Why I Re-Created Gorebagg in Diablo 2 Today

 

Kurt Russell signed this photo, one of several dozen cast-signed shots from the production, including original script.
Kurt Russell signed this photo, one of several dozen cast-signed shots from the production, including a signed original script. I’m trying to get Kurt or James Hong to sign one for Amy — it’s her favorite film!

Teena, if you read this, please ask Jim to sign & send photo, thx.

Yep, I did it; I went into ALL my Diablo II accounts and refreshed them, upgraded characters, settled the contents of backpacks and stashboxes, and in some cases took the character up a level or three, to make sure I wasn’t booted out for switching games too fast, although that did happen a few times in spite of my care.

In all, I’ve rescued about a hundred D2 characters, representing some $2,000 in value of what they carry, and another several thousand hours of gameplay over the past decade or more to bring them to that level.

So, they’re all fine, all doing well, none of them lost, none at all, including my level 77 HARDCORE chars in the EUROPEAN server and another 50 HardCore chars on the EASTERN server and still more, about fifty, in the WEST server, so I’m ready when you are to do Bardo Safaris in D2, and to hand out tons of great drops to those who join safaris. Continue reading

Oh, Boy, Am I Excited!!!

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Oh, boy, am I excited! More excited about anything in GODD since the invention of the Remedy Orb!!! Actually, I’m more excited about anything that’s happened in the past decade in the realm of GOOD GODD™ Orb Training Levels …

After more than 30 years in GODD™ Games development, I’ve brought my skills to the perfection of the ultimate group dungeon experience, and after thousands of constructive failures, I have my first Success. It’s called “Reality Shifter 1”, and is the first of nine Orbs created to train one to cross boundaries and recognize the shift through signs & portents.

That means “if you weren’t paying attention the first time through, no matter how good your memory is, you won’t notice any change.”

My Reality Shifter Orbs teach the Being to see, record & remember. You will gain the skill to see across boundaries of all kinds, including death and rebirth. All will be open to you.

Continue reading

A Season in Hell…

http://youtu.be/QZem64RxwwE?list=UU-9qWA3KipQN1gpeDaspHLQ

Maya was completed yesterday morning. Tonight, we’ll be packing it up for download, and hopefully by the time you read this, the first of my new Adventure Orbs will be ready. Dragon 3D will be an updated version, with new combat and movement and a very advanced particle generator that’s so fast, you won’t feel the drag when you zip past it.

Things are going well in the Orb Department these days. I have a lot of time on my hands the past six months, and decided back in March that I’d try to complete some of the Orbs I started last year. Generally, it takes about a year to get an Orb ready for market.

Tonight, I think I’ll demonstrate the Power of GODD. Continue reading

Invisible Helpers in Orbs

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Hey, quit tryin’ ta break into the separated domains of Orbs, willya??? Those separated domains are the ones with the familiars, elementals, angels and other shamanic helpers. I’ve gone to all the trouble to put them away in spots you can’t get to, and don’t need to, so quit rummaging around where you’re not intended to go. Those guys do their job from where they are, and they neither need nor appreciate your totally unfeline interference. Continue reading

Androids on the March

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Map of First Level in new game “X” — to find out what the game is and more about how to participate in the experiment, tune in to the Inner Circle Workshop (ICW) tomorrow at 6:30 am PDT or wait until someone tells you about it later.

Each of my mobile app games has 25 active levels. Claude has given me tons of great resources that work incredibly well in this tiny gaming environment. It’s easy to see detail in there, because there is none. It’s broad-stroke city, folks. Here’s an example of a screen:

mobileappscreenshot1

This should be about the actual size of your mobile app screen, if I’ve calculated correctly. As I said, there are 25 levels, and each level is crammed with excitement and challenge. I’ve spent the past 6-7 weeks on an average of 10-16 hours a day, totally and unremittingly  dedicated to getting these mobile app games out there, and Claude has been chipping away at the brick wall that is the computer programming field, looking for solutions to online problems, such as sound, which we don’t yet have, but are close to working out. You’ll soon see why I’ve been delving at this, getting my level editing skills back up where they were 3 years ago, when we had to dump the project because the software wasn’t there yet to allow us to slip one of our games into the right “enrobement” for the app stores.

See You At The Top!!!

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On the Horizon…

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I’m juggling several dozen projects all at once here. Number One on my priority list is to get the games running on mobile devices. I will predict here that within the next year, 90% of all internet shopping will be via smartphone, not desktop. It’s almost that, now. We need to get there, and we are all working toward that end. I’ve just completed an all-night project, “Silence”. It’s a game without words and without sound. Why? Because a Mime is a Terrible Thing to Waste.

See You At The Top!!!

gorby

Snap-On Tools for 3D SmartGames

We’ve thoroughly player-tested our TouchGodd® games on browsers. Not only do they work, they’re very popular, but because they can’t really be played on a smart phone, they haven’t received recognition or massive downloads as yet.

One point of some paramount importance: I’ve included a video here on how some people are solving the massive-multiplayer issues of a browser-based videogame, but the real issue here is a combination of ignorance and arrogance.

Continue reading

Valentine’s Day Special — Video Added at Lunchtime…

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Happy Valentine’s Day!!! This is what I’ve been working on intensely, without a single break, all night, since Val delivered the new GODD engine with the RAFT. You’ll note that I’ve bulldozed & plowed pretty much every island in the layout. Some of the higher hills are 30 meters or more. It’s on a shallow inland lake, so if you happen to stumble into the water, you can get right back on land or on the raft without hassle. This is one of several stressbusters I’m working on right now for release with the new RAFT engine. BTW, it is of some note that the raft will also fly like a carpet.

http://youtu.be/TWCqD_SzKdA

See You At The Top!!!

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