redo it a few months later, and I hope it's not like that with level 4.

- 25 -
No promises, just hope
Here I am, doing four things at once on the computer again.  I'm working on Azenera and putting the plants and cave lights into level 4, sorting my soundtracks, writing this entry, and reading about promises broken and lies told.  It's not about games, but rather a TV show, but it's still the same idea.  Many people are very unhappy at the writers for a poor story decision they made, and the writers said they wouldn't do it but they did anyway.  It's different for me than it is for them because every episode of a TV show is basically set in stone while I'm constantly changing and updating Azenera all at once, but I still don't want to make any promises I'm not going to keep.  I want to get all 14 levels of Azenera done, but I don't know if I'll have the time or the patience to do it.  I can't promise I'll get it all done, but I'll try to, and I hope I can do it.

- 24 -
Messing around even more
Azenera 4 is well on its way, but I've been making a few more minor design changes.  I've redesigned the look of the dark unlit caves.  They used to just be uniformly dimly lit so it was better to carry a torch around but you weren't totally lost if you didn't have one.  Now, I've made them pitch black, but every few steps there's a dim light you can use as a reference point, so you can see everything in the light's radius but nothing in between the lights.  This way, you can't just turn up your gamma adjustment to see the whole cave without a torch, but you still won't get lost if you don't have one because you can navigate between the dimly lit spots.  I should have thought of this when I was making the level Hide and Seek and all those dark caves in Dragonmech.  It's a simple design decision that works well.

- 23 -
A few changes to level 3
I've added some stuff to level 3 of Azenera.  All the hostile goblins now carry a Spellstaff, but the friendly ones don't, so you can tell them apart that way.  Since some of the Kavoh in the town of Tozoha in level 2 were talking about the Wartoks taking slaves in the swamp, I put a few Kavoh slaves in the Wartok camp on level 3.  You can free them by killing the Wartok with plate armor who carries the Great Sword.  I also added a weapon called the Leech, which is a copy of the Tick sword from Drakan 2.  You'll find it near the beginning of the passage with the pools of water.

- 22 -
The final days
It'll be time for college very soon, and I'm trying to get Azenera level 4 finished, but I'm also trying not to rush it.  I've also been going back over previous levels and adding extra detail.  I've moved everything over on level 2 and added a few lengths of cave at the beginning because it seemed like the layout of the levels made the eastern part of level 1 overlap with the western part of level 2, and some people have a very good sense of direction and they might notice that.  It's a minor nitpick, but it wasn't that hard to change it.  When the level is released, don't restore a saved game from level 2 from any previous versions because everything will be shifted over 32 level units.

- 21 -
Unstable connections
Sometimes my Internet connection does the most annoying thing.  After I've been on for a while, it'll just refuse to receive any more data.  It can send data and look for web pages, but it never loads them.  It works again if I disconnect and then reconnect, so it's not as bad as it could be, but it's still annoying.  The connection only seems to fail after I've loaded a few web pages, and I don't think it has ever failed in the middle of a big download.  Some of the sites I visit have slow servers, so whenever there's a delay, I never know whether the problem is with the site or my Internet connection.

- 20 -
Getting the objects placed
Well, it's time for the final (I hope) stage in getting Azenera level 4 ready: object placement.  I'm starting with the cave entrances, music switchers, and sky/fog transitions, and then I'll put in the plants and the gates.  After that, I'll set up the enemies, items, and scripted sequences.  I still have to make sure I've gone back and changed all the grass and health crystals properly in level 2 and 3.

- 19 -
It's a conspiracy
I've been playing Deus Ex lately and getting into the story a little.  It's the future, and the UN has set up a global police force to deal with the threats of terrorists such as secessionists in the United States and organized crime rings like the Triads.  The police force, UNATCO, has stepped up security measures because there has been a lot of terrorist activity, and there's a plague going around that might have been created by one of the groups.  Also, there's suspicious activity going on within UNATCO as well.  The gameplay in Deus Ex reminds me of System Shock 2, especially with the character upgrade system.  You start out trained in a few skills, and you can upgrade them as you gain more skill points after you complete tasks.

- 18 -
What to do, what to do...
I have a few things I need to get done before I go back to college.  I should really finish Azenera level 4 before I go back.  My family's other computer needs a new hard drive, and I have to get all my books and supplies for college ready to go.  Also, I want to beat Final Fantasy X and see the ending, even if I'm not powerful enough to kill all the arena monsters yet.  My first priorities are all my real life tasks, but I'll also try to get Azenera level 4 done.

