tag:blogger.com,1999:blog-28551356943097541022024-03-13T07:53:05.114-07:00Ben Jewett: Thesis ProjectPeace corps in Madigascarhttp://www.blogger.com/profile/05971849855865101516noreply@blogger.comBlogger32125tag:blogger.com,1999:blog-2855135694309754102.post-25103453173762866372011-01-20T08:41:00.000-08:002011-01-20T08:42:32.905-08:00New Bloghttp://eraproduction.tumblr.com/Peace corps in Madigascarhttp://www.blogger.com/profile/05971849855865101516noreply@blogger.com0tag:blogger.com,1999:blog-2855135694309754102.post-70322298239948577502010-11-15T15:25:00.000-08:002010-11-15T15:29:20.320-08:00New representations<a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgv7QxMjOKmLnUWiu0gC1wMYpCrf1j8H6BK809rHxmbJpfuEFhY_DbiakNWRZef_L2cebAWSDlbDXRZky92T7o9JVitp7S_CUy0ZTcqg0OMMP_tbVrTeDJ3sVoL1lf8rg89qnFigYhVWTIK/s1600/Picture+7.png"><img style="cursor:pointer; cursor:hand;width: 318px; height: 320px;" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgv7QxMjOKmLnUWiu0gC1wMYpCrf1j8H6BK809rHxmbJpfuEFhY_DbiakNWRZef_L2cebAWSDlbDXRZky92T7o9JVitp7S_CUy0ZTcqg0OMMP_tbVrTeDJ3sVoL1lf8rg89qnFigYhVWTIK/s320/Picture+7.png" border="0" alt=""id="BLOGGER_PHOTO_ID_5539922639338037554" /></a><br /><a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh2tn-HxF4_u7WVV0C-10qdoJ7VeNZpMGx815UtkSIf8N95pGphBkUDfhYIsOLiCgKO1jqwQIiXr2k0vuBW-W6yxxEut2gS2E1BBBwtrJh1dNVBX1ESqYlrAc-C6qOwfvvs7m325ib3RPMM/s1600/Picture+2.png"><img style="cursor:pointer; cursor:hand;width: 320px; height: 319px;" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh2tn-HxF4_u7WVV0C-10qdoJ7VeNZpMGx815UtkSIf8N95pGphBkUDfhYIsOLiCgKO1jqwQIiXr2k0vuBW-W6yxxEut2gS2E1BBBwtrJh1dNVBX1ESqYlrAc-C6qOwfvvs7m325ib3RPMM/s320/Picture+2.png" border="0" alt=""id="BLOGGER_PHOTO_ID_5539922548474630562" /></a><br /><a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj_owOggZcCeLZdvfHtJB-ffY_ubrmt16z2Kful_iFwH-R0qVnpmJbQqvrdV6xue9_JYbIT7Wkx7o1lnWSiqAs1f7HLWbkbhIANU2tDDZBtt9vJea9cF-BTPmz2CfvM8-sXC-774ca9sTt5/s1600/Picture+1.png"><img style="cursor:pointer; cursor:hand;width: 320px; height: 320px;" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj_owOggZcCeLZdvfHtJB-ffY_ubrmt16z2Kful_iFwH-R0qVnpmJbQqvrdV6xue9_JYbIT7Wkx7o1lnWSiqAs1f7HLWbkbhIANU2tDDZBtt9vJea9cF-BTPmz2CfvM8-sXC-774ca9sTt5/s320/Picture+1.png" border="0" alt=""id="BLOGGER_PHOTO_ID_5539922378491607922" /></a>Peace corps in Madigascarhttp://www.blogger.com/profile/05971849855865101516noreply@blogger.com0tag:blogger.com,1999:blog-2855135694309754102.post-51608795070954572692010-11-14T12:23:00.001-08:002010-11-14T12:34:56.814-08:00Game mechanics and coding today<a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiUKrfm-jWtme9XbhoOY-irBRA7sujkIDHodei6AoSC-dj4_wAOg5uq4H4MdkEskqQHq4G0kK985eULR6NIc8XIUsAXeUv6BlVLWu6pOf4M3o2PJ86zNdXBehx3mg_jXNYLQvbc2t8sljLj/s1600/Photo+208.jpg"><img