Hi there, random-person-whom-I-may-or-may-not know! Welcome to my webspace.
There's not much here right now, but hopefully that'll change over time.
Over to the side you can look at some of my personal projects that I feel inclined
to share, such as my SRB2 work, some of my DnD resources, and my blog, which hopefully
I'll get around to making look not-like-arse.
“This is the Interface. Small, light, and fitting like a glove, with this I am the master of my domain, able to create and change the world around me freely. Now, some of you recruits might’ve seen what a fully-loaded one of these babies can do and be looking forward to giving it a test drive, but I’m here to break your hearts and tell you that no, you won’t be using a full interface right now. Don’t go whining to me, even with the training we give you we lose at least one recruit to their own stupidity once we let them play with the real deal. Last year Tompkins - whom you’ll have all met already as he’s redoing basic training – managed to create a rudimentary cannon and fire it at himself during his lunch break when he forgot he had the darned thing enabled. Fortunately he somehow managed to fill it with socks so the force of them striking him only shattered a few ribs, but it just goes to show the power of the Interface should not be toyed with… Unless of course you are a certified Interface Toymaker, and in which case you’re in the wrong introduction session, this is room 3A, not room 3B.”
So, blowing the dust off of this old thing, I return in the middle of my holidays with a post about a game I’ve been playing the past week, by the name of Glitch. It’s a web-based MMO by a group called Tiny Speck, and is still in beta, so when I got an invite without remembering that I registered my interest, I felt inclined to give it a shot. So, about 12 hours in, at level 13, here’s my thoughts on it so far and whatnot.
The first thing you need to know about Glitch is that it’s an MMORPG without combat. Stalking some wikis I’ve heard tales of a looming threat but I’ve seen no enemies and had to do no min-maxing during the time I’ve invested, so I’m fairly confident that if there IS combat of a sort, it’s optional. Instead the ways you’ll be engaged include
exploring, farming, exploring, crafting items from furniture to booze, exploring, decorating your house, exploring, and last but not least, exploring. What I am saying is that there is a lot of map to look through and that it is surprisingly fun to do so, at least for the first five hours or so (longer if you’re pacing yourself better than me, seeing as I was basically systematically visiting every area for the exp bonuses it leads to). All the
environments are 2D, rocking the simple platform mechanics, and while two paths in the same region might look a little samey, there’s plenty of regions and most of them sport a distinctive look, from forest to plains to caverns to snow to… weird space-or-is-it-the-special-zone land.
The art’s cheap and cheerful, and lends itself to the light and playful angle the “story” angles for, namely that the whole world is the product of eleven giants’ imagination. There aren’t a great many types of animal to fit the varied areas yet, so get used to PIGS AND BUTTERFLIES IN SORTA-SPAAAAAAAAACE, though hopefully this will be changed in the future. It’s a tad jarring that you can be anywhere and still find the same old butterflies.
Anyway, this stereotypical reviewy stuff is boring me now so lets get down to what I find interesting about it.
Firstly, the noncombat. Maintaining a community without any single endgoal or e-penis yardstick is pretty hard, but somehow they’ve done it. I’m not sure how large their active beta community is, but when they originally “released” the game there were 27000 testers. The core engagement seems to be about working with others, and while places do seem a bit empty from time to time, half the “streets” you walk down were made by the community at one point or another. I don’t know how long it’ll hold my attention, as MMO and community-averse as I am, but at the moment I’m enjoying a game where I don’t have to kill fifteen smartass ducks and bring back their nails or whatever.
Secondly, those streets I mentioned earlier?
I don’t even know WHY I love this idea. Possibly just because of the idea of using Google Maps and REAL streets to generate an infinite world. Maybe even use GPS or QR codes so that you can drop items into the game world at your present location by scanning things in the real world (I also currently have a thing for the badassness of QR codes
and the ubiquity of devices that can read them nowadays) and from there the possibilities are endless.
The way Glitch has it is incredibly well-done, with tracking of which streets you’ve been down before (basically essential for exploring) and GPS to help you find your way from one place to another quickly. It also just creates this
excellent sense of interconnectedness, especially when a path can go above or under the ground and where you come out depends on how you entered it.
