Wednesday, December 28, 2005
Regarding "the sandbox"
Hardware/software woes: I've hit several snags which aren't quite worked out yet. Apparently, the last update Bioware released (1.65 -> 1.66) conflicts with my out-of-the-box video card, crashing the game every 5 to 15 minutes. It took me a few days to realize that this was the problem, so I wasted some time trying to "optimize" the hakpak, taking it from 50 meg compressed to 18 meg compressed. Play-testing on my parents computer, though, I realized that not all machines accept DDS formatted textures, which are 10% the size of TGA formatted textures, so I went back and plucked all of the original textures out of the components I had monkeyed with. I've accepted the fact that I'll be putzing around with the hakpak for a while, and will continue to do the actual building of the module, when I see something wrong with the hakpak I'll go in and turn a couple of screws. I plan on e-mailing Bioware to see when the graphics card bug will be resolved, if ever.
Treasure types: I made a new treasure type system! It works great, and provides a large and varied gamut of stuff that is appropriate to each individual monster. Each monster has a treasure code attached to it, so no longer will all members of a population be carrying the same distribution of stuff. (Which leads to the perception that goblin society is rather egalitarian, with an even distribution of wealth... Where do I sign up?)
Monster looting: Unfortunately for our heroes, what goes around comes around; I was brainstorming and I decided that if I were DMing, and a PC was left comatose with a group of goblins, he'd probably awaken to find that they took everything, even his socks, and that his mouth was stuffed with any number of unpleasant things. Monster looting works as follows: Certain types of monsters will loot, others won't. Unintelligent undead, animals and giant insects will never loot. Goblinoids and brigands will always loot. If looters are left, unthreatened, with a dead PC, they will take turns taking items and gold from the body (1d4 items and half-the-gold, per looter). This takes roughly 30 seconds per looter, creating a buffer in which the looting session could be broken up by passing adventurers. Items looted go into the monster population's treasure type, to show up again later, usually on the tougher members of the population. Looted items will carry over session to session. Also, because of the new A.I. I installed, the items will likely be used against the PCs. There's a "safe box" system back in town, monster looting should encourage PCs to use it.
The new A.I.: I installed this code package yesterday, mostly with an eye towards making hirelings more useful, rather than the money draining liability they were before. The change made monsters attack PCs that were "bleeding to death", though, so I had to tweak the module's "On Dying" routine. Now the module puts a DC 100 Sanctuary spell on bleeding characters. Tacky? Yes, but it has the same in-game effect as making the monsters neutral to the PC; Which is the less intrusive method, but it no longer works. Otherwise, with the new A.I., monsters will meander about, and sneak if they have the skill.
A new quest system: An automated quest system has been Jason's major request since the beginning of the project. The problem was that I couldn't tie quests to places, because the structure of my module was far too chaotic. An example: Let's say a low-level PC is quested to retrieve an item from a cave infested with giant ants. Fair enough, but before the PC arrives at the cave, someone traipses through and thins out the ant population enough that a high-level undead army nearby is able to take over the cave. Now the low-level PC has this quest that leads him to his death. Not cool. With my new treasure type system, I can attach quest items to monster populations and not places, which is also far more fertile in terms of story. I've yet to work out the details for it, but it should only take a day or two.
Okay, I'm going to get back to work on this... I'll check-in later.
Sunday, December 25, 2005
Polish your magic mirror, or something
Link, via Science Daily
P.S. I hate Christmas.
Tuesday, December 20, 2005
Computational origami
The father of modern origami practice was Akira Yoshizawa, who, in 1950s Japan, brought a new technical perfection and creativity to what was considered a colloquial diversion. Robert Lang is the main contemporary proponent of computational origami, using his expertise to solve engineering problems when he is not working on his paper sculptures. He's written a program that will take a desired 3-d model and translate it into a foldable pattern printed on a paper, called a crease pattern. When viewed side-by-side these crease patterns resonate with their solutions.Link to Robert Lang's homepage
Link to audio of a speech by him
The NY Times had an article some months ago on computational origami, though it is now lost in the bowels of their subscription service.
Leeroy Jenkins is the man
-ALSO, funny that a character can make it famous and become a jeopardy question. I bet his "Leeroy Jenkins" character is worth a lot just because of the name. Who know's? maybe other people will start calling their character's leeroy jenkins2, 3, 4 or Join The Leeroy Jenkins Corps or start a cult following, "the sons and daughters of Leeroy Jenkins."
Saturday, December 17, 2005
Finally the Democrats get something done.
WASHINGTON - In a stinging defeat for President Bush, Senate Democrats blocked passage Friday of a new Patriot Act to combat terrorism at home, depicting the measure as a threat to the constitutional liberties of innocent Americans.
