Wolfenstein 3D
To celebrate Wolfenstein 3D's 20th anniversary, here's a video of programmer John Carmack playing and talking his way through the 1992 first-person shooter.


Carmack, the co-founder of Id Software and one of the key programmers behind the Quake and Doom series, has a lot of interesting things to say about the old Nazi-packed shooter (which you can now play for free on your browser).


Wolfenstein 3D Director's Commentary with John Carmack [YouTube]


Wolfenstein 3D
To celebrate Wolfenstein 3D's 20th anniversary, here's a video of programmer John Carmack playing and talking his way through the 1992 first-person shooter.


Carmack, the co-founder of Id Software and one of the key programmers behind the Quake and Doom series, has a lot of interesting things to say about the old Nazi-packed shooter (which you can now play for free on your browser).


Wolfenstein 3D Director's Commentary with John Carmack [YouTube]


DOOM II


John Romero, the veteran developer and id Software founder who helped create FPS touchstones like Quake, Doom and Wolfenstein, is planning a return to the genre in which he made his name.


Romero, who's currently CEO of social game studio Loot Drop, Inc., told Eurogamer that although he hasn't formally started work on the project he has the design nailed down.


"Yes, I'm definitely going to be making another shooter and it will be on PC first," he explained.


"I don't want to talk about the details but I already know what it is. I've already kind of designed the thing and it's pretty cool - though of course, I am going to say that. I think it's a neat design, I haven't seen the design anywhere else."


Romero didn't go into much more detail but added that it'll be "MMO-ish" and will offer a new twist on genre traditions.


"It's a persistent game, it has persistent player data, the character grows and gets better over time. I think most gamers expect that now anyway, but this was a design I'd done a while ago. I think it's pretty valid.


"You will be playing the game as you would expect a shooter to feel, but the specifics of your situation, narrative wrapper and reward system are all unique. I wouldn't want to give out any specifics until I'm close to shipping it. I've learned my lesson about talking too soon about specific game features and release dates."


He couldn't confirm when work will begin or if it'll be a Loot Drop production.


It's been a long time since Romero last brought out a shooter - the 2003 N-Gage version of Red Faction. We asked him whether he thinks the skills necessary to make a successful modern shooter have changed since then.


"I don't think it's changed other than that the 3D graphics have to be good and there are a tonne of basics in the design that have to be there for players to feel that it's a current game.


"But I already have a lot of that stuff designed and none of what I've done has become invalid over time based on today's shooters. So I don't think there's an issue with it feeling dated or feeling old. It's not going to be an old-school shooter - it won't be pixelated. But it will probably have some faster movement than most games have right now."


Romero also offered his take on how the genre has evolved since his time at id Software. While he appreciates that Gears of War is a quality product, he's not a fan of the shift towards slower, cover-based gameplay.


"I'm not a fan of cover systems or the player being a bullet sponge. I'm not that interested in the tank-like player; I like feeling that I have skill in the game," he explained, before theorising that the rise of the console game pad has pushed developers in that direction out of necessity.


"I do realise that a lot of the movement in new shooters is directly attributable to the console controller because you can't play well and fast with them so they had to come up with some design to make it so the player can do something else if they can't skillfully move quickly. They have to do something different.


"But I'm a PC mouse and keyboard type player," he countered.


"I love twitch 180s, fast targeting, fast firing, fast movement. So anything that's not like that - like current shooters that are basically a track going through a level to the exit and everything is closed off - is not interesting to me.


"I like to explore my levels, y'know? So I'm not a fan of on-rail shooting or slow-moving cover systems. That's not to say that Gears isn't a great game but as a player I'm more interested in speed and fast movement."


Loot Drop's only current confirmed project is Ghost Recon Commander - a social spin-off from Ubisoft's tactical shooter series due out on Facebook and mobile platforms some time this Summer.

DOOM II
'Doom maker John Romero has "plans" for old-school FPS' Screenshot doom2

Look, a young John Romero! And who's that next to him?


Has John Romero - the abundantly-haired creator of games Doom, Quake and Wolfenstein - given up on making an old-school FPS?


"Definitely not!" retorted John Romero on Twitter. "I have plans..."


But those do not include Daikatana 2. As Romero succinctly put it: "There will be no DK2!"


Romero's best known for co-founding id Software and designing Doom and Quake and Wolfenstein. Romero also co-founded Ion Storm, where he worked on delayed and underwhelming FPS Daikatana.


Today, John Romero has a new company - Loot Drop (formed 2010). Romero and team specialise in mobile and social games.

