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Tesseract

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About Tesseract

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    JohnWinkelman
  1. Quote:Original post by Schmedly It has been done before... so why not again? http://www.arcade-museum.com/game_detail.php?game_id=10301 Wow, that takes me back. - the bodies of monsters took a while to decompose - touching a decomposing body would kill you - shooting a decomposing body would reset it to "just killed" - trapped myself in many a room that way
  2. Look around here: Emanuele Feronato's site Amit's Game Programming Information Also, the "shootorials" at Kongregate. Start here.
  3. I just installed DokuWiki on a subdomain of my site. I figure that any questions I have, someone else may have too, so I might as well post my notes in a public place.
  4. Google Docs. Lots of documents, spreadsheets, bookmarks, RSS feeds... but no games yet :(
  5. Click the image to play with this one. This is my first go at the "Propagation" portion of the UnOfficial Four Elements Contest. Not complicated; click and drag your mouse around the bitmap and watch the particles spawn and flow downhill. Simple mechanic: each particle sniffs each of the eight pixels around it, and goes toward the darkest one. If the darkest neighbor is the same color as the current pixel, it stops moving. I check the neighbors from upper left to lower right, so there is a bias toward the upper left in case of a tie between more two or more neighbors. Adding vector data to the particles will take care of that. It will take a lot more work to make this usable in a game. It also gave me an idea for making a simple erosion simulator which will make the terrain much more realistic...if it works.
  6. I haven't had much time to code this past week, but I have thought quite a bit about how the different parts of the game will fir together. Right now I am sorting out the logic of re-creating a biosphere from scratch, and how the elements of propagation and evolution will fit in. Research has led me in some interesting directions; I picked up a college text-book on botany, and spent a good long time browsing Wikipedia, specifically looking at Ecological Succession. I also grabbed a book called Where Our Food Comes From: Retracing Nikolay Vavilov's Quest to End Famine. Put together, these sources prompted me to change the focus of my game, from re-starting a global ecology, to something much more local - create a regional ecosystem, over the course of some decades or centuries, which will ultimately be (a) self-sustaining, and (b) be able to support a population of recently-thawed humans. Yeah, the basic story/plot is kind of weak at the moment, but the technical issues with putting such a game together are quite interesting. Because I have no experience in ecology, biology or botany, I found myself at a loss as to where to begin. So I have started an exercise which has previously helped me make sense of information architecture problems: make a long list of simple, declarative statements, then order them, add to them, and flesh them out, until I have a design document. Here is my "ecology" list at the moment: All plants require sunlight. All plants more complex than algae require a solid surface for growing All plants have chlorophyll, which reacts with sunlight to create nutrients Algae scattered on ice will trap sunlight, and heat up enough to melt ice Lichen can grow on bare rock Moss can grow on bare rock and in minimal soil Plants growing on bare rock will begin to erode the rock, creating sand. When plants die, they mix with the sand to create soil The more complex the plant, the more nutrients it needs to grow The larger the plant, the stronger its root system needs to be. Taller plants need deeper roots. The more surface area a plant has, the more sunlight it collects. More leaves mean the plant needs to be either wider or taller Faster growth means faster propagation Faster growth means shorter life Faster growth means more fragile plant Plants can propagate by water, wind, or mechanical means Plants which propagate by water can only propagate downstream Plants which propagate by air can only propagate in the direction of the wind Plants which propagate by air can disperse to a wider area Plants which propagate by water propagate more densely in any given area Fitness is the likelihood that an individual will produce viable offspring Plants need to reach a certain maturity before they can reproduce Plant populations need to reach a certain density before they can effectively propagate plants need to reach a level of complexity where they create fruit before they can be considered food plants plants which contain sufficient nutrients to be worthwhile as food must get nutrients from the soil Obviously this list is simplified to meet the needs of the game. I am sure any botanists reading this are shaking their heads. Anyway, I consider it a good start. More updates to follow.
  7. Tesseract

