Archive for February, 2008

New Computer!

February 20, 2008 5 comments

So it’s finally happened. My computer of 4 years (yes 4 years!) has died. Actually, it died about 2 years ago when the motherboard failed. I don’t know exactly what happened. It seemed that something shorted out. I did want to upgrade at the time, but thought better of it and instead invested in a replacement of the same model. It was an Asus P4P800. RIP.

At the time I didn’t think much of it, and thought it simply was its time, until even the replacement board failed 2 years later. I began to think that maybe the power supply is the one to blame. Everything worked good until my video card fan broke down and I had to buy one of those giant Arctic Cooling fans. I also replaced the CPU heatsink as well along the way, but something in there wasn’t right. Perhaps the wattage on my power supply just wasn’t cutting it anymore, it most likely is the case.

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Folklore : Specific Shortcutting Strategies

February 16, 2008 Leave a comment

The final article on Folklore, we’ll cover shortcuts specifically used in Folklore. A few of these strategies can be applied to other games as well, but there certainly are a few clever ones specific to Folklore itself, and with that makes me appreciate the thought and effort put into making this game from a small concept to a reality. Looking at the staffing, they had only a handful of artists for environment modeling, yet they had over 20 artists for animations, and another nice handful for character modeling. Obviously, shortcuts had to be taken otherwise the project would not ship on time and on budget.

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Folklore : Industry Shortcuts

February 6, 2008 6 comments

Every development cycle requires that the team takes as little resources as possible to create the maximum amount of content and playability. As a result, many clever techniques must be used to reduce workload. Some call it “cheating” some call it “shortcuts”, but I prefer to call it “efficiency”.

Folklore is no different in this instance. It, like many other games, does as much as it can in order to create as much content as possible in the least amount of time. After all, in the game industry, there are tight deadlines to meet, and lots of overtime that is required to cover it. This post will cover some of the “tricks of the trade”. Knowing what these are will give you a better insight on how the rest of the game industry functions.

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