DOOM II


Here's one for the history books. Jordan Mechner, the veteran game designer responsible for Prince of Persia, has dug up a fan letter he received nearly 30 years ago from a 17-year-old called John Romero - the very same guy who'd go on to create FPS touchstones Wolfenstein, Doom and Quake at id Software.


Dated 25th March 1985, the letter, published in full on Kotaku, sees Romero praising 21-year-old Broderbund employee Mechner for his work on one-on-one fighter Karateka.


"I was absolutely stunned by the graphics, shadows and all," he gushed.


"You did a tremendous job and have, I think, defined the state-of-the-art for future Apple games. The technology has been in the Apple all along to do those graphics, it just needed a programmer like you to use it."


Romero then admitted that he was a budding programmer himself, before asking Mechner to impart some of his wisdom.


"How did you make the scrolling background? Ever since Choplifter I have been stumped on what kind of data drawing algorithm would be used to draw a scrolling background like yours," he wrote.


"If you decide to write back I would be eternally grateful if you explained this to me."


Elsewhere in the letter, the young Romero invites Mechner to check out a few of his own games.


"Many people feel that it is better than Lode Runner," he wrote, referring to an early effort called The Pyramids of Egypt.


"Anyway, ask me for it and it is yours. I'm currently trying to sell it to anyone I can (Broderbund is first on my list). My next game is going to be totally awesome. I can't wait until I get an idea for my next game!"


He signs off "John Romero, Disciple of the Great Jordan, and worshiper of the Magnificent Mechner".


Five years later, Romero would meet John Carmack while working at Softdisk. The pair, along with Adrian Carmack and Tom Hall, left the company a year later to set up id Software. Its seminal FPS Wolfenstein 3D would follow in 1992.


Mechner has been fairly quiet in recent years - his last game credit was on Prince of Persia: Sands of Time back in 2003.


Next Wednesday Romero and Mechner will share a stage together at the Game Developers Conference in San Francisco, along with Canabalt creator Adam Saltsman, Minecraft man Markus 'Notch' Persson and Epic Games boss Tim Sweeney, for a talk titled "Back to the Garage: The Return of Indie Development".


See below for some vintage Karateka footage.

Quake

Say the word "railgun" around a PC gamer and they'll instantly start telling you stories about the Quake series, and how it's such an awesome weapon in a make-believe future universe.


They're right on the former, but on the latter, not so much, because railguns are real, and the US Navy has one. Here it is undergoing testing.


The project, which is being overseen by the Office of Naval Research, has been running for a few years now (indeed, experimental railguns have existed as crude prototypes for decades), but this is the first time it's been filmed looking like an actual gun.


Railguns don't work like normal firearms or cannons; they use rails and electricity to propel projectiles at speeds vastly greater than those possible with conventional explosive technology (modern weapons still use the centuries-old principle of an explosion to propel rounds).


Which is why the Naval Officer in the video loads not a shell but just a simple piece of metal into the weapon.


It's amazing footage. Next stop, handheld versions.


Wolfenstein 3D
Six Classic and Contemporary HTML 5 Games You Can Play Free Right Now A lot has changed since the days when web developers relied almost exclusively on Flash for media-rich interactive content. Although the technology is still very much alive and may not see a replacement anytime soon for certain uses, more and more websites are implementing HTML5 for streaming audio and video, and we are also starting to see some applications in the gaming space.



HTML is a markup language for structuring and presenting content on the web. Its latest and still-in-development incarnation adds a variety of elements and attributes that make it easier to include and handle multimedia and graphical content on the web without having to resort to proprietary plugins.


Three elements and related APIs for media introduced by HTML5 are the <audio> element, which allows developers to add in-browser audio to a document or application, the <video> element for in-browser video without the messy <embed> and <object> tags, and the <canvas> element and API that provides a 2D drawing surface which can be used for everything from a simple animation to a complicated game.


Although there's still going to take some time until the HTML5 specification is final, it is already relatively stable and there are implementations that are close to completion. Recent versions of all major browsers support HTML5 to a large degree, and close to 80% of all videos on the web are encoded in H.264 according to the data from MeFeedia, which means they can be delivered within HTML5's <video> tag — although for business reasons (read: ads and copy protection) they aren't always delivered through HTML5 just yet.


As far as gaming is concerned, there are some really impressive examples that could easily rival some of the stuff that has been done on Flash over the past decade. We've compiled a small selection of old classics and modern titles built with HTML5 and other open web standards that will give you a taste of things to come.


