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I think I found a horseshoe or something

A week of good luck! Thats weird.

A couple of days ago I met a guy who knows other guys who want to make videogames. Yes, here, in a city where most people are consumers, not producers. This guy, an almost graduated architect, has some nice skills: modeller and illustrator (and makes some damn good drawings!). Definitely, we will have some meeting next week, after his graduation, to discuss how can they work in my project.

But there are more good news: met another guy who kindly offered to lend me an Xbox controller. I will use it to learn how to adapt my gameplay mechanics and UI to controllers. So, I will spend the weekend playing Mass Effect and Dragon Age: Inquisition. It will be the first time that I use a controller for more than half an hour, I always have been a keyboard/mouse player. Or keyboard/joystick.

Seems that I will have a busy weekend. And surely I'll have to discard all the current UI and remake it from scratch.
Recent posts

My next phone is going to be... a Fuchsia?

My current phone is crap. I lost my half decent Galaxy Ace a year ago, in the middle of a long line of unfortunate events. Was a bad year, and I lost many things. I had to buy a DDC E4s, a friend brought it from USA and I paid like $70 USD for it. I liked the design, and the terminal has proven to be solid, with a few quirks. The accessories are total crap,  the earbuds stopped working after using them twice, and the USB cable also stopped chargin after some months. Have you ever seen that? It is a fucking USB cable, they last forever, what can go wrong? And the camera... better not to talk about the image quality.

So, I guess that at some point, I'll have to upgrade to a better phone, when I find the cash. And considering that getting the funds will take some time, and  Google is already working in its next generation mobile OS, maybe my next device won't be Android, but Fuchsia?

The new Google Fuchsia does not uses Linux as kernel, but a new one based on Little Kernel (LK) …

Back to work

I have been away from the blog for a while, because of a condition on my right hand. Had to take a long vacations: no typing, no mouse, no gym. So, my work was seriously delayed, both my personal projects and office tasks. I'm just going back to normal, even when Im not 100% healthy, mostly because the required meds are not available and rest by itself is not enough.

So, I'm slowly putting the writing tasks back on track (and I remind you, buy my novel!), but programming will take a while. Of course, I'm still avoiding games, except for Freeciv, which I can play with my left hand. Actually, I'm still using the mouse with my left hand, it works, but can't do any precision task.

HEaled or not, I will be full operational in a couple of days. Excepting for games, which I will not touch for a while. Anyway, Mass Effect wasn't that good and I haven't missed it, not at all.

Lessons to learn from Mass Effect: Andromeda quest design

As I promissed, here is a post about the quest design (or lack of it) in Mass Effect: Andromeda, translated from my other blog.

I have been playing ME: Andromeda for about 20 days now. It is a long game, and mostly a boring one, I have to say. Each location has a dozen of small secondary quests that forces the player to move from one point of the map to the other. Other span through several locations, those are the worse because we have to move through all the galaxy. Nothing new so far, it is a known trick to inflate the playing time.

The big problem with ME: Andromeda is that almost all those tasks  are variation of the same. For example, the monoliths quest: in every planet you must activate 3 monoliths, and the visit the chamber. After doing that in two planets, you start to hate the monoliths, the chambers and the stupid task of jump from one place to another to find a console to open a door in the other corner of a hughe scene. This is unavoidable, as it is part of the main que…

First steps in a open world: properly designing the first quests of your RPG

As I mentioned before, I have been implementing a basic quest system, which I consider that can be greatly improved. But I'm not going to talk about it, because... well, it is crap.

But working on the quest system made me revisit the script and think about the first quest that the player will find in the starting location. Those first quests must fulfill certain basic requisites:

Introduce the player to the environment (here other elements lie encounters or conversations are important too) and give him a glimpse of what to expect.Familiarize the player with the gameplay mechanics, like using objects, trading, combat and using skills.The main quest should provide some sort of backup or redundant activities, in case the player misses some of the basic quest. They must be simple and quick. There is a reason why the first quests are easy: the player is starting the game and doesn't knows how things work, even if he/she is a hardcore RPG player. Anything taking more than five minu…