Wednesday, February 3, 2016

Blade and Soul - Ups and Downs

I've never been very good at spending my free time on more than one general activity at a time. Whether it be working on a game development project, playing my MMO de jour, or something that's caught my eye on the console, typically I tend to only focus on one thing, though I have been known to shift about pretty quickly.  And if you follow me on twitter at all, you know that for me, for the last several weeks, that's been Blade and Soul. So what's keeping me in the game?

Saturday, January 23, 2016

Blade and Soul Beginners Guide - an Overview

So I started the new year off saying I'd try to deliver more video content for Of Course I'll Play It, and here it is practically the end of January, and I haven't done a thing yet. Well part of the reason for that is I've been spending just about all of my free time playing Blade and Soul! I'm having a blast of a time in the game, and I've had more than a few people ask me what I thought and if I thought they'd like it. So in answering that question, as well as talking about Blade & Soul's sort of base mechanics, I thought I'd put together a general sort of beginner's guide. This will hopefully answer most of the questions I know I had when I first started the game, as well as help you decide if you think the game is something you would enjoy.

So check the video below, enjoy the guide, and please let me know in the comments if I should do more videos like this, or just stick to the written word and pretty pictures.

Sunday, January 3, 2016

New Year's Resolutions!

Hello and welcome to the first post of the new year! I thought I'd kick off this year in Blog Posts in classic style - with some new year's resolutions.  Little known fact about me, I love new year's resolutions. I know, most people by now are pretty jaded and cynical when it comes to setting goals for the new year - but for me, it represents a chance to change, and a change to grow, and blah blah mostly I just like making them and seeing where I end up at the end of the year. So now, without further adieu, let's look at what we're going to try to get done in 2016 (oh man it sounds weird saying that!)

Thursday, December 10, 2015

Dipping our Devilish Toes into Devilian

That's a lot of alliteration, Al! 

For the most part, I'm actually pretty good these days at resisting Hype, with a capital H. Devilian's been bouncing around my social media circles for some time now as it rolled through one beta after a next, and I looked at it long enough to say "Oh, a Diablo Knockoff", and that was pretty much it. But Monday it popped up on the radar again being just a few days from their official launch, and I gave it a bit more consideration. First, I'm a huge fan of the South Korean MMO art style it uses, heavily reminiscent of games like Tera, Blade & Soul, and Aion.  In fact, Bluehole Ginno, the south korean developers, are also the developers of Tera. So that should tell you something about what you can expect in terms of art style. And more to the point - the level of dress, or undress, as it were, you can expect to find most of the female models. Second, it's being published here in the West by Trion Worlds, a publisher I have a fair amount of respect for. Rift is a fine MMO, and I've spent plenty of hours in Defiance. And third, the early access founder's pack was at a very reasonable $20.00 US. So I shelled out a Jackson, patched up my Glyph launcher, and started the download. And so far, I'm quite glad I did. Now, a few days later, here's what I've learned about Devilian.

Monday, December 7, 2015

Unity3D At Home Project Day 13 - Pushing On!

So just have a bit of time this morning before work, but wanted to get some thoughts down. And mostly, those thoughts are around carrying on the fight, and deciding where to go next. Let's get to it shall we?

Friday, December 4, 2015

Unity3D At Home Project - Day 12 - Explosions and Stuff!

So first apologies that this next update took a little longer. First - Thanksgiving. And second, and this is more to the point - but ran into quite a few problems working through the next pieces, and it took longer than I would have liked to get everything working the way I wanted it to. And there are still issues, but it's time to post an update! We've got quite a bit to cover in this one, so let's get to it!

Monday, November 23, 2015

Unity3D At Home Project - Day 11 - Weapons & Effects

So now's the point of the project where we roll up our sleeves and really start to dig in. I talked about all the ways in which our design space can go in last week, and about constraining your execution as much as possible. But even so, we just have a heck of a lot to go and build. I've got a lot of ground to cover in this blog alone, and we're still only about half way through implementing a single weapon. So let's get to it!