Showing posts with label people. Show all posts
Showing posts with label people. Show all posts

Thursday, May 17, 2012

My Latest Project (or, excuses excuses...)

     Hello readers, I know that you had probably given up on seeing any updates from this blog, but it's not true! I've been very distracted lately, and haven't felt that I had much to say to you, so rather than pester you with filler, I decided to let it go for awhile. I admit, after this post, I may go silent for another while. However, let me fill you in on what is currently taking up my time!

     So, you may not have heard of lulu.com, but it is a self-publishing website. I had an idea for a book a few months ago, and have finally decided to get my butt into gear and start writing. The title of the book is The Expert's Guide To Getting Into (And Sometimes Out Of) TROUBLE I know, it's a long winded title, but I like it. Anyway, it's a book about projects for kids, from building treehouses to fun pranks to pull, to stories to tell younger siblings to torment them for years. It's basically a guide to all of the things that kids used to do when it was okay to climb trees and skin knees.

     For now, that's all I can really tell you, but I have already wrapped out about twenty pages (sans illustrations) and wanted to let you know that I am not dead, but rather, happily busy. Look for more updates on the book as I get closer to publishing, and thank you for being supportive!


An exploded view of the doghouse project from the book!

Friday, February 3, 2012

Hangout Games Pt. 2

Okay, where were we? That's right, my next step was explaining the builder portion of this game.
     Basically, the builder is a simple tile-based system. The creator chooses a size level at the beginning, and from there they are asked to choose an element/theme. This determines the tileset and sprites the creator will be able to use, such as volcanic mine, or dreary forest. There would be a large array of tilesets, and the library would be constantly expanding. The tiles aren't different physically, that is, a wall is still a wall, a rock is a rock, floors are floors, etc. Mostly, the difference is aesthetic. However, there would likely be elements from each them that would be unique, such as cart rails in the aforementioned mines, or foliage overhead in a forest. Every element would be able to be painted onto the map, and the edges would automatically align. So, when a player draws a pool of water, lava or acid (as examples) the edges of that pool would create their own shores. So, the player draws all the elements of their map, including multiple floors, stairs, walls, decorations, raised walkways, and bodies of water. Then the player moves to the puzzle layer of the editor.
     This layer takes care of the elements that adventurers interact with using the action button. The creator is given a palette of objects such as doors, switches and pushable blocks. Each of these behave in specific ways, and are aesthetically adapted to the them of the map.
     First of all, doors. Doors are pretty obvious, so I'll pair them with locks for simplicity. Whenever a player paints a door, lock, or locked treasure chest, they are immediately prompted to place a key for that object. The creators will be given the option to ignore the notice, if they need to, but will not be able to test or publish their dungeon without placing keys for every lock. They may place a key in a chest, in the open, as the solution to a puzzle, or even into the pocket of a monster (I'm getting there, I promise.) There may also be theme-specific components that they may place keys, like a minecart, for example, or the belly of some sort of machine.
     The second element of the Puzzle layer is the puzzles themselves. These are more complicated, if only because there are so many different types of them. In the editor, when the creator decides to place a puzzle, they must first select the obstacle that the puzzle removes. This could override a lock on a door, for example, or even walls. If the creator decides that their puzzle opens a secret passage through a wall, for example, they would draw a brightly colored indicator over which wall pieces would disappear when the puzzle is completed. If, on the other hand, the puzzle say, lifted a bridge from a pool of acid, they would first draw the bridge and then place the indicators over it. Then, after placing the indicators, they would be asked which state is natural, is the bridge there before the puzzle, or does is appear?
      Then they may begin building the puzzle itself, using switches and blocks, lasers, and who knows what all else. one of the tricks is that every switch has a series of options. It's a bit complicated to explain, but in a right-click window (as it would appear in-designer) the options would be simple. the creator would choose which puzzle the switch operates, they would choose which direction it works, (for example, pressing one switch might undo others) and they can decide if the switch must be held down for it's effect to remain. The switches can also be linked to specific indicator colors, so that when say, a player presses one switch, maybe a door opens, but the floor leading to it becomes covered in spikes, so that only a certain combination of switches will create the access the players need. Switches can also be triggered in such a way that multiple switches must be triggered at once to activate them. That would cause players to have to cooperate to solve puzzles. eventually, when the creator has satisfied their puzzle building needs, they can test-play it to make sure all puzzles are solvable. In the test-play mode, they are given "dolls" which they can leave on a switch as a person, so as to test multi-person puzzles.
    This layer also includes story-related events, including events triggered by being in a location, or conversations with npc's. these are created in almost exactly the same way as puzzles, using triggers and actions.
     Then, the creator moves on to the final layer of the editor; monsters.Every style of dungeon has it's own types of monsters that are location-specific. For example swamp-plants in a marsh, or goblin machinists in a factory. However, there are classic monsters that can be called on as well, spiders, lizard-men, slimes, etc. These can be placed one at a time onto the map, using a brush tool. they can be grouped into teams, so that  they wear color-coded clothes/accents and work cooperatively (obviously not all enemies can work together, since swamp plants are likely to operate on instinct). some enemies would come with objects rthat can be placed with them, for example, a Kobold machine-gunner would likely come with sandbags, and the Kobold might even be placed away from his den, to create a race-against the clock element. Another example (and a much more obvious one I should have thought of first) is spider webbing.
     Finally, the player creates a boss fight for the dungeon. The boss fight is created in a separate sort of editor, still part of the main one, but brought up in a new window. In this window, there is a viewing screen, where they can view their boss as it acts through its animations and attacks. Underneath that frame is the editor for it. First, the creator chooses from many sprites of enemy, and even types (Small fighter, classic serpent dodging around the room, giant stationary monster, giant walking monster, etc.) Then after selecting an enemy, and coloring it appropriately, they are given a timeline for it's actions. The timeline is based on hitpoints. For example, if the villain starts with 100 hp, the first portion of timeline could be from 100-75 hp. During that time in the boss' life, they would perform a certain type and number of attacks in a certain order, and move in a specific way. Then, after the hero has done 25 hp of damage, the monster would move into say, it's 75-50 range, where it would perform different attacks and movements. The boss' hp could be divided many times, creating a complex creature. Then the player could introduce Dialogue for the villain, and choose a loot category for it, determining the type of treasure that the villain can drop. In certain sized dungeons, specifically large ones, the creator would be allowed to insert a mini-boss partway through, using the same editor.
     The creator is also able to use pre-built rooms and enemies, which they could drop into place like tiles.