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a step in the right direction, but the Democrats need to stop dragging their asses and get Bush impeached. (my opinion)
Friday, December 16, 2005
The Economist on virtual worlds
"Mr Castronova's thesis is that these synthetic worlds are increasingly inter-twined with the real world. In particular, real-world trade of in-game items—swords, gold, potions, or even whole characters—is flourishing in online marketplaces such as eBay. This means in-game items and currency have real value. In 2002, Mr Castronova famously calculated the GNP per capita of the fictional game-world of “EverQuest” as [$2 thousand, ed.] comparable to that of Bulgaria, and far higher than that of India or China. Furthermore, by 'working' in the game to generate virtual wealth and then selling the results for real money, it is possible to generate about $3.50 per hour. Companies in China pay thousands of people, known as “farmers”, to play MMORPGs all day, and then profit from selling the in-game goods they generate to other players for real money."This is an interesting article to be sure, though I've heard stuff like this before, just from not as credible a source. I'm not comfortable with the phrase "economics of fun". It sounds sinister.
Link, via ArtsJournal.
Link to "Virtual Worlds: A First-hand Account of Market and Society on the Cyberian Frontier", by Edward Castronova.
Thursday, December 15, 2005
To Bloggers Everywhere, MERRY AXE-MAS
I figured I’d give everyone an image to help them get in the holiday spirit. HAPPY MOTHERF*#%ING CHRISTMAS! Oh, and happy New Year too.
Is anyone else as completely irritated with Christmas as I am? I know we’re told it’s the season to give, but I find myself hating it more and more every year. Every year, I get asked “what do you want for x-mas?” and the only thing I can think of is “I have no idea”. It would be so much easier if people held on to their money and bought themselves something and I could do the same. It would make me much happier.
Wednesday, December 14, 2005
Tuesday, December 13, 2005
Sunday, December 11, 2005
The thunder of far-off battle...
Jason, Matt Dorous and I spent the February through April of this year play-testing these systems on a weekly or bi-weekly basis... Towards the end of that time I started to think about incorporating more simulation elements into my code, like town -specific supply and demand, troop allocation routines, and NPC scouts. I was also planning on going public with the module and post it on a site called Neverwinter Connections. In early May, putting together my thesis show, I was wishing I had made more art in the previous months, what had I been doing... building "The Shield Lands". I took that opportunity to quit working on the module.
This incarnation of "The Shield Lands" will be different. I'm jettisoning my simulation ideas. They'd be cool, but they'd also require hundreds of hours of development and testing. Rather I'm reworking the module to be simply a hang-out for us Astromen, a monster farm. As for gaming cutting into my other pursuits, "I can quit any time I want..."
Saturday, December 10, 2005
Friday, December 09, 2005
Serious Business
They were all spared.
Maggie VanScoyk | Lauren Marsella |
Austin Lee | Bob Gonzales |
Thursday, December 08, 2005
Pac-Man Hat!
Tuesday, December 06, 2005
New Banner by MC Chad Rock
Update: Fuck! I have five pixels of padding on the left hand side I can't account for. Ohhh the pain! The pain!
Update II: It looks like the extra five pixels is not something I am going to be able to remove. If you'd like to update the banner to compensate for it, let me know Chad.
World of Warcrack
Monday, December 05, 2005
Sunday, December 04, 2005
Happy Holidays (Part 1)
Do not forget this must have item for the holidays either!
Upcoming Exhibition
I will be participating in a group show beginning December 22 dedicated to the theme "The Miniscule" at the artist run gallery ESPACIO MENOS 1.
The web page of the artist association that runs the space can be found at www.menos1.com
Friday, December 02, 2005
The Pull The Pin blog...
Thursday, December 01, 2005
GRONK – MADE BY THE CAPTIVE FOR THE FREE
Get ready for the latest in designer street wear, welcome to the world of Gronk. We chose to create what may arguably be the rawest and most emotive brand to hit the streets.
We wanted to give people are real sense of freedom and a product that they could feel. The way we did this is to make the clothes in a real place with real emotions that people would understand.
Gronk involves using established inmate labour within NSW gaols. The inmates make each item of clothing from the ground up under the supervision of the Gronk team. Each piece of clothing has a different saying written inside which is their way of signing off the garment.
Enjoy your freedom.
Wear it, don't make it!
Gronkwear.
At first i just enjoyed the fact that there was a clothing line called "Gronk", but when i saw the tagline it made me laugh. It also says each article of clothing has a different saying inside it. I'm guessing it's things like "Marydale!"
I hear his leading competator is Torgewear.