Thirdly-sorta, everything gets rewarded. Everything. Wanna explore? Bam, we’ll tuck away a shiny iMG (lets you get upgrades and shiny housestuff and is needed for levelling up) package somewhere in every new street you visit, and if you visit every street in a region we’ll give you an achievement, with an iMG bonus and favor with the Giant in
charge of exploring. You want to make shiny things? Go for it. We’ll give you a little bonus for every thing you make, achievements at incremental levels (with bonus recipes rewarded in some cases), and on top of that the things you make may help you make MORE shiny things. Wanna just hang around and chat with other players? There’s an app for that, with rewards for talking to lots of people, becoming friends with people, trading with people, having people over at your house, “splanking” people (I believe it involves smacking their butt with a board), giving gifts, you get the point. Honestly I don’t think achievements is what they should’ve called them so much as milestones, but I’m not about to bitch about that when I approve of their existence so much. It makes you want to try new things, and gives you ideas on things you can do, but at the same time saying “That thing you’re doing? That’s cool too. Have a cookie.”
If I had to nitpick I’d say that the way character upgrades are organised by the cards system is a bit frustrating at times, generally when you want some specific thing and it doesn’t show up, though I will give it credit for the epic feeling you get when That One Upgrade finally shows itself in a reshuffle. I’d also say the game needs more actual Quests and some more interesting navigation chances. It’d be nice to feel like my nvestment in Levitation was beneficial outside of something other than laziness.
Oh, and from a tech perspective it’s got a pretty nice API, too.
Anyways, Glitch is invite-only beta at the moment but you can probably wrangle one if you really want, I’ve played it for about 4 days as of writing this sentence and I’m sliiiiiightly hooked. On an MMO. Where you milk butterflies so that you can turn it into cheese.
I keep absorbing things.
Thoughts, ideas, media, culture, it all goes in, but it rarely ever comes back out.
This really needs to change. I’m not sure I can justify taking so much in without creating something as a result.
For a long time, far too long, if I’m absolutely honest with myself, I’ve said that if only I actually lived up to my potential, I would be able to accomplish things. If only.
Such a sad excuse to not succeed.
I owe it to myself, to my friends, and to pretty much everyone that’s ever actually thought something of me, to start at least TRYING. Now this isn’t the first time I’ve said this. Or even the first time I’ve started trying. I always lose focus, however, like I did with this blog, although in this case it’s also because I was up to my nipples in exams and scrabbling for a blog topic made me felt guilty about spending time doing work that wasn’t exam-work.
But apparently I digress… Again. Quite prone to that, too.
For as long as I can keep it going, I’m going to attempt to Do Some Thingy Every Day. It may be a blogpost, it may be some code, it may even be a drawing or a short story or some attempt at personal improvement. I really don’t know. All I know is that I have the time, I have the inclination, and I need to stop Doing Nothing for the sake of Avoiding Failure. I’ll try do a roundup on the blog from time to time if I don’t do bloggable stuff, but for now, I’m just going to leave this here as a record of the goal, and see how I go. (..al. Dohohoho.)
So, we’re going to revisit Digimon here, because the last one really didn’t communicate much because of sleeplessness and stuff. So we’re gonna go for a round II. In the interim I’ve rewatched Digimon Tamers, too, so that may contribute something to the potential for discussion. Since telling you about the series’ is boring as shit for me though, I’m going to focus on the Digital World, which as you may have guessed, heavily influenced my “Digital Planes” articles before.
Within the first 3 series’, the Digital World is in effect a parallel world to our own, created from our world’s computer networks. In the first two series’ (hereby referred to as “Adventure” because that apostrophe annoys me) this is pretty much entirely how the digital world works, aside from some allusions in the second series that it’s also formed with the dreams of children, and such adults cannot travel to the Digital World. During the first series there are several places found that lay bare the underlying “programming” of the world, which in turn is used by the children to do several things that would be totally impossible in our world.