- 17 -
Serious first-person fun
For my birthday, I got two new games: Deus Ex Game of the Year Edition and Serious Sam: the Second Encounter.  They're both first-person shooters, but they're totally different styles.  I don't know if Deus Ex would be considered a FPS, because it might have too much character development, but it's in a first-person perspective and you can shoot at things so that's FPS enough to me!  Serious Sam 2 is just like the first game, but this time you're in the Mayan ruins instead of Egyptian ones, and I've heard there's a lot more crazy stuff going on in this game than there was in the first.

- 16 -
Completing the circle - the Sonic circle!
Remember my July 24, 1999 entry where, among other ramblings, I said that the music in Sonic CD was changed for the Present and both Futures in the American version?  Usually I don't like to be held accountable for things I wrote more than one month ago, because I like to think that I'm always changing around and evolving, but this has to do with stuff I'm doing now.  Recently, I went back to the video game music site Gamingforce and noticed they were back up and their MP3s were available again.  I noticed that one of the albums they had to download was called Sonic CD Japan.  I thought, could this be the Japanese version of the Present, Good Future, and Bad Future music in Sonic CD?  Sure enough, it was!  My search is complete!  Just as I suspected, the music for each zone does indeed sound like variations on the Past music.  All the Present music sounds more rhythmic and upbeat than the familiar Past variation, kind of like dance music.  The Good Future music is in kind of a soft, melodious techno style, and the Bad Future music is also techno, but darker-sounding.

- 15 -
Demo Days part 5 - Gore
If I were any other web site writer, I would jokingly make some reassuring comment that the demo I'm going to talk about is not about the former vice president, but I'm not going to fall into the trap of making an obvious lame joke like that.  Instead, I'll just indirectly make the joke by smugly stating that I'm not going to make it, and then I'll try to bail out of it by recognizing that I'm making the joke after all, just indirectly.  Now let's get on with the mini-review!  The Gore demo contains a few levels from the full game, and I think it has multiplayer support too but I haven't tried that.  The single player game has a rather familiar story: it's the future, you're a member of an army that has been trained by a virtual device called the Meat Machine, which trains soldiers to be super-soldiers, and you're up against a huge criminal organization that wants to steal or destroy the Meat Macine so your army can't make super-soldiers anymore.  To do this, the criminals send out a legion of generic thugs who yell things like "Die, die, die!" and "Not while I'm drinking!" to run around buildings and shoot and punch you.  You start out by finding out the criminals' plan to steal your database, so you have to run through hallways and rooms shooting thugs and picking up their weapons for more ammo.  Then you meet a really crazy but fast guy who holds a glowing thing in his hand, which I guess is the database, and he yells "Neener neener I've got your database, ha ha ha!" or something like that while running away from you.  He runs up to the rooftops, where you have to run across a bunch of cables and fight thugs who shoot at you from helicopters.  The demo ends sometime later, after all the rooftop action.  I think it's when you've arrived at another building that looks like the first one you were in except the lights are red instead of blue.  Gore's gameplay is your standard first-person shooter fare, but it has a few new things.  There's a stamina meter, which is depleted when you run or jump, and it recharges when you're standing still or walking.  When your stamina is low, you can't run as fast or jump as far.  It's kind of like the fatigue system in Morrowind.  The graphics have lots of specular lighting and reflection effects, as well as colored lighting that brightens up the levels but isn't overused.  The sound effects are good, but the voices in the demo sound kind of low-quality.  This demo only has two levels, so it might not be worth the download time if you have a slow connection.  If you have a fast connection speed or a CD with the demo on it, and you like first-person shooters, you might want to try it out.

- 14 -
Demo Days part 4 - Duke Nukem: Manhattan Project
You can probably tell by now that I mostly like 3D action games.  Well, the Duke Nukem: Manhattan Project demo has 3D graphics, but its gameplay is in the style of a 2D console action game, like Pandemonium or Klonoa 2.  I'm pretty sure this game is a console port like Batman Vengeance, or maybe it was produced for the PC and consoles at the same time.  The demo consists of the rooftop level from the full game.  There's a menu at the beginning where you can change the usual graphics, sound, and control settings, and when you begin a new game, a cinematic introduces you to the story.  The evil Mech Morphix is using a chemical called G.L.O.P.P. to turn people into mutants, and only Duke Nukem can save them.  In the demo, you'll have to fight enemies such as the pigs from Duke Nukem 3D, exploding homing mines, and a helicopter at the end.  The level is divided into three sections, and in each one, you have to free a babe strapped to a bomb and collect a key to get to the next section.  Along the way, you can collect health and ammo, and if you find ten Nuke items in a section, your maximum health and ammo increases.  The graphics in this game are pretty good, with nice explosions and animations.  The sound effects are good too, but the music is just your average techno beat, and Duke's one-liners are kind of predictable and they can get irritating sometimes.  Of all the demos I've played so far, this one seems to have the most content and replay value, but it's still not the best out there.

