Steven D Podcast Episode 18: Electronic Turmoil Behind the Red Painted Forth Wall (BK3, part 5)

This is a continuation of my ongoing playthrough of BK3, an action RPG that is part of a series developed by a strange young fellow named Yukio Nazawa. This part continues the playthrough’s peculiar nature, introducing some of the following:

Apparently, shooting small iron balls gets rid of hellish demonic spawn better than any exorcism ever could.

Our little hero has a greedy side. Don’t worry, he may have been punched to the ground for this.

This organization we’re fighting may be evil, but don’t worry. They apparently teach their soldiers that they have to come in to my sword’s range sometimes before shooting, if that says anything about their strategical prowess.

Oh! And lastly, should an NPC decide to break the 4th wall, rest assured he will promptly receive a swift gift from the developer’s mighty paintball gun. Yeah, apparently Yukio has had a paintball gun all along, he’s just not used it to help me out so far.

As you can tell, this was one heck of an episode! I hope you enjoy it, and look forward to the next one as always!

Before I forget though, I posed a question. It was at the end of the episode, so I’ll put it here. Should I continue this playthrough next episode instead of waiting 2 more, or should I continue with the different games I have planned for next time? Feel free to share your thoughts by commenting on the episode post, filling in the form on This page, or mentioning [a-t] stevenDPodcast on twitter.

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This is a continuation of my ongoing playthrough of BK3, an action RPG that is part of a series developed by a strange young fellow named Yukio Nazawa. This part continues the playthrough’s peculiar nature, introducing some of the following:

Apparently, shooting small iron balls gets rid of hellish demonic spawn better than any exorcism ever could.

Our little hero has a greedy side. Don’t worry, he may have been punched to the ground for this.

This organization we’re fighting may be evil, but don’t worry. They apparently teach their soldiers that they have to come in to my sword’s range sometimes before shooting, if that says anything about their strategical prowess.

Oh! And lastly, should an NPC decide to break the 4th wall, rest assured he will promptly receive a swift gift from the developer’s mighty paintball gun. Yeah, apparently Yukio has had a paintball gun all along, he’s just not used it to help me out so far.

As you can tell, this was one heck of an episode! I hope you enjoy it, and look forward to the next one as always!

Before I forget though, I posed a question. It was at the end of the episode, so I’ll put it here. Should I continue this playthrough next episode instead of waiting 2 more, or should I continue with the different games I have planned for next time? Feel free to share your thoughts by commenting on the episode post, filling in the form on This page, or mentioning [a-t] stevenDPodcast on twitter.

Need to catch up?

Here are the previous parts!

Steven D Podcast Episode 16: Bitter Irony and Evil Things (BK3, Part 4)

This part of our epic adventure is full of emotional roller coasters for everyone’s favorite King Godlord. Join me as the fight against this misterious organization, who plans to take our city and make it their own, transitions from somewhat serious to a fight of desperation and personal vengence! Perhaps today is the day that King Godlord learns that – not every problem can be solved with intimidation and loud claps of thunder. And sometimes, even the victories that seem tremendous to us all simply aren’t enough.

Don’t worry. That may have sounded sad, but this episode definitely is not. Even in trying times, our resilient character can find the humor in everything – and this is no exception!


This part of our epic adventure is full of emotional roller coasters for everyone’s favorite King Godlord. Join me as the fight against this misterious organization, who plans to take our city and make it their own, transitions from somewhat serious to a fight of desperation and personal vengence! Perhaps today is the day that King Godlord learns that – not every problem can be solved with intimidation and loud claps of thunder. And sometimes, even the victories that seem tremendous to us all simply aren’t enough.

Don’t worry. That may have sounded sad, but this episode definitely is not. Even in trying times, our resilient character can find the humor in everything – and this is no exception!

Highlight!

Well, I thought I’d try something a bit new and interesting. I have picked a section of the episode which I found the most hilarious, and well… isolated it!

Need to catch up?

Well, here are the other parts of the let’s play, so far!

Steven D Podcast Episode 15: Bob the Blind Man Gets a Taste of the Real World

Meet Blind Bob. Well, he prefers Bob, but we just won’t tell him that I called him that. 😀

In today’s episode, I play two games wherein our little friend Bob tries some rather interesting ways of getting around. First he takes a nice, not so peaceful little stroll through the world of Blinded Guide, a funny little game made by L-Works. Without so much as a cane or a guide dog, Blind Bob decides to first walk, then gradually speed up to a full on run, through a sidewalk littered with lethal obstacles. And I, equally blind, get the pleasure of guiding our adventurous little friend!

And then as if that wasn’t enough, Bobby decided to go and drive a car for whatever reason, and use it to plow down some cones. I’m sure you can guess that this is not the careless joyride he was looking for, but I doubt you can guess why. Let’s just say that the people in Oriol Gomez’s Danger on the wheel, *really* value their traffic cones – and knocking them down can and will have dire consequences.

Yeah. I bet you can already see what’s coming before even checking this episode out. Too bad Bob didn’t.


Meet Blind Bob. Well, he prefers Bob, but we just won’t tell him that I called him that. 😀

In today’s episode, I play two games wherein our little friend Bob tries some rather interesting ways of getting around. First he takes a nice, not so peaceful little stroll through the world of Blinded Guide, a funny little game made by L-Works. Without so much as a cane or a guide dog, Blind Bob decides to first walk, then gradually speed up to a full on run, through a sidewalk littered with lethal obstacles. And I, equally blind, get the pleasure of guiding our adventurous little friend!