In series 3 (Tamers), however, the Digital World is purely the result of human data and the digimon population of the Digital World much more directly caused by humans, the result of an AI project by a group that called themselves the “monster makers”, many years before. Digimon in the Tamers universe are known publically as fiction, with TV shows (the dub implies this includes the Adventure ‘verse) and a popular card game. The Tamers digital world is a lot closer to ours it seems, with semi-frequent manifestations of Digimon in our world, though confined to digital fields usually. This in turn results in the founding of a shadowy government organisation to monitor the digital world and attempt to contain any breaches. This inevitably begins to fail, kicking off the series in part.
So in both cases the digital world is based on data from our world, with some creative input, directly or indirectly. From this, I’ve always wanted to make some kind of similar virtual mirror, likely in some game context, kind of like the Nethernet but more abstract than user content overlayed onto webpages. Maybe something starting with data gathered via spiders, and increasing in complexity when users start to supply their own data about those websites, both via direct information supplying and via indirect behavioural information. Over time this would create a sort of digital map of connections and properties which could then be abstracted into a user experience. This would probably work best as a browser game but not as something that follows your browsing AS a direct gameplay component, like Nethernet (again!). It would be cool if different locations corresponded to different IPs which players could then get information about/visit though. I imagine the hard bits to simply generate would be consistent and smooth (yet distinctive) geography from such data, as well as names.
Well, I’m probably over 500 words now, so I’ll cut off here and if there’s more in this subject I’ll roll with it, and if not then there’ll be a different thing. Y’all have fun and remember – If you see a vending machine upright in a forest, do not approach it!
Right, it doesn’t count as tomorrow until about 6am. That’s the rules. Honest. Anyway, I think today’s topic is Digimon.
For the past month or so I’ve been re-re-re-re-watching Seasons 1 and 2, AKA “Digimon Adventure”. English dub because if you’re gonna do something for nostalgic reasons, you should do it right. Now a quick summary for the uninitiated, Digimon Adventure season 1 follows the trials and adventures of seven (later eight) kids who find themselves transported to another world populated with monsters, the titlular Digimon, and then discover that they are destined (Digidestined, dohoho) to save this world from the encroaching forces of darkness.
I absolutely adore this series. I think it’s mostly the worldbuilding that does it, the elements of the surreal with the undercurrent that there is some organisation to it all, and the idea of having to survive in a strange and hostile world and surviving despite it all, because of sheer determination to succeed. It’s kinda the sort of world I’d like to live in.
This isn’t being a very easy blogpost to write. I have absolute adoration for this series but I think it’s too close to me to avoid mentioning my personal life and I’m kinda trying to avoid airing my problems out on here. Let’s talk about Digimon World.
Digimon World is the first Digimon game on the PS1, and drops you into a similar role as the above, destined for great things but at the same time having to survive things, though in this case your partner Digimon is more likely to suffer from lack of food than you.
The digimon training mechanic seems loosely based off the Bandai digivices you could get around that time, with weight, care mistakes, and other such things changing the way your digimon digivolved, as well as the RPG layer of stat builds, and it worked really well, although I’d be lying if I said it wasn’t the most annoying thing when you were exploring an area in the middle of nowhere and your digimon decided that it needed to poop really badly, causing you to go back to the city or scramble frantically to find a loo. Or get 2 inches from one only for it to take a massive dump on the floor and growl at you angrily as if you’re the one that shat itself half a screen away from a toilet.
Honestly though, with the partner digimon, saving the world feeling like something as you watched the city grow with every digimon you brought into town, and what felt like a massive world sprawled out in front of you, it’s my favourite Digimon game so far. When I replay it, I still feel bad, taking a poor baby digimon out to Freezeland to let it get sick enough for Frigimon to come and rescue us. It’s a glitchy game in places, it’s possible to get trapped, and there’s even one glitch that’ll even kill emulators, it’s that bad a bug, but somehow despite all this, it’s an incredibly fun game. Fun enough that I was massively disappointed when Digimon World DS wasn’t a remake.
I forgave it eventually though.
More of this at Chronicles of the Unorganised.