Age of Empires Online

If you've ever played AOE (Age Of Empires) in the past you'll know it was one of the best RTS' of its time and still holds up today as a classic. So when Microsoft announced it was working on a new online version I was excited, but what stood out was that they were giving it away for free.

(download)
Free-to-play is fast becoming a popular business model for game developers. Battlefield Heroes and Quake Live were two of the first big titles to adopt it but never saw mass adoption. Now that Valve have thrown their considerable weight behind the it with the popular Team Fortress 2 and rumoured Dota 2, it seems that free-to-play here to stay. But how does it effect the game?

For the first few hours of AOE Online you'd be forgiven for thinking that there wasn't a pay element included in the game at all. The developers have been very careful to hide away anything to do with purchasing until you've grasps the basics of the game. It's only after you've complete the first set of tutorial missions that you're exposed to a purchase upgrade. You're informed that an exclusive item can upgrade your units giving them stat bonuses but at a price, 1840 gamer points in fact, which works out at £15.76. For your money you gain access to the 'premium content pack' allowing you to use rare items, star tech and advisers. Helpfully the AOE website provides a comparison table that makes it easy to see what you get for your money.

The good news it you can pretty much ignore the purchase side of the game if you wish. Casual gamers will have fun with the missions and can play with friends in co-op mode. It's only when you want to get serious with the game do you need to upgrade, and at around £16 that's a lot less than a full retail game.

So far it looks like Microsoft have gotten the balance right with AOE Online. Upgrade purchases aside, AOE Online looks great, is fun and doesn't cost you anything to play. Its hard to complain about that.

Standing on 16-bit shoulders

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With my recent interest in HTML5 gaming I've started replaying some of the classic games from my childhood. The late 80's and early 90's was a golden era for gaming seeing several generations of consoles and home computers enter the market. From the industrious Commodore 64 and the classic NES to the much loved Sega Mega Drive.

Today these old systems have been superseded by more powerful consoles with bump-mapped textures and real-time shadows, but this doesn't apply to HTML5 games that use of the 2D <canvas> tag. Even on a quad-core Mac book pro, it can still be difficult to keep a steady 30fps with multiple sprites bouncing around the screen.

To learn performance and graphical tricks from the 16-bit masters I've gone back and started replaying classic games, but to do this I needed some help from an emulator and a controller adapter.

There are many emulators available for pretty much every device every made, but  as I'm using Fedora Linux it was a little more involved. I own a Wii Classic controller which is a great gamepad for playing old games and wanted to get it working on my netbook. After some searching I found instructions on how to set it setting a USB controller:

 su -c 'yum install joystick'
 su -c 'modprobe joydev'
 su -c 'modprobe iforce' 

After that is was a simple matter of installing Gens, configuring the gamepad inputs and its done. Now I'm happily playing Teenage Mutant Turtles on my netbook using the Wii classic controller and life is good.

SkiFree HTML5 clone

Skifree

Play SkiFree HTML5 clone

Gaming, art and coding are three of the my most enjoyable pursuits. So with the rise of HTML5 and growing creditability of JavaScript I've decided to step into the indie-game development scene with this, a SkiFree clone.  It is my first attempt at pulling all the elements of programming, pixel art and simple game mechanics into a single game.

The next steps are to explore different game types such as 2D scrollers and RGP's, with the ultimate ambition of creating my own game creation.