Saturday, December 01, 2001
|11:20 PM|
Okay, I'm making the following text the same color as my backround so that you can avoid Return to Castle Wolfenstein related spoilers. What the hell was up with the last boss? I was told how he was completely impossible, and that it was a stupid way to end the game. Well, it was a stupid way to end the game, but instead of this incredible fight or challenge, I beat the boss in basically one try. I did die on that level once, but since I didn't even see the boss before dying it doesn't really count. Circle strafing, the entire stock of Tesla Gun ammo, a couple rounds from the chaingun, and I end it all with a single blast from the Flame thrower purely for style points. That's it. End of fucking game. You don't fight Hitler, you don't fight Himmler. Hell, you don't even fight anything remotely Nazi for the endgame. That's a load of total crap. The boss was neither impressive nor innovative. A large portion of the damn game was innovative, and exciting. The boss was neigher. I'm highly dissapointed. I'm going to purchase the game for it's multiplayer aspect, so once I've paid money this griping will be legit.


It really shouldn't be impossible to make a decent boss for a First Person Shooter game. The bosses I've seen recently (last 3 years) usually relied on a incredibly shitty methods of being hard. A boss should be difficult in a way that is not frustrating. You should feel that if you get a little faster or better at a couple of game skills you will best the boss. You shouldn't have to get lucky and spend the whole boss fight doing something stupid. When you have to "cheat" the game (Like relying on a path finding problem on the boss's part) you aren't having a good game experience. And why do bosses have to be big? Why not have a boss character that is just as hardcore as the player character, with the added advantage being the new weapon in the game, or perhaps a bunch of fodder enemies? You have another soldier who has basically your stats (Health, speed, accuracy, weapon loadout) and then you are putting your game AI against a player's skill. I have played games where the game AI was very impressive, playing the game better than other humans would. An example of this is the marines from Half Life. They'd dodge, run behind corners, flee towards re-inforcements, and avoid going toe-toe against your superior firepower whenever they could. A boss controlled by AI like that but with the firepower to match yours would make an impressive boss.
"But if I wanted to fight a character like me I'd play multiplayer"

Hmmm. Well, I'll just have to come up with a new kind of boss then. Give me some time. I should talk to good old Bezzy and JP about this.




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We need one created for the years, and then the months. The months are the /////tricky ones, since they need their ID to increase more than the years, but since the functions keep referencing ///// the same name system, we have to be careful not to make the years close up when we click on a month. ///Set some Variables $YearMenuID = 1; /////What ID the preceding year link controls. Needs to be same for all the months under a given year. $MonthMenuID= 1; ////What ID the preceding month link controls. Needs to be the same for all the weeks under a given ////Month but not the same as any year, etc. $LastYearUsed = 0; $LastMonthUsed = 0; echo '
'; /////That should be the "Year" div. All the years should be in this one DIV. ///Start the main loop. foreach ($myDateArray as $key => $value) { ////Pulling the year/date. $month = ExtractMonth($value); $year = ExtractYear($value); $YearMenuID = $year; $MonthMenuID = $month; $PrettyMonth = $MyDateArray[$month]; ////Is this a new year? If ($year != $LastYearUsed) ///Then we need to put the year down. No DIV created quite yet. { ///First off, we need to close the preceding year's DIV. Twice if it ain't 2001 if ($year != 2001) { echo '
'; } echo '
'; //That should close up the previous year. ///Say this is the swap from 2001 to 2002, that should close up the 2001 links. ///Problem is, we also need to close up the final month links too. /// echo '
'; //We Need to set the $YearMenuID $YearMenuID = $year; $MonthMenuID = $month; ///Now it should be different than other menu items, but the same for all parts of this //year's DIV. ///This all needs to be in HTML. print<<<_HTML1_

$year

_HTML1_; ///Okay, so now we have a year link that controls...nothing. We need to create a DIV ///For it to control. Since this is the first year, We also need the first month to be put down, no matter ///what. ///So a DIV for all the months is needed. print<<<_HTML2_
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