Archive for July, 2008
Astro Gaming A40 Headset
Friday, July 25th, 2008My “A40 Audio System” arrived a couple weeks ago. It’s hard to find an in-depth review of these things, and I’m not going to give you one either– I’m not your qualified gaming audiophile.
I love the sound from the headphones. They take an optical cable directly from the back of the 360, put it through a mixer, and give you full surround support in the ‘phones. The XBL integration isn’t going to improve the quality much over the standard headset– that signal comes through the controller– but on the plus side it’s actually mixed with your game sound.
I tried a couple wireless XBL headphones before giving up on the whole idea as a failure, so I didn’t manage to avoid cable hell. Aside from that, and the price, I’m loving these. They’re comfortable enough that I wear them even when I don’t need headphones, just because they sound so much better (for gaming, anyway) than my normal sound system.
Paradigm Fatigue
Tuesday, July 22nd, 2008So, you say you’ve got even more levels than the other guy? I don’t want them. You’ve got things that’ll boost my stats? Look: I don’t care which slot, which stat, or by how much. I don’t even care about your intricate combat systems, 30 layers deep, each excruciatingly balanced against painfully large spreadsheets full of melee attacks, ranged attacks, AoE attacks, damage types, probabilities, and resistances. I don’t care if your strikes cause DoTs, and your nukes are cones, and every last one of your buffs has been hand-tuned down to a short duration because of the incredibly high percentage by which they boost my whatever. I don’t want my weapon to gain an increased chance to proc– I don’t want it to proc at all.
I’ve got RPG burnout, and now these castles in the sky– these ethereal monuments to pure mathematics– have lost their thrill. Sorry, but your leveling bonus gives me +10% to who gives a shit. And my new points to allocate into… whatever? Here’s a D20, roll to see if I care. (Here’s a hint: your modifier is 0, and the DC is 21.)
Why now? I think it’s the absence of palette cleansers. In the past, I’ve shot people in the face (Quake), stolen their flag and then shot them in the face (Tribes), or stolen their flag, shot them in the face, and then driven over their face (Halo). Now, my competitive fix comes from WoW’s arenas– not exactly the sharp cheddar counterpart to my complex, RPG-bodied cabernet. (That analogy failed on both the literal and metaphorical levels.)
RPG systems are a near-perfect way to feed the gaming addiction– a constant low-level feed of new information to incorporate into use. At some point, though, my brain simply loses the need to consume that next systemic nugget. Maybe the problem isn’t the paradigm, maybe it’s the systems in question. Are modern RPGs really giving my brain new toys? I know what knockback is. I know how DoTs work. I can intuit the advantage of a +1 to hit. We’ve been over this ground before, and a simple rearrangement of the objects on its surface doesn’t create a sufficiently new experience.
Photoshop, Working Spaces, and Game Asset Creation
Saturday, July 19th, 2008I recently ran into a problem where an exporter I’d written was creating output that wasn’t what the artists were expecting. In particular, the output from the automated tool looked brighter than the by-hand process they’d been performing.
The mismatch originated from use of the single channel view. When you view a single channel of an RGB image in Photoshop, it uses its grayscale working space (working space being gamma, more or less) to display the channel. This can cause problems if you weren’t expecting to author anything in grayscale, and hadn’t bothered to set that working space to something compatible with your output. In this case, the color space was set to Dot Gain 20%, which is a calculation explicitly intended for print work! It was very noticeable: if you selected a single channel to view, even the white areas would appear much different than the RGB view.
Copying data from this single channel view into an RGB image, or vice versa, causes a conversion between your RGB color space and your Gray color space, which in this case were sRGB and Dot Gain 20%, respectively. That means that Photoshop will actually change the color values to maintain something that looks visually identical– remember, they’re displaying at different gammas. So you’re inadvertently changing your image. In this case, it caused different than intended behavior in a variety of single channel applications (specular term, emissive term, etc.).
The problem, fortunately, is quite simple to fix: if you’re going to be taking image data back and forth between RGB and grayscale color spaces, just make sure your color spaces are compatible. In this case, we wanted to work with sRGB– it’s a logical choice for game development– so we picked sGray to go with it.
I didn’t see sGray documented anywhere, but it turns out my guess was correct: it’s simply sRGB’s gamma calculation, but for a grayscale working space. sRGB’s gamma calculation is already well-documented, so I won’t go into it here.
Dr. Horrible
Thursday, July 17th, 2008Joss Whedon+Musical+Free+3 Act Web Movie = Watch Now!
It doesn’t stay free for long, so get it while the gettin’s good.