Old classics ported to HTML5

Six Classic and Contemporary HTML 5 Games You Can Play Free Right Now


Command & Conquer: Tiberian Dawn


The classic real time strategy game Command & Conquer was recreated entirely in HTML5, running on 69k of Javascript, by an enterprising developer named Aditya Ravi Shankar who wanted to improve his coding skills.


Shankar took three and a half weeks to put the first build together, combing through the original game's files in order to get the sprites, sounds and unit specs right. The project is far from complete and there is still some polishing up to do, but nonetheless it's a great example of HTML5's potential for games. The game works best in Chrome or Firefox and the source code is available on github.



Six Classic and Contemporary HTML 5 Games You Can Play Free Right Now


Wolfenstein 3D

This implementation of id Software's 1992 game, Wolfenstein 3D, was made using Javascript and the Canvas element. All of the first floor is mapped out, albeit with a few modifications, but it's more of a proof-of-concept than an actual playable game. There's no AI for the guards, for example, they just stand around and wait to be shot.


Other famous first-person shooters have also been ported to HTML, including Doom — which was taken down after a cease and desist notice from Id Software — and Quake II. The latter was actually ported by Google employees to show off what is possible with HTML5 in the browser. The game is playable with full HTML5 audio and WebGL rendering at up to 60 frames per second sans plug-ins. It's not hosted online, unfortunately, but installation instructions are available at its Google Code page. There's also a video of the game in action here.



Six Classic and Contemporary HTML 5 Games You Can Play Free Right Now


Google Pac-Man

Released as a homage on the 30th anniversary of the popular arcade game, Pac-Man, this was Google's first ever interactive, playable doodle and was so well received by users that the company decided to host it indefinitely instead of just for 48 hours as initially planned.


The game is based on HTML5 with a fall-back Flash option for browsers that don't support it yet. Much like the original Pac-Man, Google had programmed the game to glitch and end at the 256th screen, although it appears to have been cut down to a single level built around the Google logo. Still, a worthy example of HTML5 capabilities based on an icon of the 1980s popular culture.



Modern games built for HTML5

Six Classic and Contemporary HTML 5 Games You Can Play Free Right Now


Cut the Rope


Designed to help promote Internet Explorer 9 and the Beauty of the Web campaign, a desktop HTML5 version of the hugely popular Cut the Rope game was made available online for free out of a partnership between Microsoft and developer ZeptoLab. The game is playable on any compatible HTML 5 browser, not just IE.


For those unfamiliar, Cut the Rope features a green monster called Om Nom that you'll have to feed candy by cutting and manipulating ropes, airbags and bubbles.It's highly addictive and has been downloaded millions of times on mobile platforms. This port showcases HTML5 capabilities like canvas-rendered graphics, browser-based audio and video, CSS3 styling and WOFF fonts. Aspiring developers can check their Behind the Scenes page for inspiration.



Six Classic and Contemporary HTML 5 Games You Can Play Free Right Now


Pirates Love Daisies


Pirates Love Daisies is a tower defense game based off 'Plants vs Zombies' created by Grant Skinner's studio, which is better known for its work in Flash, and was funded by Microsoft also as part of their Beauty of the Web initiative.


This is one of the better accomplished HTML-CSS-and-JavaScript games to date, with a really polished interface, great sound effects, and a beautiful visual style. Basically, the game requires players to defend their daisies from different type of 'creeps' (octopus, crab, rat and seagull) using the most appropriate type of pirate, each of which has a different set of skills and weapons. As players accumulate gold from destroying their enemies, they can upgrade the pirates' skills or add more pirates. It's a very enjoyable game. Runs better on IE9.



Six Classic and Contemporary HTML 5 Games You Can Play Free Right Now


WordSquared


WordSquared is a massive multiplayer crossword game written in HTML5. It's essentially a clone of the famous puzzle game "Scrabble" on steroids, where you'll have to create as long a chain of words as possible, scoring lots of points in the process. Users simply use the mouse to drag and drop the letter tiles onto the board.


The original game was created in under 48 hours for the Node.js Knockout competition, which required contestants to create a game or application using HTML5 and the Open Web Platform in a very short period of time. It has since received several modifications, including the addition of achievements and in-game purchases. Dragging the map around you cannot help but be impressed by the size of the board and the word chains already completed.