     The last and most important element of this designer (I know, I know, too long, didn't read) is the grading scale. After the creator has finished editing, the click "Publish" They will be prompted for a name, and a description, and given the option to include the dungeon into a quest. Then, the computer takes over. The computer would review the map, looking at things like the number of switches used to trigger puzzles, the total HP of enemies, the level of enemies, and the size of the map, and create a star rating for the difficulty of the map. This is crucial because if the maps aren't ranked appropriately, new players may find themselves trapped in a dungeon that is too powerful, and end up having no fun at all, which is the most important part of any game. However, the difficulty grading does more than that. It allows the designer to create escalation in a campaign, and also determines the quality of items inside of the dungeon. More difficult dungeons obviously earn players more powerful armor, weapons and treasures. Players can also upvote maps after having completed them, and provide reviews, which can also effect the overall rating of the map. The entire game is about creating a social experience that causes players to work together, either in a dungeon, or on a dungeon.
     Hopefully you managed to get through all that, I didn't realize I had spent so much time thinking about it between my last post and this one, but apparently, there was a lot going on in the back of my head. Anyway, I'd love to hear anyone's thoughts on this or any of the designs I've posted, so feel free to comment! Thanks for reading!

P.s. If you decided to create this game, PLEASE let me know, and please give me credit for the original concept. If someone does make it, I'll do my very best to help you publicize, and I'd even be willing to collaborate, if needed. Thanks!

Tuesday, October 4, 2011

A poem.... er... paragraph?

     So, readers I am working hard on the haunted house, and have a meeting coming up for the Christmas play I am putting up. But for now, no interesting developments on those yet.
Instead, I'm going to share a pinch of fiction I just whipped up.
I read a prompt on Google+ from Lee Shelly Allen, suggesting that I write a poem based on five elements of a T.S. Elliot Play. Those Elements were: 
The Burial of the Dead
A Game of Chess
The Fire Sermon
Death by Water
What the Thunder Said

I completely forgot that a poem was the goal, and accidentally wrote a pair of paragraphs instead. So, here they are!

