Wednesday, September 28, 2005

Software

Ill probably be using these in the near future:
wxWindows and Ogre
to make my game. It will be designed to be cross-platform, partly for the challenge, but also because I want to take advantage of some ideas I recently stole from gamedev.net concerning different game genre/interfaces onto the same shared game world/data set.

I'll be taking the impressionist viewpoint that the subject matter is unimportant.

Tuesday, September 27, 2005

Design

Design work, being able to design, seeing a design at work in reality in your mind's eye...

A link to an article

Systems, control, psychology, interface, aesthetics, black-box thinking.

I don't see the point of redesigning the wheel every time. Actually, yes I do. It helps to refine the design until an optimal solution is found, then facilitates rethinking the problem until an optimal problem is solved, then again finding a new optimal solution.

Skills which seem to have no real application turn into vital societal resources quite regularly, on the temporal scale of social evolution.

Thus marketing training becomes obsolete far quicker than a basic problem-solving technical education. I always thought 'Education' was based on learning literature, language, poetry etc., while 'training' was about acquiring technical skills. Now I think it's the other way around.

Monday, September 19, 2005

Controller

The problem that nobody else has brought up is that it won't improve immersion, but lessen it.

Some love it, some say it's ridiculous, but although I liked it at first, I now have no interest in actually using it. Holding a gamecube controller, you get involved in the game world because you just sit there and move your physical body around hardly at all. This makes you feel like your movement is wholly within the game world and thus your agency feels more present there.

If you're waving a stick around to control your avatar, you're always going to notice it more and thus not be as immersed in the fictional world of the game.

Wednesday, September 14, 2005

Revolution

Computer games surpass movies in terms of spectacle in the next few years. People more and more live their shared lives in a computer game that has rendered their real lives more of a game than controlling their virtual selves, which now has second priority to serving their employer. Real life is third priority. Some are already there. Digital friends are favoured over the organic kind.

Skills and understandings, are only retained in society if they have direct applicability to a cyberspace existence. When the natural equilibrising forces of nature are brought to bear on this situation, people can not cope. Billions die. Those with sharp swords and enough ammunition prevail. The armed forces of most countries are the focus of those with any sort of wealth or power - the best avenue of survival.

They are rejected. Only the strong survive. Post-apocalyptic warzone. I can't see any way to avoid all this. All stories are true. It's happenning again. All creation can be described by this equation:

f(t) = f(x)sin(f(t)) + f(y)cos(f(t)) + f(z)tan(f(t)) + ...