Wicker - by Colin Cobb

Posted in _blackarts by Administrator on the December 30th, 2004

These photographs were taken in the Wicker area of Sheffield in 2003. Ideally, they should be viewed whilst listening to The Wickerman, by Pulp (from We Love Life), failing that, the lyrics can be read via the internet, and they serve as a fine evocation of the place. - Colin Cobb

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Fools Rush In, Part Fourteen - always_black

Posted in Fools Rush In, _blackjack by Administrator on the December 28th, 2004

After completing the rough versions of the timeline events it’s time to put them into place and play through the game. This is an important step, because even though we’re nowhere near finished we need to start getting some feedback as early as possible to avoiding continuing down paths that aren’t really going to lead us anywhere. In the Managing a Mod Project presentation I made a point of emphasising that you should ‘Assess, Evaluate, Be Ruthless’ for just this reason.

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The Future Semi-Conditionally Modified Subinverted Plagal Past Subjunctive Intentional - by always_black

Posted in _blackbox by Administrator on the December 22nd, 2004

Every now and then I become a passenger on a train of thought that takes a sight-seeing tour through the weirder recesses of my brain. I really enjoy these intermittent sequential musings so I thought I’d share one.

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Fools Rush In, Part Thirteen - by always_black

Posted in Fools Rush In, _blackjack by Administrator on the December 19th, 2004

We’ve nearly finished (finally) with the timeline events. The two remaining occurrances are going to be very similar to the snipers we did last time: set up some location markers and then script the Ghost Warrior bots to take up position.

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Fools Rush In, Part Twelve - by always_black

Posted in Fools Rush In, _blackjack by Administrator on the December 12th, 2004

The problem with writing articles like these is that they are always written with perfect hindsight. As you might have guessed the actual progress on this project is some weeks in front the things you read about here and I’ve had plenty of time to work out the problems, throw out the experiments that don’t work and organise a sequence of events that is logical and (hopefully) makes sense.

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Fools Rush In, Part Eleven - by always_black

Posted in Fools Rush In, _blackjack by Administrator on the December 4th, 2004

Let’s take a break from property sheets, script files and custom packages for a moment. The last three events that will be triggered by the timeline are attacks from the enemy, the Ghost Warrior mercenaries of the Izanagi Corporation. We could just drop the pawns into the map and start on the scripts to send them rushing towards the bunker. To me, that’s pretty much exactly what happened to them in the original Unreal 2 levels (bar a few exceptions) and I want to avoid that, maybe try and make them more interesting and engaging.

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