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TLH14

Member Since 30 Sep 2012
Offline Last Active May 11 2015 09:40 AM

Posts I've Made

In Topic: The Value of Worldbuilding

10 May 2015 - 02:35 PM

Think of a world as a collection of stories, even if you only ever explore that world to tell one of them. A living world is one that has history to it, one that wasn't constructed for the purpose of telling a story, but one that stories are born into; everything that happens in a living world is built upon the consequences of what happened before. Now, this doesn't mean you have to create your world in a linear fashion, but you must keep everything in line so that all of your world's stories are believably set off by the stories that preceded them.

 

Visit your world constantly, and ponder the stories it holds that you don't even plan on telling (not that you can't; with enough time you could conceivably tell the whole story of a single world, though it might end up being your life's work). If you have a story that you don't originally plan on being a part of this world, examine it deeply and question whether or not it truly doesn't belong. Realize that all around you, in our own world, there are billions of stories going on at once and not all of them quite mesh with each other. Consider that then consider just what it takes for a story to be a part of your world, and you just might realize there's more going on in your world than you first thought; that will help make it more realized.

 

Unfortunately, there's just no way that this process won't take a lot of time; I've been exploring my own world for over 7 years now, and I'm barely even ready to begin telling its stories. Fortunately, it doesn't take very much time or resources; you just need to have this all going on in the back of your mind, keeping note of everything that happens for when you're finally to share your world with this one. My recommendation to you is that you don't fear telling what will seem like a single story at first. Once you build upon that, in time, what was once a story will become part of a larger world, and you'll have that magic in the long run, even if things don't look that way in the beginning.


In Topic: Values/morals in games

21 March 2015 - 02:53 PM

What makes values/morals in games such a conflict?

 

They are?

 

 

A game is as much a medium of expression as a book or movie. In olden times, good values were common, because society respected good values. 

Now any type of good values expressed in games is looked at as religious.

 

I can think of a number of books and movies that are looked at as religious; the example that comes to mind which covers both mediums is The Chronicles of Narnia. I love both the books and the movies, but I wouldn't say they're merely expressing values; they're religious, it is an aspect of their being. Whether or not that's a good thing depends on your audience.

 

 

What type of game should I make? Well, if I want it to be popular, I have to appeal to the mass opinion, which is at least some bit of violence or sexual reference?

 

No, not at all.

 

 

Or maybe I should make the game I want to make, and make it for my sake, irrespective of the potential backlash?

 

Yes, always.


In Topic: Plasticness in Today's Graphics

05 March 2014 - 11:46 PM

So would an HD Crimson Shroud be the game that finally has true photorealistic graphics?


In Topic: What is your favorite videogame and why?

20 February 2014 - 01:45 AM

Link's Awakening, because of the excellent overworld design and item balance, and because of the way the game gets you to interact with the island's inhabitants, giving the story depth through gameplay as opposed to pure narrative.


In Topic: Tiling a Square Room - Algorithm

19 January 2014 - 03:16 PM

A 2x2 room is easily filled as, once the empty square is allocated, the mere remainder of the room makes up a single tile. As you can see from this picture, an empty square can also fit into any 4x4 pattern and it is that top-leftmost 4x4 pattern (herein referred to as the TL pattern) that is key for filling any size room.

 

In this example, the empty square has a coordinate of (2,5) in an 8x8 room. Once the first 4x4 pattern was found, the TL pattern from the previous image was wrapped around it and the pink tile filled in what was left. Another way of looking at the process (I'm unsure as to which is more efficient for an algorithm) is the pink tile being placed on the corner of the 4x4 pattern (this corner is also the center of the room; in larger rooms this corner is at the center of a subsection of the room), followed by the TL pattern wrapping around the pink tile.

 

 

The following process illustrates how to fill a 32x32 room with an empty tile coordinate of (2,19):

 

Divide the room into fourths and find which fourth the empty square occupies...

 

Divide that fourth into fourths and find which of those fourths (a sixteenth of the whole room) the empty square occupies...

 

Repeat that process, finding the empty square's position in a fourth of that sixteenth (a sixty-fourth of the whole room)...

 

Finally, find the empty square in a fourth of the sixty-fourth (a two hundred fifty-sixth of the whole room).

 

The reasoning behind finding the empty square's position relative to fourths is that the room is filled via an inverse process. You might find it more streamlined to simply find the empty square in a two hundred fifty-sixth from the start, but the room is still filled by fourths:

 

You take the empty square and generate a 4x4 pattern around it. This can be done similar to the 8x8 example above. The remainder of the two hundred fifty-sixth that the empty square occupies becomes a tile, then you wrap a 2x2 pattern around that with empty spaces becoming a tile (or have a tile attach itself to the corner of the two hundred fifty-sixth [which corner is determined by being in the center of a sixty-fourth] with other tiles generating around that tile).

 

From there, you repeat whichever process you use to generate an 8x8 square, followed by a 16x16 square, until you fill the whole 32x32 room.

 

This process can be used to fill any sized room presented in your problem, but unfortunately I am not so mathematically minded as to translate this process into an algorithm.

 

 

 

 

(P.S. All of the images in this post were created using MS Paint, so you can take your Photoshop and shove it. tongue.png)


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