colepowered.com Report : Visit Site


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    Server:Apache...

    The main IP address: 37.148.205.129,Your server Netherlands,Amsterdam ISP:Go Daddy Netherlands B.V.  TLD:com CountryCode:NL

    The description :toggle navigation colepowered i make games! concrete jungle older projects bug report/support contact colepowered the game development adventures of cole jefferies. shadows of doubt devblog #6: first...

    This report updates in 04-Aug-2018

Created Date:2010-04-26
Changed Date:2016-09-19

Technical data of the colepowered.com


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Latitude: 52.374031066895
Longitude: 4.8896899223328
Country: Netherlands (NL)
City: Amsterdam
Region: Noord-Holland
ISP: Go Daddy Netherlands B.V.

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toggle navigation colepowered i make games! concrete jungle older projects bug report/support contact colepowered the game development adventures of cole jefferies. shadows of doubt devblog #6: first person adventures shadows of doubt devblog #6: first person adventures july 30, 2018 colej comments 5 comments shadows of doubt is a first person detective simulation game set in a procedurally generated and fully simulated city. as head of the police detective department, it’s your job to organise your sleuths and track down ai serial killers before they strike again! read previous dev blog entries here . this week has been hugely productive– following on from last week, i’ve implemented basic interiors so you can now go inside every building (complete with stairwells). that’s not to say interiors are anything like complete- there’s no furnishings, doors, or really anything of note, just rooms decorated in a sickly green striped wallpaper. however, the rooms even existing in 3d space is a nice milestone. i’ve had to start thinking about the culling techniques for the game, as the game can’t possibly render every single room in every single building across the entire city at once. i’ve been able to appropriate my pathfinding/grid system to help me here, as interior space configurations are massively simplified by being on an internal 5×5 grid system, it’s able to help the engine know what to render and what to skip. the streets are rendered from inside a building, so you can see out the windows, but not vice versa. the only exception to this rule is the ground floor, which is rendered at street level, so it’s possible to have things like shop storefront windows which you can see into and out of. i’m happy with this compromise as it’s generally pretty tough to see into a window above the ground floor if you’re in the street. i love the effect of the voxels creating such harsh shadows in the stairwells. it fits the noir theme perfectly! after my graphical production spree, i’ve now settled back into coding the gameplay. the main reason for this is to get something at least semi-playable i can demo pretty soon. i’m finding the pieces are finally fitting together a little more. the complete simulation of detective cases gels well with the player being an active character in the world. for example; don’t want to spend several in-game hours dusting the crime scene for prints? no problem- just leave it to your other detectives while you track down a lead. you might, want to question the prime suspect, but also canvass all of the neighbours to leave no stone unturned- again, not a problem, just leave the boring stuff to your minions! if there’s nothing for your other detectives to do, that’s not a problem either- they’ll sit back at the office and generate ‘paperwork’, which is a resource you need to unlock various orders (for example obtaining a search warrant). essentially it’s going to be a first-person detective game which allows the player to focus on the more interesting side of detective work. it’s also going to be possible to do the opposite and be the one sitting back at the office, passively generating the paperwork resource, while you simply order your detective teams to do everything. i’m going to draw a line at combat though. stealth, sneaking about and tailing suspects are definitely on the cards, but combat not so much. if i do ever decide to explore it, it would be a minor part of the game, so just to reiterate- this isn’t a shooter. one decision i’m stuck on is what to do with the old default view; the isometric camera. as you can see below, the game looks great from this view, but sadly i cannot find much of a practical use for it. currently, it’s been taken out- the first person camera being essential for exploring, while the top-down camera is better for navigation and a general overview of the city. you can switch between them seamlessly with the f key. what the top-down camera can’t do, however, is differentiate between different floors in a building. this could be where the isometric camera is useful. the isometric view: pretty but not practical for anything right now! lastly, with the focus now back on gameplay, i’ve been working on a first-person object interaction system. i’ve taken some inspiration from the original deus ex and system shock here, as i’m sure anyone familiar with them will no doubt recognize. maybe it’s my own nostalgia, but in my opinion, it remains the clearest graphical way to interact with the game world. not having a first-person weapon to design around frees up both mouse buttons to become available for world interaction- i’ve not quite figured out the rules for this yet, but it gives me some freedom in that respect. in the week ahead i’ll be continuing to evolve the gameplay. my first gameplay milestone involves having the ai killer murder someone, have the crime be reported, and then for the player to be able to visit the crime scene and find various bits of evidence. follow shadows of doubt devblog #5: pivot! shadows of doubt devblog #5: pivot! july 21, 2018 colej comments 0 comment shadows of doubt is a detective management/simulation game set in a procedurally generated and fully simulated city. as head of the police detective department, it’s your job to organise your sleuths and track down ai serial killers before they strike again! read previous dev blog entries here . sometimes you can judge how hard i’m working on the game by lack of my blog updates, it’s fair to say that’s been true recently. i’m rallying to get something presentable and playable to some extent by late summer. it’s always been my personal game dev philosophy that i’d rather make games that are too ambitious for their own good, rather than under-ambitious. this project is not an exception. despite my enthusiasm, however, so far the ‘game’ part has always seemed off. i love a good management game, but i guess a big reason why detective games and management games haven’t crossed paths before (to my knowledge) is that… well, it’s pretty fun for the player to do the detective work, not leave it to a team of minions! the game needed an injection of excitement in order for me to clarify where my ideas were heading… in the last update, i mentioned about putting a first person controller inside the 3d city that i’ve constructed, just to get a sense of what it would be like to explore the city from street level. although my original idea for the game certainly didn’t require that, part of what makes development fun for me is trying out those ideas. it’s been a huge amount of work to create this simulated city and population, and i thought it a shame that you can’t really feel ‘among’ it with a top-down camera perspective. i only really started with the overhead perspective because it’s typically part of the management game genre. often the reason for that is because the player is required to build things– that’s not the case here, so it seemed ripe for experimentation. shadows of doubt: a first-person detective sim! this is about the latest in the project i can comfortably change something as fundamental as this without having to remake a lot of things. the first person perspective is more of an addition than a change. i still want to keep the framework that i’ve made involving the procedural cases, population etc and even most of the management aspects. you can still pause the game at any time and interact with all the case files, as i’ve shown previously. the key difference being the player is now the detective . you’ll still need your team of professionals to complement you- (eg forensics experts, ordering dna tests, autopsies etc). but you’ll be visiting the crime scenes, questioning and pursuing suspects yourself and generally being more a part of the world in addition to having that slightly lighter management role. those building lights aren’t at all random; it actually means the light has been turned on in that room (meaning likely some