     The young man clenched the cold rail of the balcony, sliding side to side, and watching the patterns left in the drops of water there. The rain pressed down on him, heavy as the decisions ahead of him. The clouds flashed above him, casting his shadow straight down. the roar of the thunder started him out of his thoughts. He took a moment to view his surroundings. He was a quarter of a mile above the street, looking over the city he now ruled. Another burst of thunder, this time from over the bridge, reminded him of how it had all happened. The bridge was still smoking, dripping rubble and steel from the terrorist bomb that had killed hundreds, including the old mayor. Like so many others, she had died trapped in her car, after the bridge had collapsed, sunken in the river. The young man swirled the water on the rail again, and it made him feel ill.

     He was pulled from his thoughts by a shout from an advisor, calling him inside from the glass door of the balcony. The young man put on a strong face, and walked inside, his suit clinging to his skeleton. He was shuffled into a tall chair by a fireplace, and several advisors began to talk to him, planning the memorial. He tried to listen, tried to show his best side, but he was lost in his head. The flames held his eyes, whispering, “you’re not ready, boy.” They were right, of course, he knew he was too young for what was coming to him. Then the thunder roared again, as if to cry out “nonsense! You are greatness!” He didn’t know what to believe. This job was supposed to be an opportunity, but suddenly, he felt like he was trapped, with crushing pressure around him. The pressure pushed through the windshield, and his lungs filled with water. The fire popped, and he was back in the meeting.

Hopefully you enjoyed that. Also, feel free to follow me on Google Plus!

Tuesday, August 9, 2011

Random acts of generosity ( I hope)

     Okay, readers, here we go, getting back into the groove of sharing thoughts.
I had an idea earlier this year that I did not get the chance to act on, but I figured since the tap has been dry here for so long, I'd share the idea with you, and ask for your opinions on it.

     I have a chainlink fence, five feet high on all sides of my yard, and for the most part, it does its job well, keeping dogs in and unwanted guests out. However, the chainlink fails in one critical field: Privacy. So, we've been pondering for awhile here about what plant we could grow to cover our fence, and prettify the yard. Local ordinances won't let us replace it with a board fence (there goes the white-picket american dream). Anyway, my idea is this: Plant my front fence with hops and tomatoes. The I could use the hops to try my hand at microbrewing (which is on my to-do list). and as for the tomatoes, that's where the title of this post comes in. I'd like to post a sign that says "Free if you pick them" by the tomatoes, and smaller signs identifying the types of tomato. Tomatoes grow pretty fast, and while they don't fruit all year long, they would cover the fence for a good half of the year, longer if i tend to them well. I think it'd be interesting to see if the neighborhood (and any pedestrians walking by) would stop and pick tomatoes. Maybe I'd leave a pouch full of plastic grocery bags (recycled of course) hanging on the signpost.

     So, readers, what do you think? Is this idea something people would take an interest in? Would the neighbors enjoy the tomatoes, or are people too distrusting? Are there any other concerns I am overlooking? Let me know in the comments section!

Friday, July 8, 2011

     I've been thinking about playwrighting a lot lately, thanks to the 24-hour play project, as well as all of the analyzing I have been doing of the play I am directing. It's gotten me thinking about what's important in a play, and I've been batting around the idea of a small-cast musical in my head. So, in a shocking first, I have decided to do a poll of my readers, and find out what YOU think is important in a musical!
The Poll is over on the sidebar, probably about..... ----------------------------------------------->
There!
If you decide to select "Other" please post your answer in the comments section of this post. And even if you choose one of the other answers, I'd love to hear your thoughts on musicals!
Thanks, readers!

Thursday, June 30, 2011

24 hour play project, Or, how I learned to stop worrying and love the stress!

     This weekend, my theater company posed a challenge to it's members: Starting at seven PM on Friday night, and finishing at seven PM Saturday night, members were asked to write, cast rehearse, memorize, and finally perform three different plays. I'm proud to say, everyone rose to the challenge, and had an amazing mount of fun doing so!
     Here's how it went: at Six Pm Friday night, everyone met, then signed up for, and were assigned jobs. three people were given the job of writer, three directors, about 18 actors and about half a dozen technitions. At seven o'clock, the writers were given three parameters that each script had to include, that way, writiers couldn't bring in anything they had been working on. Our three parameters were:

1. The line "that's what she said"
2. A small wooden box (which was pulled from the props area)
3. The sounds of an alarm going off (which was also provided to them.