This is just scratching the surface, there are tons of other great examples over at beautyoftheweb.com and the Chrome Web Store, including the insanely popular Angry Birds which we purposely skipped on this article because you've probably heard enough about the game already. While we won't argue that the browser is not the best platform for gaming, we're still impressed with the potential of HTML5, CSS and JavaScript as an alternative to Flash.


Have you discovered any awesome HTML5 games or apps? Any personal favorites? Share them with us in the comments.


Republished with permission from:




Jose Vilches is managing editor of TechSpot. TechSpot is a computer technology publication serving PC enthusiasts, gamers and IT pros since 1998.


RAGE - Valve
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RAGE

Brian Hagan's Art From Star Wars, RAGE & MoreConcept artist Brian Hagan has worked for clients like MMO giant NCSoft, Microsoft, Lucasarts and id Software. Which means he's worked on properties like Star Wars and RAGE.


So let's take a look!


The Star Wars game is actually Star Wars Kinect, which looks stupid in motion, but in terms of art, Brian's done wonders with what little he had to work with. The RAGE stuff is pretty great too.


You can see more of his work at his personal site.


Fine Art is a celebration of the work of video game artists. If you're in the business and have some concept, environment or character art you'd like to share, drop us a line!

Brian Hagan's Art From Star Wars, RAGE & More
Brian Hagan's Art From Star Wars, RAGE & More
Brian Hagan's Art From Star Wars, RAGE & More
Brian Hagan's Art From Star Wars, RAGE & More
Brian Hagan's Art From Star Wars, RAGE & More
Brian Hagan's Art From Star Wars, RAGE & More
Brian Hagan's Art From Star Wars, RAGE & More
Brian Hagan's Art From Star Wars, RAGE & More
Brian Hagan's Art From Star Wars, RAGE & More
Brian Hagan's Art From Star Wars, RAGE & More
Brian Hagan's Art From Star Wars, RAGE & More
Brian Hagan's Art From Star Wars, RAGE & More
Brian Hagan's Art From Star Wars, RAGE & More


Feb 2, 2012
RAGE - Valve
RAGE 1.2 Patch Release Notes
--------------------------------------------------------------------
This RAGE patch adds some new features and addresses various compatibility and performance issues.

New Functionality
------------------------
Texture Detail: Enabling Texture Detail will improve up-close texture quality by performing upsampling with adaptive sharpening. This does not update or increase the resolution of the base textures included with the game but improves the perceived resolution and crispness of textures. This is an intensive operation and is only recommended if you have a quad-core CPU or higher. Please disable this feature if you encounter poor performance, stability issues or are given a notification that the game has run out of memory after loading a map. The Texture Detail option can be found in the Settings -> Video Menu.

Transcode Benchmark: A new benchmark has been added that determines how quickly texture data can be translated from the compressed format on your hard drive to a format that can be used by your video card. The higher your score, the faster your PC is able to make higher detail texture data available. This is not a traditional benchmark that runs through a scene of the game and returns a min/max/average framerate based on hardware and video settings. Other than the GPU Transcode option, the score will not be affected by changing any video settings. The Transcode Benchmark option can be found in the Settings -> Video Menu.

Error Messaging: If you attempt to apply video settings on a system that is not capable of handling them, an error may come up stating that your system ran out of memory. You will be allowed to continue, however, it is recommended that you either reduce your video settings until this message no longer occurs or you will be asked to restart the game with lower video settings. If you ignore this error and continue playing without altering your settings you will likely encounter texture corruption and/or system instability.

Automatic Video Settings Fallbacks: When an advanced video setting fails to apply, the setting may be set back to a safe default. Anti-aliasing will fall back to NONE if the allocation of a multi-sampled FBO fails. Texture Cache will fall back to SMALL when the allocation of a large texture cache fails. Texture Detail will fall back to OFF when large page table allocations fail. On failure, these settings will automatically fall back to safe values without the need for user input.

Patch Changes / Fixes
-----------------------------
- Fixed crash from potentially having stale transcode jobs in flight when switching between texture cache sizes.
- Fixed crash from using SIMD optimized memcpy with a PBO pointer that is not 16-byte aligned.
- Fixed GPU transcode option always turning off when restarting the game.
- Fixed progression in Dead City where player could not advance through sliding door en route to the defibrillator upgrade.
- Fixed CPU feature detection.
- Fixed issues with launching MP by using double quotes around path name.
- Fixed lack of texture detail on parts of the screen at high resolutions due to limited feedback analysis buffer.
- Fixed thread stack space usage and freed up 700 MB of virtual address space.
- Re-enabled UBOs.
- Adjustments to default VDM values for balance.
...