Back in June one of the Darkwind players, Groovelle, collated a bunch of questions from the players and we did an interview. I was kinda waiting for him to format/edit/sanitise/legalise it but he appears to have disappeared for a while, so I figured I’d edit it myself. So here it is…. the text is all [...]
Archive for the ‘Darkwind’ Category
New Lands, Darkwind-style
April 19th, 2012
sam There has been a very encouraging upswing in creative contributions from Darkwind players recently. Two or three people have been producing really nice new racetracks and wilderness maps, and a particularly well written fiction set in 2060′s Evan is underway. When it’s ready, I’d like to add this fiction to the ‘official’ stories, which currently [...]
Evan Reds
February 4th, 2012
sam Here’s a poster my friend Brian put together with my encouragement last year. There’s some subtle and somewhat biting ideas behind this about post-apocalyptic neo-communism, or something. But I can’t remember what they were.. must be the whiskey. We had a laugh making it anyway. In case you don’t know, the Evan Reds are a [...]
RPS ‘Apocalypse Boutique’ Darkwind Interview
November 20th, 2011
sam Here’s a big, wide-ranging (but mostly Darkwind-related) interview with me just published on Rock Paper Shotgun.. thanks to Nicholas for making the contact: The MMOnitor: Darkwind – War on Wheels
Darkwind: Scavenger is live!
September 8th, 2011
sam Darkwind: Scavenger is now live and available to all subscribers! In case you have been living in Vault 101 and don’t know what Scavenger is all about, here’s a quick run-down: 1. Subscribers can create a Scavenger gang in addition to their regular gang. You switch between the two from your ‘My Gang’ page. You [...]
Darkwind to Return to its Post-Apocalyptic Roots via ‘Darkwind: Scavenger’
July 22nd, 2011
sam Darkwind: Scavenger will be a new (optional) way of playing Darkwind. This will operate as a ‘hardcore’ mode as well as operating as a kind of ‘test server’ for new ideas. THE BASICS Players can run both a normal gang and scavenger gang. There will be an option on the website to switch from controlling [...]
Seriously, why aren’t you playing Darkwind yet?
June 28th, 2011
sam An impressively in-depth review of Darkwind was just written up by one of the admins at Video Game Geek: http://videogamegeek.com/article/7010722
Pathfinding just like those clever humans..
June 18th, 2011
sam This paper discusses the use of empirical cost-surfaces derived from substantial amounts of player-traced movements in Darkwind, for the purposes of improving A* pathfinding by AI vehicles. My core ideas are that (i) there are a number of subtle factors related to both effectiveness and aesthetic value, which definine optimal routes around the terrains, and [...]
Chainsaws, Mr. Redfern!
May 15th, 2011
sam This has to go down as one of the ‘good moments’ in my Darkwind odyssey.. Here’s the background: A few weeks ago, after much discussion, the Rules Council (RC) and I decided to downgrade the effectiveness of the ‘sniper’ specialism for heavy weapons. This was an attempt to rebalance the over-powerful car cannon and similar [...]
Bulletholes
April 7th, 2011
sam I finally got around to implementing bullethole decals that are blended into the vehicle skins in Darkwind whenever they are hit. The code is just a slight rework of that already used for custom decals; the major thing holding me up on this one was the problem of how to know where in the vehicle’s [...]



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