     From that moment until 4 am (9 hours), the writers were in a flurry, locked in a room with a 48-cup pot of coffee (which lasted us the 24-hours). Meanwhile, on the stage, the techies had begun their work. They faced two challenges, one of which are inherent to the 24-hour play project, and one that comes from our regular season. The challenge from the play-project was that they needed to prepare sets and hang lights for all of the shows, but they didn't know what the shows would be! So, they had to do lighting and scenery designed to be as open and versatile as possible, with only a few mumbled hints from the writers (who you just didn't talk to, don't you know how busy they are?!?!)
     What that really meant was developing brilliant repertory plots (that is, designs equipped to be adapted to multiple shows). We had a guy named Topher from way out of town, from about an hour away to do lights with us. It was really interesting for everyone to see how Topher handled lighting in a new space, and I'm sure other people learned a fair bit about design from him. (I had honestly never considered footlights in this space, but they were Fantastic!)
     Meanwhile the set team was trying to mask everything off, to keep the audience from seeing all of the backstage business. The set crew had to deal with all sorts of hassles like that, but they had another challenge, presented to them by our regular season. See, we're also putting up two shows this year, and both of those shows have their own sets. So, not only did they have some flats screwed to the stage, bolted in place and immobile, but they also had almost all of the other stock materials attached to each other and in storage as the other set. Basically, they had about four flats and a big bunch of curtains to make the theater into a useful space. They did. In fact, they (okay, I started it while nobody was looking) took a door frame off of one of the sets and clamped it into the set. (Don't worry, I put it back when we were done!)
     Eventually, at four AM, the directors arrived at the theatre. The writers handed over three brand-new scripts to the directors, who had about an hour and a half to read the scripts and cast them from the collection of actors we had. There were a lot of debates between the directors, bickering over who got who, and so forth. They decided their casts and sent emails to every cast member, with a copy of their script attached. The actors then printed out their scripts, and arrived at 6:45 Am to start rehearsals.
     Then for the next twelve hours, the shows were on a rotating rehearsal schedule, sharing the stage, cramming lines, studying, studying, studying, and rehearsing for hours on end. Oh my goodness, I didn't mention the countdown! Over our heads, all day, starting at seven PM, a gigantic countdown loomed over our heads, ticking down the time until the curtain opened.
     At seven Pm, the audience had all arrived, the countdown reached zero, and the curtain opened. Three shows performed, and did an amazing job. (okay, again, I totally flopped, after 24 hours without sleep, I completely forgot EVERY line I had. EMBARRASSING!) Anyway, Everyone (but me) did an amazing job, and the audiences loved it. Then, we struck the shows in a half an hour, and everyone ran home as fast as possible to immediately crash into bed and fall asleep.
     The next day, a few people met up, and there was not a single person who had anything else to talk about. There was even a movement to start another 24 hour play project that night. All in all, it was a huge success, everyone learned something, the world received three new plays, and everyone went home happy and tired. It was a huge success, and everyone really enjoyed it. Topher also brought in a very nice camera with a timer, and recorded a timelapse of the entire process. Hopefully, sometime in the next couple weeks, I'll be able to get my hands on the timelapse video, and I will post it here for you all to see!
     So, dear readers, what do you think of this project? Excited? Curious? Tell me in the comments section!

Wednesday, June 8, 2011

Fixing School Libraries.

