Friday, February 13, 2015
JasX Games Part 2
By Locke Esgal
In the previous segment, we took a look at how Jasdac Stockholm of JasX Games got his start in creating his different games. Jas had created a game called Fable of the Unknown that took SL by storm, setting the framework that helped create Tentacles in Space. However, it wasn't his first game.
References to Jas's other games do occasionally pop up in the background of BARE maps, but they weren't the only inspirations for some of the games. “Anyways, moving ahead to 2010. A friend and I play Borderlands a lot. I decide I want to make a similar thing in Second Life. Thusly, TiS is born. A new function has been added, llSetLinkPrimitiveParamsFast(), which lets you reduce lag by a lot. Also by implementing a sort of "LOD" which makes monsters only animate when players are near. So TiS is still laggy, but at least it's better than FotU.”
Even with TiS' success, Linden Scripting Language is notoriously limited for such large-scale complex projects. “Some time a few years ago, I stopped selling and took down the remnants of FotU, because it was a security hole. Right now, TiS is the security hole in by back. Going back, it's awfully scripted. But TiS is nonetheless where I got my first popularity, if you can call it that, in SL. It's a really good learning experience, if I see something I like, I tried implementing it. It was fun all around to make, even if it's a pain now.”
“TiS today has 4500 registered users. That sort of game is really not meant for SL, though. It does have some major issues, most of them stemming from it's size and age. High lag, high prim cost, and a steep learning curve makes it not a game for everyone. But it did get some very dedicated fans, and I made enough money to keep going at least.”
Not all of JasX games were the successes we know today. In the next part, we'll take a look at a game that didn't do so well, as well as some more of the well known games. See you next time for Part 3 of the Jasdac interview!