style="cursor:pointer; cursor:hand;width: 320px; height: 240px;" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiUKrfm-jWtme9XbhoOY-irBRA7sujkIDHodei6AoSC-dj4_wAOg5uq4H4MdkEskqQHq4G0kK985eULR6NIc8XIUsAXeUv6BlVLWu6pOf4M3o2PJ86zNdXBehx3mg_jXNYLQvbc2t8sljLj/s320/Photo+208.jpg" border="0" alt=""id="BLOGGER_PHOTO_ID_5539504374522996738" /></a><br /><a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj800ETn3eUqc_IYVNgtk7QgFGoDNeUNvbI7u1ipLpyqhEi4vqSi3-l_zWh4BiM0B6-QKe-zb3syxYcLkYEhyphenhyphen_yBpkcExSq54IWlNuCxk_rJSoo99ykvoYBTgq5NQn4dRl6f4-oUzOoF0sq/s1600/Photo+207.jpg"><img style="cursor:pointer; cursor:hand;width: 320px; height: 240px;" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj800ETn3eUqc_IYVNgtk7QgFGoDNeUNvbI7u1ipLpyqhEi4vqSi3-l_zWh4BiM0B6-QKe-zb3syxYcLkYEhyphenhyphen_yBpkcExSq54IWlNuCxk_rJSoo99ykvoYBTgq5NQn4dRl6f4-oUzOoF0sq/s320/Photo+207.jpg" border="0" alt=""id="BLOGGER_PHOTO_ID_5539504311617290306" /></a><br />For the game mechanics I have been having some ideas to involve the towns in a more interesting way. Through the players investment in a town, they can improve its quality though the construction of objects around it such as walls, roads, granaries, or universities, which in turn makes the town more profitable to the player. This relationship of town to player is fundamentally at this games core, because in order for a player to expand at their own settlement, these kind of interactions must take place, and since multiple players can invest in a single town, this should spur up some conflict for control, as well as some team work in order to improve its quality.<br /><br /><a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjVXLxbyxBTqCflT0P_cAWUfhgHIkUgoJ2watFHK6Hj0Fq1t4srSJXb-UU0WpRTgyD1k5KCGwVggOFXVqVASOKjwu83HmkxJV3SJbFJ_YgnQBSqwUb-Oop91Oe5TlbFpVrrMlrb_UanXwZM/s1600/Picture+1.png"><img style="cursor:pointer; cursor:hand;width: 320px; height: 214px;" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjVXLxbyxBTqCflT0P_cAWUfhgHIkUgoJ2watFHK6Hj0Fq1t4srSJXb-UU0WpRTgyD1k5KCGwVggOFXVqVASOKjwu83HmkxJV3SJbFJ_YgnQBSqwUb-Oop91Oe5TlbFpVrrMlrb_UanXwZM/s320/Picture+1.png" border="0" alt=""id="BLOGGER_PHOTO_ID_5539504459209046658" /></a><br /><a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjcVllZ3Hh1tcdHaDeHgVVkLq58a46lzAFXHnTkfzam_vKSQUzUeq-A2L5FpsFUSoyq_RRzT_XV-b2swZMRAsl_mg9QOs1L88VWIvRq3KfR-CqQ60Q1LuGUEeJON2Eky6uGkKfncXMlbnvg/s1600/Picture+2.png"><img style="cursor:pointer; cursor:hand;width: 320px; height: 318px;" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjcVllZ3Hh1tcdHaDeHgVVkLq58a46lzAFXHnTkfzam_vKSQUzUeq-A2L5FpsFUSoyq_RRzT_XV-b2swZMRAsl_mg9QOs1L88VWIvRq3KfR-CqQ60Q1LuGUEeJON2Eky6uGkKfncXMlbnvg/s320/Picture+2.png" border="0" alt=""id="BLOGGER_PHOTO_ID_5539504582644078434" /></a><br />Just some Ideas as to how I will draw mountain ranges, something which will overlay on top of the map, the squares act as a center point for the map symbols.