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Whois Information


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Domain Name: COLEPOWERED.COM
Registry Domain ID: 1594458398_DOMAIN_COM-VRSN
Registrar WHOIS Server: whois.godaddy.com
Registrar URL: http://www.godaddy.com
Updated Date: 2016-09-19T10:30:30Z
Creation Date: 2010-04-26T19:33:34Z
Registry Expiry Date: 2018-04-26T19:33:34Z
Registrar: GoDaddy.com, LLC
Registrar IANA ID: 146
Registrar Abuse Contact Email: [email protected]
Registrar Abuse Contact Phone: 480-624-2505
Domain Status: clientDeleteProhibited https://icann.org/epp#clientDeleteProhibited
Domain Status: clientRenewProhibited https://icann.org/epp#clientRenewProhibited
Domain Status: clientTransferProhibited https://icann.org/epp#clientTransferProhibited
Domain Status: clientUpdateProhibited https://icann.org/epp#clientUpdateProhibited
Name Server: NS47.DOMAINCONTROL.COM
Name Server: NS48.DOMAINCONTROL.COM
DNSSEC: unsigned
URL of the ICANN Whois Inaccuracy Complaint Form: https://www.icann.org/wicf/
>>> Last update of whois database: 2018-04-25T16:49:32Z <<<

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  REGISTRAR GoDaddy.com, LLC

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  SERVER com.whois-servers.net

  ARGS domain =colepowered.com

  PORT 43

  TYPE domain

DOMAIN

  NAME colepowered.com

  CHANGED 2016-09-19

  CREATED 2010-04-26

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