    [UFEC] Unofficial screenshots thread

    Screenshot of the world map/tactical map prototype, updated from an experiment I worked on over a year ago.
  8. Wow, has it been a long time since I posted here. The Unofficial Four Elements Contest ("UFEC") brought me out of hibernation, and has inspired me to put together a casual game. Here are the specs, thus far: Title: Thaw Platforms: PC/Mac/Linux Technology: Adobe Flash Requirements: Flash Player 10, for web release version. Genre: Simulation/Strategy Type: 2d/top down Players: 1 Story (at the moment): You have been awakened from cryo after a cold snap which left the planet encased in ice for a great many years. Using what is left of your technology, you need to start seeding the planet with the basic necessities to re-start the global ecology, starting with the simplest of plants and working up to a self-sustaining biosphere which can support humans. Along the way you need to establish local ecologies which can flourish in a post ice age/apocalypse environment. This includes specifics like creating energy sources, melting through the ice, discovering caches of seeds and DNA remnants, engineering new species for the new climate, and finding out why things ar eso much worse than the Powers That Be expected them to be when they put you in the freezer. I am still working out the fine points of this. I want it to be story driven as much as it is even driven, with the plot unfolding as the player makes decisions and begins to alter the environment. It might be much too big a game for a five month contest, but with appropriate use of procedurally- and user- generated content, I should be able to get something done. This will be the third Four Elements competition for which I have started a game. I will be taking ideas from those projects, plus myriad code snippets from several years of experiments and projects, and see if I can get something together by the end of March which people will want to play. My first step - and the only one, so far - is to set up a structure which keeps the event listeners to an absolute minimum, so I can eliminate the possibility of conflicts before the first screen is created. To that end, I have created two simple delegation methods - one which listens for timer updates and the other which listens for keyboard input. These functions receive the events, figure out the current state of the game, and forward the event to the appropriate manager. Code is here: private function mainLoop(e:TimerEvent):void { switch(GAME_STATE) { case "travel": worldManager.update(); break; case "manage": technologyManager.update(); break; case "fight": combatManager.update(); break; case "dialogue": storyManager.update(); break; default: break; } e.updateAfterEvent(); } private function onKeyEvent(e:KeyboardEvent):void { switch(GAME_STATE) { case "travel": worldManager.receiveKeyboardEvent(e); break; case "manage": technologyManager.receiveKeyboardEvent(e); break; case "fight": combatManager.receiveKeyboardEvent(e); break; case "dialogue": storyManager.receiveKeyboardEvent(e); break; default: break; } } With that simple structure in place, I don't have to worry about different parts of the game falling out of synch, or constantly turning listeners on and off in different parts of the game, depending on what the user is doing at any given moment. It is easy to expand this system as the game becomes more complex, and debugging is greatly simplified. Also, it requires a lot less code. One caveat: I have not actually built a system like this before, so I don't know if there are any hidden traps in this approach. Time will tell. I occasionally post screen shots in the UFEC screenshot thread, and will post updates to the progress of the game itself in its own thread. More development-specific updates will be posted here. Well, heck. I will probably just post everything here.
  9. Tesseract

    [UFEC] Unofficial screenshots thread

    Screenshot of a generated map. I'm taking lots of pieces and parts of three years of experiments, and seeing if I can cobble together a workable game. So far, so good.
  10. Tesseract

    RPG Spell Brain storming

    Don't forget that one of the hazards of teleportation (teleporting into a solid object) makes it an extremely powerful weapon. You could teleport a rock into someone's head, or teleport someone into a wall, or (my favorite) teleport a bunch of bees into someone's lungs. Or even just teleport someone hundreds of feet into the air, or teleport a big rock into the air over someone's head. Actually, with some careful planning, you could probably make a good game around that one power.
  11. Tesseract

    [UFEC] Business side of UFEC

    If we have more than one Unofficial Four Elements Contest won't that make it kind of ... official?
  12. Tesseract

    [UFEC] Thaw

    Title: Thaw Platforms: PC/Mac/Linux Technology: Adobe Flash Requirements: Flash Player 10, for web release version. Genre: Sim/Strategy Type: 2d/top down Players: 1 Story: Kind of vague at this point, but it will involve the player being tasked with re-starting a planetary ecology after the Earth is locked in a global ice age. The player will have to dig through the ice to find remnants of plants from hundreds of years ago, and clone them and modify them to fit the new environment. The player will have to set up mini-habitats to give the new plants a chance to grow, and eventually thrive and begin to re-populate the globe. Or something. I want the game to be very story-driven, with several possible paths through the game. I have been working on a story engine inspired by Inform, which I hope to complete and implement in this game. Update notices will be posted here; detailed information, code and screen shots will be posted here or on my GD.net journal, and playable demos will be posted on my personal website.
  13. Tesseract

    Four Elements - Unofficial Contest?

    Well then, let's add "earth-air-fire-water" to the element list and see how it fares in the voting.
  14. Tesseract

    Four Elements - Unofficial Contest?

    Quote:Original post by Raptor85 Quote:Original post by Acticore We could also return to the Four Elements content's roots and use the original elements (earth, fire, wind, and water). They've worked well before. I'm mainly afraid that this contest will be only a little better than the last one based on the element sets we're currently voting on. I like that idea, IMHO the best contests with the best results came from using those elements. This does raise an interesting point, that maybe this could be an opportunity to "reboot" the 4e contests...
  15. Tesseract

    Four Elements - Unofficial Contest?

    It seems to me that the judging criteria is not as time-critical as getting the elements and basic rules in place. The contest starts in two weeks, and the judging will start in six months. Not that the judging isn't important... I just would hate to see the contest delayed over this issue. We have half a year to sort out the details.
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