<br /><br />And although its subtle, the nodes are now modified by the sun, yes the sun.<br /><br />There is a slight brightness difference in the nodes to represent cooler or hotter climates, further away from the equator.Peace corps in Madigascarhttp://www.blogger.com/profile/05971849855865101516noreply@blogger.com0tag:blogger.com,1999:blog-2855135694309754102.post-10297086012850543212010-11-08T07:20:00.000-08:002010-11-08T07:27:26.412-08:00Movable Map<a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhaGw7EVZIS9DJXFRgTUZQ91Ae1Mjbe3Jl76YtV744yP7LROK_V1toKHKFkiEtyTvqQEKrskVayxkOMLKF95jKlDfVHmZwsZYGJldRnxUeCzhLsiycxTwyIeyD-o_-PhFLoaIMtK-kv_tBj/s1600/Picture+1.png"><img style="cursor:pointer; cursor:hand;width: 320px; height: 218px;" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhaGw7EVZIS9DJXFRgTUZQ91Ae1Mjbe3Jl76YtV744yP7LROK_V1toKHKFkiEtyTvqQEKrskVayxkOMLKF95jKlDfVHmZwsZYGJldRnxUeCzhLsiycxTwyIeyD-o_-PhFLoaIMtK-kv_tBj/s320/Picture+1.png" border="0" alt=""id="BLOGGER_PHOTO_ID_5537199514888245346" /></a><br /><a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhqldaUmHbg8h_mSKirkuB3Xp255zHK1WmmmemzCDiRrwshK_PASgN-8ps2U89w0lQJ1bmCFyQ2OXxRNu-5SUPZihs07UGYiwLa6kB34OyBZKS-kbyxnUhkNGXz3isqyeSeJA-yUv0PsBb5/s1600/Picture+34324.png"><img style="cursor:pointer; cursor:hand;width: 320px; height: 198px;" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhqldaUmHbg8h_mSKirkuB3Xp255zHK1WmmmemzCDiRrwshK_PASgN-8ps2U89w0lQJ1bmCFyQ2OXxRNu-5SUPZihs07UGYiwLa6kB34OyBZKS-kbyxnUhkNGXz3isqyeSeJA-yUv0PsBb5/s320/Picture+34324.png" border="0" alt=""id="BLOGGER_PHOTO_ID_5537200809599553698" /></a><br /><a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhS6lf31Y_HabzbawOA_6fCst6HRDqYoix_3xmiXVVQoPqMoe49EQAmafUZj6r1H5eHxHeess41a7NKnAGupb4uEUD-F2e85lXVykzdMWgfpLV_u_yB8yXQUHApyXouR1tTjzmrR3fYodWC/s1600/Picture+4.png"><img style="cursor:pointer; cursor:hand;width: 320px; height: 199px;" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhS6lf31Y_HabzbawOA_6fCst6HRDqYoix_3xmiXVVQoPqMoe49EQAmafUZj6r1H5eHxHeess41a7NKnAGupb4uEUD-F2e85lXVykzdMWgfpLV_u_yB8yXQUHApyXouR1tTjzmrR3fYodWC/s320/Picture+4.png" border="0" alt=""id="BLOGGER_PHOTO_ID_5537199575103226290" /></a><br /><br /><br /><br />The top image is some experimentation with the mouse moving the map around.<br /><br />I replaced an array of squares with a placeholder image, and setup bounderies as to where<br />the map can be dragged. Left click dragges, right click zooms, the squares are an experiement<br />in a processing object called PGraphics. This is all good news, I was worried about how to display flat objects,<br />layers, and things. But with some of these objects, I can load a screen seperatly, and reference that screen later.