Immunocide - Update 10 & More

Posted by Joewoof on Aug. 9, 2006, 9:42 a.m.

Development

Yes, you guessed it - due to my sickness a week ago, Immunocide will be delayed. :(

I'm trying to get it done as soon as possible, but The Chained Sky (team project, traditional RPG) is chewing into my time.

Anyway, things I've done lately include:

  • New Unit - Absterger Nanomachine

  • New Enemy Unit - Last Boss

  • Tweaked GUI

  • Changed "F1" controls display (no longer uses "show-info()")

  • Minor Bug Fixed: Core Health display

  • Added Opening Titles

  • Bug Fixed: "Infected Cell" unit.


    Life

    Today was a long day. Took sleeping pills the night before to wake up horrendously early in the morning. And for what? To sit at the Drama Club booth, for the Open House festivities of my university. Then finally, after doing essentially nothing for the whole day, I got to peform in what I believe to be a crappy theatre play.

    This thing is taking too much dedication for a "fun hobby". Meh. I'm quitting Drama Club and I'm going to focus my efforts on the Sapphire Blood Studio team.

    Oh well.


    Theory - The Nature of Game Design

    Game Design - An art or a science?

    Even the professional veterans at GameDev.net have reached no agreement on this. This means that it is neither or both. From my experience, it is both.

    What makes a great game is directly linked to human psychology and sociology. For example, it has become a known fact that the human brain will deteriorate at old age when there is no constant flow of “newâ€? stimulants. On the other hand, “newâ€? experiences promote the development of the young brain. That is half of the reason why Variety is so important. The other half is the commonly known fact that repetition is a highly unfavorable experience for humans. The opposite of repetition is, of course, variety. In another instance, it is known that frustration counteracts the experience of fun. However, the elements of frustration simultaneously generate the experience of pleasurable addiction and excitement. That element is challenge. Thus, the ideal is to customize challenge so that it is at the optimal balance for each individual player. That is Modulated Challenge.

    All this is Science.

    However, the tricky part is actually going about putting all this together under one theme. The exact same game engine, with exact same gameplay, when used with different graphics, may result in completely different experiences. Modulated Challenge, with the exact same game elements in both games, may work for one, but not for the other. That is where Art comes in. Here is where reason is probably less important than intuition.

    It is not so different from storywriting. We have an established dramatic curve, perhaps scientifically proven to be effective. But even if that is true, it is what to put upon that curve that is often based completely upon intuition, instead of reason.

    The ideal is to use a balanced mixture of reason and intuition.

    Equal amounts of Art and Science.

    Art often brings an element into existence. Science gives a reason for that element to exist. Art further increases the significance of that existence. Science explains why it is significant. And finally, Art allows you to understand why you should care in the first place.

    It’s a delicate dance of reason and intuition. And it’s part of the reason why I find Game Design so fascinating.

    (Note: This is in reference to my AVDOSFMIP Game Analysis Criteria)


    Thoughts - Fiction vs Nonfiction

    I came upon this important reminder and conclusion after watching the dramatized documentary, “Hiroshimaâ€?, on Discovery Channel. In only 2 hours, it built up to a point where I wept real tears.

    I only cried after experiencing media about 5 times so far in my entire life. However, none of them lasted merely 2 hours long. I spent several weeks reading Video Girl Ai, for example, and it built up a firm and powerful dramatic backing to the point where the climatic peak was overwhelming.

    The reason is because fiction itself – the unreal – is ultimately all derived from nonfiction – the real. This is why it is always important to look for creative inspiration from your real life experiences. Unfortunately, our experiences are limited, which is why relying on others’ creative works can help, to get more variety. However, when it comes to creative depth, nothing beats reality.

    That’s is why I like the creative direction that we’ve decided to take for The Chained Sky. We’re drawing upon real local problems within our Thai society for inspiration – and there is much to tell.


    Rant

    (Following is within the context of a Thai suburban neighborhood.)

    Tonight, I overcame the single-most difficult challenge I’ve ever faced in 2 years.

    College final exams don’t come close!

    What is it?

    Training my dogs to walk with me on a short leash.

    I sweated like a beached blue whale melting under the solar flare.

    It took the most mental and physical stamina I’ve ever had to endure.

    Sample Scene 1:

    Yuki on short leash. Pull. No response. Pull. Pull back. Pull. Sit. Pull. Lies down. Pull. Rolls over. Lift back on feet. Pull. No response. Pull. Neck belt (is it called a “chokerâ€? in English?) comes off with the leash.

    Yuki runs away. Chases for 100 meters. Slips belt and leash back on. Pull. Whimper. Wait. Wait. Wait. Wait. Wait. Beckon slowly. Gradually increase tension. Release. Wait. Wait. Wait. Nothing.

    Ties Yuki’s leash on Thaan’s leash. Runs away and calls Thaan. Thaan drags Yuki across the street. Belt slips off Yuki’s neck. Yuki runs away. Chase for 200 meters.

    Slips belt back on Yuki. Try repeat. Pull hard. Walk. Pull hard walk. Slips out. Tightens belt. Pull. Push. Push. Push. Yuki lies down. Rolls over. Lifts up. Pull. Pulls back. Push. No budge. Lies down. Rolls over. Lifts up.

    …and it went on for 2 hours.

    Thaan took 10 minutes to train. Soba took five. Dogs are like people, they are all very different. I must have tried about 40 different methods to try to get it through to Yuki. Walk dammit, walk!

    Anyway, I was successful at the end and I did go out for a walk with 2 dogs on the leash.

    Not sure if it was worth it. It took so much physical and mental energy that what people call the hardest final exam in MUIC, the logic exam, is comparatively easy.

    Oh, and the “coolestâ€? thing. Halfway through, it started to drizzle. Then a fog began to build up. It was like steam sauna, but I didn’t give up.

    Right now, I’m completely exhausted AND fatigued. The only things working right now are my fingers, my eyes and my brain (to certain extent).

    I’m going to try it again tomorrow or the next day. If Yuki still hates it, I’m not going to force her to go outside on a leash. It’s better though, since I can travel farther and don’t have to go through the hassle of having to keep constant long-range reconaissance on my dogs.


    Note: The above sections were originally posted elsewhere on different dates while 64D was down.


    More Babble

    By some strange luck, I happen to be completely worn out everytime I make a blog entry. I'm too tired, lazy AND lethargic to fix grammatical mistakes, which should be abundant.
  • Comments