- 13 -
Demo Days part 3 - Tsunami 2265
It was my birthday today, and it's also another Demo Day.  Today, I played the demo of a game called Tsunami 2265.  It's an action game with giant anime-inspired robots.  Like Auryn Quest, this is a game that puts you right into the action without starting from a menu screen, and also, you can't change the key assignments or mouse sensitivity.  Fortunately, the default controls were the ones I usually use for 3D action games, but there aren't very many things to do in this game.  You start out running through narrow canyons and fighting other giant robots and wall-mounted turrets, circle-strafing to avoid their shots, and that's pretty much all you do for the entire level.  You only have two weapons, a gun and missile launcher, and they have infinite ammo.  There aren't any powerups in the demo except for the occasional health restoration item.  This game really doesn't have much to it.  You never really feel like you're piloting a giant robot rather than just walking around in a space suit, and the only real challenges are making sure you have room to circle strafe and trying not to get lost.  Like the last two demos I played, there aren't any quicksaves in this one either.  The sound and music, like the game itself, are kind of repetitive.  The canyon textures mesh well with few obvious seams, and the cel shading is often effective, but there isn't enough variation in the design so it all ends up looking the same.  If this demo were much smaller, like under 10 MB, it might be a fun diversion for a while, but as it is the file size is just too big for what you get.  I've heard the full game is pretty much like the demo, but I don't think more than one level like this could hold my interest.

- 12 -
Demo Days part 2 - Batman Vengeance
It's time for another demo mini-review!  Today's game demo is Batman Vengeance.  First of all, I should mention that this game is a console port, and it shares all the familiar console port flaws.  The control can be frustrating because you often have to switch between two control systems.  In third-person view, you have no control of the camera, and the movement keys move you and turn you based on your current position on the screen, like in Super Mario 64.  But when you press the "gadget" key, the game switches to first-person mode, and you control the game almost like a first-person shooter on the PC.  This control system takes some time to get used to, and it can get frustrating.  You get to play four levels in the demo.  One is a training level to get you used to the control, two are levels where you beat up enemies on foot, and one is a shooter level with the Batplane.  The graphics are appropriately cartoonish, and the frame rate is pretty smooth.  If you like console action games, you might want to try out this demo.

- 11 -
Demo Days part 1 - Auryn Quest
I've been playing a few game demos over the past few days, and now I'm ready to tell you what I think of them.  The first demo I tried was the one for the game Auryn Quest.  It looked interesting from the screenshots, so I decided to try it first.  As soon as I started it up, it let me select a resolution and screen bit depth, and then it went right into the game without any menu at the beginning.  A voiceover and a display box explained the controls, which are WASD for movement, shift to run, space bar to jump, and mouse to look around.  The mouse is in inverted mode by default, but you can switch it to regular mode by pressing F12.  After the control explanation is done, you can walk around the central area which in the full game connects to all the levels, but in the demo, you can only get to the lava dungeon.  The object of the levels is to collect ten energy balls and accomplish objectives to get to the end.  There is no combat in the game, but there are plenty of jumping puzzles that require precision.  There's no way to quicksave, but there are checkpoints you can go back to if you miss a jump or get hit by a hazard.  The graphics and sound are okay, but they're not the best.  I would say this demo is only worth downloading if you're a big fan of the precision jumping puzzles, but not the combat, in first-person shooters.

- 10 -
Lost in the fog
Drakan doesn't support volumetric fog.  Traveler's Quest, which uses a newer version of the engine, supports it, but not the original Drakan.  There's probably no situation in Azenera where I'll need anything like it, because I already handled the swamp level by making it a separate level with a lower maximum fog limit, but it's still fun to experiment with effects.  I decided to try to emulate volumetric fog in Drakan using only models.  Now, I know you can't just make a box with a transparent texture and call it volumetric fog.  You have to make a bunch of transparent planes inside the box, too.  My first experiment was to make a series of intersecting planes at right angles, so that the whole pattern looked like a grid of cubicles with semi-transparent walls.  This worked out better than I expected:

Unfortunately, there are a few problems with this fog.  If the planes are too dense, it hurts the frame rate because of all the geometry on the screen, and if they're too transparent, they won't work correctly in 16-bit color mode, which a few misguided people still use.  It's typical of anything that involves alpha textures and requires precision and fading out of other textures, like in Quantum Arena.  I remember when the original background for Quantum Arena was a solid dark blue with an alpha map so that it kept textures on the screen for a while and faded them into the background.  It worked perfectly well for me, but imagine my surprise when one of the testers said that he liked the "phoenix lair" background.  At first I thought he was crazy, but then I had an idea and tried it in 16-bit color mode, and sure enough, the textures didn't fade correctly, leading to all sorts of weird background patterns.  Sure enough, the tester was running the level in 16-bit color mode instead of 32.  With all this worrying over configuration and making everything work for everyone, I'm about ready to join the dark side and look into Playstation 2 development, where all systems are equal and I don't have to worry about different processor speeds or color depths.


- 9 -
Some more Azenera changes
I've decided that the grass in Azenera levels 2 and 3 doesn't look as good as I want, so I'm changing it to an actual model instead of a bunch of particles.  But since I want it to retain the appearance of swaying in the wind, I'm experimenting with morph objects to make the grass move back and forth.  You can't see the animation in this picture, but this is what it looks like so far:

The grass is arranged in three circles around a central point.  It only has a single 256x256 resolution texture stretched over the top, but it doesn't look too bad.  It's not really professional quality, but it's better than the old grass.


- 8 -
I don't need Gamespot either
When a site goes subscription, they are dead in my eyes.  Well, I guess there's some stuff on Salon that's fairly interesting, but to me it's still like looking upon a neatly dressed corpse and admiring the work of the undertaker.  I hardly ever visit Gamespot anymore, so I don't need to have the link there on my front page.  The Sine Wave is not a link farm!  When you have one unnecessary link or button, then you won't be able to stop yourself and pretty soon you'll just be another generic site that has the obligatory column of buttons leading to Something Awful, Fark, The Onion, and about a dozen similar sites.  I still look for demos and patches on Gone Gold sometimes, so that link stays.

- 7 -
I am so out of it
It looks like Film.com is no more.  I was wondering why I didn't see any of their reviews listed on Rotten Tomatoes, and now I know why.  How long have they been gone, anyway?  The site just redirects to the Real.com guide now, and everyone already knows about RealPlayer and all that, so I don't need the link anymore.  Now there's just one movie review link, so I made the title of that section singular instead of plural.

- 6 -
All the damages are damaged
It's getting harder to try to work with my Drakan levels and make them the way I want them.  I've encountered problems with all the damage effects so far.  The freeze effect cancels out the armor piercing property of weapons, and if you use it on a death mage that teleports when you hit it, the death mage will freeze when it dies, but when it thaws, it becomes stuck in place and doesn't disappear.  I wish it were more like the Drakan 2 freeze effect, which actually makes weapons better instead of making it so you have to hit them an extra time.  The poison effect works pretty well, and I don't mind the fact that it doesn't work as a melee weapon damage effect, but it seems that if you hit an enemy with the burn damage effect and then try to hit them with poison, the poison won't stick to them.  This makes the Gas Cloud spell less effective if you use it after Fireball or any other burn-damage weapon.  And then there's the fire damage effect.  For the most part, the fire effect has been reliable and bug-free for me, but I just stumbled upon a bug that's kind of irritating.  The problem is that when you hit an enemy with a fire damage effect, then all subsequent fire damage effects you hit the enemy with will have the same duration and damage per second as the first one.  That means if you hit an enemy with a Torch of Slight Burning Sensation, which has a fire effect that lasts 1 second and does 1 damage per second, and then you switch over to a Sword of Ultimate Flame, which on its own does 5 damage but it adds a whopping huge fire damage effect that does 200 damage per second, the sword will burn the enemy with the same weak burn effect as the torch, negating the entire point of having the sword in the first place.  Likewise, if first you hit a tough enemy with the sword and it doesn't die right away, then you can just use the torch that's supposed to be weak, and every hit from the torch will burn the enemy just as badly as the sword.  The first burn you give the enemy will be the only kind of burn it can ever get.  If you use different textures for the two burn effects, they'll still appear correctly, but the duration and the damage per second will be the same as the first one.  This bug is annoying, but it's not too bad, because I can just make all the burn effects do a similar amount of damage and it won't be too damaging to the game.  It wasn't a problem in the original single player game because the only burn effects were small and medium fire damage, but I wonder if the problem with the fire axe secondary not working all the time in multiplayer is caused by someone getting hit with a weak burn effect first and then not being able to be burned badly by the ring of fire.