And then as if that wasn’t enough, Bobby decided to go and drive a car for whatever reason, and use it to plow down some cones. I’m sure you can guess that this is not the careless joyride he was looking for, but I doubt you can guess why. Let’s just say that the people in Oriol Gomez’s Danger on the wheel, really value their traffic cones – and knocking them down can and will have dire consequences.

Yeah. I bet you can already see what’s coming before even checking this episode out. Too bad Bob didn’t.

Steven D Podcast Episode 14: When it All Falls Down (bk3, part 3)

Let me tell you a story: there was once a mayor of a tiny little town under attack who said, “Find a safe place if you don’t want to die.”
And then, he died.
Listen to this rather amusing part 3 of my BK3 playthrough, as I complete the rest of stage 2 and most of stage 3.
Flying lamps? Oh yeah, plenty of those here.
What about bouncing desks that do damage by jumping up and landing on your head? Uh… yeah… those are here too for some reason.
Also, how can a swarm of bees drop glass light bulbs on to peoples’ heads? I guess that also begs the question, how many bees does it take to unscrew a light bulb?
Perhaps most amusing though are the security carts whose idea of stealth is to cut their engines so you can’t hear them — while you’re already attacking them. Apparently they didn’t get the memo that playing possum spares nobody from the tantrum throwing, lightening conjuring, shotgun blasting, evil psychotic maniac mayor aptly named King Godlord.
All of these can be found, and more, in this epic part of our adventure!
As a bonus, something extremely amusing occurs that puts our “good hero” in his place. I just won’t say what it is or when it happens — you’ll have to listen to find out!


Ep 14

Let me tell you a story: there was once a mayor of a tiny little town under attack who said, “Find a safe place if you don’t want to die.”

And then, he died.

Listen to this rather amusing part 3 of my BK3 playthrough, as I complete the rest of stage 2 and most of stage 3.

Flying lamps? Oh yeah, plenty of those here.

What about bouncing desks that do damage by jumping up and landing on your head? Uh… yeah… those are here too for some reason.

Also, how can a swarm of bees drop glass light bulbs on to peoples’ heads? I guess that also begs the question, how many bees does it take to unscrew a light bulb?

Perhaps most amusing though are the security carts whose idea of stealth is to cut their engines so you can’t hear them — while you’re already attacking them. Apparently they didn’t get the memo that playing possum spares nobody from the tantrum throwing, lightening conjuring, shotgun blasting, evil psychotic maniac mayor aptly named King Godlord.

All of these can be found, and more, in this epic part of our adventure! As a bonus, something extremely amusing occurs that puts our “good hero” in his place. I just won’t say what it is or when it happens — you’ll have to listen to find out!

Need to catch up?

Interesting Game Development Updates


Hey Guys,
Steve here.

So I’ve had an idea for a rather unique track building system for S Quad Racing, and it is quickly becoming reality. In this track builder, which is nearly complete as far as current game functionality goes, users are offered two ways of building tracks.

When a user first begins editing a track, they are placed at the starting line, and the builder is in driving mode. In driving mode, the builder works exactly how the game portion works, minus opponents. There is one difference, however. While driving in the builder, a user can hit the P key at any time to enter pause mode. When in pause mode, the car, and all obstacles, are frozen in place on the track. In addition, the turning keys are not used to move the car; instead, they are used to add turns to the track. The idea, is that a user can add either a left turn or right turn of any severity to the track, by pressing the corresponding arrow keys. For example: pressing left arrow once will set the turn type to easy, twice will make it moderate, a third press of the key will start a hard left turn, and the fourth and final press of the key will begin a hairpin left, the sharpest turn possible in S Quad Racing.
When the user has selected the type of turn they want to insert, they would press P to enter back into driving mode, and their car would enter the turn, just as if they were encountering it in the race portion. When the user felt the turn was long enough, they could end it by first entering pause mode, and then pressing the opposite arrow key (if they were working on a left turn, for example, they would press right arrow), until they heard the words “go straight.” Upon entering back into driving mode, they would find that their car was no longer in a turn.

While I’m sure my explanation confused some of you to no end, an audio demonstration of the system will be released within the next week, which should help to clear up some of the confusion.

The second way to add turns to tracks, (the less confusing, more familiar way), is to use the built in track edit menu. This menu can be accessed only within pause mode, by pressing m. Using this menu, players can add or remove turns, change track settings, as well as build structures. The way turns are added in this menu is that the user keys in the start and end position the turn is to be placed on the track, and then the type of turn it is they are adding. As this is the more familiar approach in most other racing games, I figured I’d add this as an option.

Still, even if the user chooses not to use the build-as-you-go method, they can still use driving mode to test and make sure their turns are placed exactly how they want them, making this a unique, flexible, easy to use system.

Besides the track builder, I took out obstacle functionality for the moment. Obstacles are still in the game, but nothing happens if you or an opponent runs over them, as I have new ideas that are, in my opinion, far better than the systems I’d previously implemented. In addition, I finally encrypted all character data, to prevent people from going in and setting their stats to cheat their way through the game.
As it currently stands, S Quad Racing will soon be ready for early testing, which comes as a relief to me, because after 5 months I’m about ready for people to at least try out my work.

Coding aside, I’ve had quite a good couple of weeks. Besides it being Summer of course, I spent the first half of the week hanging out with my friend, and the rest of the time I’ve been doing a lot of sleeping in, working out, and, of course, GAMING!

Thanks for reading,
type you later,
Steve.