About games and gaming thereof!

Insert Game Here

My clumsy adventures into Let’s Play territory continue! A few personal friends and I have started a Youtube channel called Insert Game Here. The first game we’re covering is Super Mario Sunshine. Here’s episode 1:

And here’s episode 2.

Yes, I know the audio for our voices isn’t great. What I don’t know is why episode 2 is so much quieter than episode 1. Bear in mind that I’m not doing the editing this time.

We haven’t decided on what sort of release schedule we’re going for, and we don’t know what we’ll be able to keep up with until we turn this into a routine. Our own work/school schedules tend to conflict with one another, so we don’t know how often we can record episodes. I guess we’ll find out. The important thing to note is that since I’m not editing or uploading the videos, you don’t have to worry about me being lazy and putting off episode uploads for long periods of time.

Alright, now I want to explain what I was talking about with regard to moving platforms in episode 2. I was hoping Aeroguns would add a diagram like I suggested, but he didn’t. In a nutshell, most game devs haven’t figured out how to incorporate the law of inertia into their physics engines yet. The law of inertia states that an object will maintain its velocity until acted upon by an outside force. When I started talking about an airplane and making hand-gestures you couldn’t see, I was talking about this:

If someone or something were to drop out of a moving plane, it wouldn’t just dive straight downward; it would begin moving in the same direction as the plane, and then gravity and wind resistance would gradually turn its direction downward. The same applies if you jump in an elevator, or off the roof of a car as Aeroguns suggested. (Don’t try that at home, kids!)

But in a game, when you jump off of a platform or in an elevator, your momentum isn’t preserved at all. If you jump in an elevator moving down in a typical FPS, you’ll suddenly fly up to the ceiling, and then slowly glide back down to the bottom, and then take falling damage when you land. That’s not how physics works.

Anyway, in other news: Holy shit, has it actually been almost two months since I last updated this blog? Geez. Sorry about that, guys. I got a new job last month, but that doesn’t explain all of the inactivity. I’m gonna try to post more in the near future.

It isn’t too late for a Games of Note 2012, is it…?


7 responses

  1. Yay! New stuff.

    February 24, 2013 at 6:59 AM

  2. Fang

    It is never to late to do a 2012 Games of the Year. So long as it isn’t that year, and the year is in the past. So if you want to do a 1990 Games of the Year you could!

    February 24, 2013 at 5:05 PM

    • JPH

      Aw, it has to be the past? I wanted to write a GOTY 2016!

      February 25, 2013 at 10:44 PM

  3. ‘Aeroguns’? You mean Kevin?

    That Blooper fight is awful in retrospect. I mean *Jezus*.

    February 26, 2013 at 4:36 PM

    • Also: I like how this second episode has *already* dropped the ‘Insert Game Here’ title card.

      February 26, 2013 at 4:36 PM

  4. Indy

    Curiously, I think the original Halo did elevator inertia right. Jumping on an elevator going down had stronger gravity applied until you reached the apex when a lower gravity gets applied. If you left the elevator shaft, standard gravity gets reapplied. This changes the fall damage appropriately. It seems clever considering this game is from 2001.

    March 2, 2013 at 9:51 PM

  5. The site calls it “Insert Game Here” and the video calls it “Insert Gaming Here”… I don’t know if this has been picked up on yet.

    March 3, 2013 at 8:01 AM

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