- 5 -
I'm not alone
Well, it seems like I'm not the only one who has encountered the problem in Morrowind where you make Sul-Matuul mad before you're supposed to talk to him and then he just attacks you.  In the latest patch, one of the quest fixes makes Sul-Matuul stop fighting you when you talk to Zabamund as part of the main quest.  I solved this problem before the patch by using the console to cheat and set his fight rating to 30, but now that won't be necessary anymore.

- 4 -
A cheap victory
Remember when I told the tale of Maulgak getting killed after three hits from the Earth Blade secondary?  Well, I've been testing out different strategies and I think I've found a really cheap and easy way to kill Maulgak.  This might be a spoiler, so if you don't want to know about it yet, stop reading now.  From what I've seen, the Earth Blade can indeed kill Maulgak instantly, but it's really unreliable.  Sometimes it kills him on the first hit, and sometimes it takes many hits, but most of the time it never kills him even if you use all 10 charges.  I guess I was just lucky during my no-skills game.  But even though the Earth Blade isn't reliable, there's a similar way to defeat him that has worked for me every time I tried it.  To do this trick, you need to have the Impale spell.  Mine was at level 3, and I don't know if it will work with a level 1 or 2 Impale, but since the Earth Blade secondary is a little less powerful than a level 3 Impale spell and even it doesn't kill Maulgak instantly all the time, you'll probably need it at level 3.  Before you begin the battle with Maulgak, equip the level 3 Impale spell.  Then when the battle begins, just use Impale against him once, and he'll drop over dead.  Even though he has way more than 50 hit points, he'll still be killed.  I wonder if there are any other bosses with similar weaknesses.  Maybe the speeches they give before they attack you have subtle clues, like the Earth and Steel clue, that I haven't picked up on yet.

- 3 -
Stop teasing me!
I saw the movie Signs today, and then there was a big thunderstorm and I thought I would be doing something later, but I didn't.  Still, I didn't have much time to play Drakan 2 today, and I was busy with computer stuff, so I only got to fight the ice golems.  You know, one of the items you get on the Zeggoro quest is really nothing but a big tease.  You go through a Wartok lair, deal with a Wartok who appears and disappears all over the level, and then you finally defeat that blasted Wartok and you get this item that has a really inviting name: the Invisibility Bracers.  These are what made the Wartok disappear, and surely they should also give you the power to go invisible without using any of those potions, right?  Wrong!  All the Invisibility Bracers do is sit there in your inventory and look pretty until you go to the Northmen camp and trade them for the solid gold sword you need.  Those bracers, if they worked for me, would save me a lot of anguish while fighting the Ice Golems.  Maybe they have a limited amount of power, and the only time you can successfully defeat the Wartok is when the power runs out.  And the gold sword is another big tease, because you can equip it in your hand like a sword, but when you press the attack button, nothing happens!  Maybe Serris was right about it being a really crummy sword in battle, and when you try to attack with it, Rynn's refusal to swing the weapon is just her own way of calling you a dumb fool who doesn't listen to people.

- 2 -
Soul Steal is rocking my world!
The Soul Steal spell wasn't too impressive at its first level.  It didn't do much damage to enemies, and it only restored a tiny amount of your health.  But Soul Steal at level 2 and 3 is much better.  The magic display might say that the spell doesn't do much more damage at higher levels, but what it doesn't tell you is that the spell hits more than once.  It goes out, takes health from the enemy back to you, and then it goes out again.  At level 3, Soul Steal can hit an enemy three times, and you can cast it twice in a row if your magic is full, making it hit an enemy a total of six times, restoring your health each time it comes back.  Also, level 3 Soul Steal restores a lot more of your health than at level 1, providing a nice alternative to using fireballs all the time and repeatedly casting Rejuvenate if you take too much damage.  It's not as good as the Mournbringer sword (but then again, what is?) and fireballs are still better against large enemies or distant groups, but it's a good spell that works better than I thought it would.

- 1 -
The Tick is dead!  Long live Soul Steal!
Well, I got the Tick sword down to 0/30 durability, which means it can't be repaired anymore.  I took it to the Surdana blacksmith but he told me the sword was junk and that I should throw it away, but instead of throwing it away, I sold it to him for a tiny amount of money, certainly less than it took to repair it nine times.  Can you believe it costs the same amount to repair an originally 300-durability weapon at 0/60 as it does to repair it at 0/300, even though you only get 30 durability points back instead of 270?  The Tick always cost 132 to repair whenever it was completely broken.  I'm up to level 7 now, so I can use third level Soul Steal, which actually works pretty well.

Back to The Sine Wave