     I've spent a couple of days now over the last couple of weeks working with my mother at the library where she works. It's an elementary school library, which means that at the end of the year, most of the work she is doing is handling, cataloging, and storing textbooks. What I've realized while I was helping her is that the entire textbook system is completely ridiculous, and needs to be re-vamped. My brother has written on the subject of the broken education subject HERE, and while I agree that incorporating games into the curriculum is a great way to encourage students to learn, I think that starting with the books they are learning from is the way to go about fixing education. So, here I go.
     Next week, Google is launching its Chromebook, a laptop based on the new Chrome OS. I've been using a Chromebook to update this blog since I started it, and today, it gave me an idea for a complete new infrastructure for books. The basic idea is that Chromebooks operate entirely in the cloud, using only the internet to do its work, rather than depending on built in storage space.
     Every year, the library spends more than $200 per student on textbooks. Now, let's imagine that rather than spending that money every year, the school invested it into Chromebooks, which cost about $200 each. The laptops would be bar coded, inventoried, and checked out, exactly the same as the textbooks, but the secret is that the books would be designed specifically for the purpose of education. Every Chromebook is designed to link to a central server on campus, and on that server is the entire curriculum, every textbook is digitized, the workbooks are webpages, the homework comes in emails, and multiple choice grades itself.  Students would keep their laptops through the course of the year, charging them in class, and if the teacher requires it, using their 8-hour battery overnight for homework time. The Chromebooks are designed with built-in 3G connectivity, which means that students who cannot afford internet at home could register for the 3G through the schools, so they could do homework.
     Two years ago, the elementary school upgraded it's math curriculum, to the latest standards. (I'll talk about the quality of the standards another time) The school had to buy entirely new books for every student they had. If, however, they were using Chromebooks, all the curriculum update would take is the installation of new software on the central server, saving literally tons of paper every time the curriculum is updated. On top of that, the next year, the publisher told the school district that the math they had used for the year wasn't the right set, and sent them an entirely new set of papers! That's another ton of paper wasted, as well as more trouble for librarians! With Chromebooks, if there was a mistake like that, The solution would waste, at most a case of CDs, and at least, nothing, because the update could come over the internet, just like updates on any program on your computer.
     A lot of people worry about students (especially elementary age) being on the internet. That's entirely reasonable, but the Chromebook can be developed to have network controls to keep students on a safe-network, so that the computer can only connect to the school's server. Or, pending parent sign-off, etc. the book could be allowed onto the full internet, or have various levels of parental control allowed.
     Another interesting aspect of the Chromebooks is the centralized login. To log on to Chrome OS, you enter in your Gmail address and password, and all of your information is linked to that. For this system, the students (and teachers, staff, etc.) would each have a login account, which would store grades, homework, bookmarks (literal bookmarks in the e-books, for example) it could have links to a student's favorite educational games attached to the account, or a list of reminders on the home page for upcoming events, or homework. The real advantage of this is that without having to have the student's actual laptop, the parents or teacher of that student can look it up from literally anywhere that there is internet, regardless of whether or not they were using a Chromebook. Students could also use their home computers to do their homework, if one is available. On the other side of that coin, since every laptop is identical, and can all use the same accounts, if a student forgets (or "forgets") their Chromebook at home, the teacher can simply have a few spare laptops in the class. The students can log in and do their work anyway.
     Now, I'm not saying that libraries should be abolished, or that all books should be burned, or anything silly like that. Rather, I'm suggesting that we ditch the business model of replacing books every two years, and only buy books that have a genuine lifespan. If we focused on a system that is built to last rather than being recycled (or sometimes thrown away) every two years, we can focus on the education, and not the money-making. The budget required for books would be cut in half (there would of course need to be some laptops replaced each year) and all of that money could be spent on other things, like after school programs, or art supplies. The Chromebook cloud computing system could make our schools more efficient, less expensive, and more fun for students, and who wouldn't want that?

Wednesday, March 16, 2011

Something inspirational


I have been listening to a song in Jen's car, a cover of "will you be there" by micheal jackson, and have been repeatedly irked by one of the lyrics.
But They Told Me
A Man Should Be Faithful
And Walk When Not Able
And Fight Till The End
But I'm Only Human

It's not the first time I've heard this excuse, and i doubt it's the first time you have. "I'm only human" I call bullshit. That's right, here and now, i want to silence anyone who has o ever intends to use their humanity as an excuse. Screw you. You're a disgrace to people.
"Oh snap!" I hear you say, "did he really just say that?" Of course I did. Being human is not something you can hide behind, it's something to be proud of. For thousands of years, people have been creating, loving, dancing singing, and being the greatest damn people on earth, all because they're human. Human beings are the only creatures on earth who think like we do, who really emote beyond basic instincts, is that something to hide behind? I say no, i'd say that it's a strength.
Take a short moment to look at the picture above. The reason i picked that building, the Aldar Hq in Abu Dhabi is that it strikes me as a beautiful symbol of us. Think for a moment about what must have gone into that building. Every single triangle of glass on the surface of that building is A: Gigantic, and B: has three side of different length. Think about that; Every triangle is different. Do you think that somehow, b random chance these thousands of triangles magically formed into a curved facade? Of course not! It was people, Humans, who took the work of honeybees, and applied their imagination to build skyscrapers, bridges, and homes. It's Humans whe launched themselves into space, who created medicine to help not only themselves, but other creatures as well/ Human isn't something to hide behind, it's something to be proud of.