Friday, February 1, 2019

Jaga's Guide to Quake 3, Part 5: Basic Strategies


    The best way to get better at Quake 3 is to simply play it, practice, and learn what works from experience.  However, the nature of this guide is to help people improve with minimal frustration, so here's some simple movements and strategies you can use to improve your game.

Wednesday, January 30, 2019

Jaga's Guide to Quake 3, Part 4: The Guns

(Images provided by QuakeWiki)

    You have an arsenal of nine weapons that form the heart of the game.  Each has their own strengths and weaknesses, some more so than others.  It's worth getting familiar with all of them - even your starting Machinegun can be a frag winner in practiced hands.  Scroll through your weapons with the mouse wheel.  If you run out of ammo, you'll automatically switch to the biggest gun you have besides the explosives.

Saturday, December 29, 2018

Jaga's Guide to Quake 3, Part 3: The Basics

PREVIOUS PART: Running the Game
(Images provided by QuakeWiki)

    Q3A's gameplay is simple on the surface.  You see something, you shoot it.  There's more to it than that, of course, but most of the game boils down to this simple pointing and clicking.

Friday, December 28, 2018

Jaga's Guide to Quake 3, Part 2: Running the Game


    Quake 3 was released in 1999 but has managed to keep its popularity for nearly 20 years.  This also means the original code is quite old and might not play nice with modern systems.  Fortunately, id Software also released the source code to Q3A, and with it fans of the game have created new engines to play with.  I'll be covering two engines in this guide, ioquake3 and Spearmint.  I recommend these two for a minimum of hassle, but if you're intent on using the original engine, official patches are available.
    Without further ado, let's get started!

Jaga's Guide to Quake 3, Part 1: An Introduction

I'm a member of the resident games-and-anime club on campus that hosts a video game night every week. The floor is mostly dominated by Smash Bros. of various flavors and the occasional appearance of BlazBlue, but I've tried getting people to play my sorts of games - old school first-person shooters. Specifically, Quake 3 Arena. During the matches, I inevitably notice some players getting creamed by the others simply because they aren't familiar with the game - I don't want their first taste of Quake to be one of utter frustration.

On that note, I've decided to write this guide to help players understand Q3A better and just have more fun playing every Monday night. Check this post as more parts are added to the series. Parts may be updated as well as I learn new information about the game.

PART 2: Running the Game
PART 3: The Basics 
PART 4: The Guns
PART 5: Basic Strategies

Thursday, November 22, 2018

Happy Thanksgiving

May your day (and stomach) be filled with delicious food and the warmth of good company.  Happy Thanksgiving!


Tuesday, September 25, 2018

Fractured Particles - Lexi Sketch

A quick sketch of Lexi from Toolkitz's wonderful world of living pixels.

Toolkitz is a fantastic dev who makes games to stretch the imagination - my favorite work of his is Fractured Particles, along with its companion game Fractured Layers.

He's also published a game on Steam, Magical Star Pillars.  It's a fun romp, puzzling your way across a chain of islands and finding companions as you go as you investigate the machinations of a mad AI.

Needless to say, I'm a raving fan.

Thursday, July 12, 2018

Malkhar on Hiatus

Malkhar isn't actually on hiatus, I can never get that project off my mind, but for now I've deleted the Github repository where I was keeping the work-in-progress engine.  Malkhar's engine was a mess for many reasons, and I've decided to take some time to rethink the game before I bring its code back into the public view.

That being said, I have started work on a new engine for the game and possibly other, future projects.  The working name is Quadra.  It's going to be a tile-based engine inspired by the Doom engine and other old FPS engines.  Beyond that, I can't say much, other than the initial version will be coded in C++ and SFML, and as such is a huge learning experience for me.

If you really want to see the old, atrocious Malkhar source, leave a comment below.  In the meantime, I'll (hopefully) continue posting art and story updates for Malkhar here.


Thursday, June 21, 2018

Exo-Force Revamps

Continuing my streak of mechs, here are three Exo-Force revamps: the Iron Condor, the Blade Titan, and the Sky Guardian.

Exo-Force, for those unfamiliar, was a toyline created by Lego based on mecha anime.  Four pilots - Hikaru, Takeshi, Ryo, and Ha-Ya-To - fought against an army of robots led by Meca One.  It ran for three years, produced an absurd amount of sets, a comic series, and ridiculous brightly-colored anime hair for your minifigs.  While I've never been able to get into anime, mecha or otherwise, I did love Exo-Force, ludicrous hair pieces and all.

(I always thought the hair bore an uncanny resemblance to pufferfish and sea urchins, but that's just me)