<br /><br />So in terms of program speed and orginization, interface options can be simplified and loaded when the program might be<br />doing less intensive work, then referenced when needed. It simplifies the drawing process, something which<br />will become more apparent in due time.Peace corps in Madigascarhttp://www.blogger.com/profile/05971849855865101516noreply@blogger.com0tag:blogger.com,1999:blog-2855135694309754102.post-39328159802259070122010-11-06T10:52:00.000-07:002010-11-06T10:55:29.172-07:00Custom Classes<a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhSzz1CK_0D178Rbi7g0x3uH51AoQtpYT5cMPj3jwlOe8FN_ftBI4UsBGdKA1jAMCAl_3g2P5cIJqNNp5ISokOElqAh89zPvdyKcnHHTK8biyD28SegGaI2hGqoVsTExij8UoVJTRNvNAzk/s1600/Picture+43.png"><img style="cursor:pointer; cursor:hand;width: 320px; height: 251px;" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhSzz1CK_0D178Rbi7g0x3uH51AoQtpYT5cMPj3jwlOe8FN_ftBI4UsBGdKA1jAMCAl_3g2P5cIJqNNp5ISokOElqAh89zPvdyKcnHHTK8biyD28SegGaI2hGqoVsTExij8UoVJTRNvNAzk/s320/Picture+43.png" border="0" alt=""id="BLOGGER_PHOTO_ID_5536496844639901490" /></a><br /><a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEirXWnfL7QY7PmoES2lhUjRHjRQ2A57TpabxkCnozz5xzPdo8bZSgtZZzYJxnpUMkZxAuRGy-NIhqUWuGmpzHPLGKMwh9dGKaHJV_iQllrWeVBSdqa2H5Mm0U5_I6yUPuKtE4zqdlej0zgn/s1600/Picture+4.png"><img style="cursor:pointer; cursor:hand;width: 320px; height: 264px;" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEirXWnfL7QY7PmoES2lhUjRHjRQ2A57TpabxkCnozz5xzPdo8bZSgtZZzYJxnpUMkZxAuRGy-NIhqUWuGmpzHPLGKMwh9dGKaHJV_iQllrWeVBSdqa2H5Mm0U5_I6yUPuKtE4zqdlej0zgn/s320/Picture+4.png" border="0" alt=""id="BLOGGER_PHOTO_ID_5536496434512251906" /></a><br />First experiments with custom classes and some working OOpPeace corps in Madigascarhttp://www.blogger.com/profile/05971849855865101516noreply@blogger.com0tag:blogger.com,1999:blog-2855135694309754102.post-3362217962734463202010-10-27T19:39:00.001-07:002010-10-27T19:42:29.273-07:00Map Editor Finished...for nowI have recently finished the map editor, <br /><br />I want to leave it as it is for now, however I have always wanted to add temperature gradients and perhaps fertility modifiers based on wind direction and represented through saturation. I am already starting to imagine the process for this, however it is imperative that I move onwards to the actual game structure. <br /><br /><a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjYC6cVl6cRHU6w5R_tcsoJwACBQ7DAYj9h7mNBCLVSR0yv3cVZZM7B4EaBz-w_IyTo_QO8MlCrJ43KyqyvX9d4_TtsQhQJOBRoFyylrsfeOXyYTYXX8DlixZ_qZMm59S6tnTeR9yTOfjDy/s1600/Picture+27.png"><img style="cursor:pointer; cursor:hand;width: 320px; height: 320px;" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjYC6cVl6cRHU6w5R_tcsoJwACBQ7DAYj9h7mNBCLVSR0yv3cVZZM7B4EaBz-w_IyTo_QO8MlCrJ43KyqyvX9d4_TtsQhQJOBRoFyylrsfeOXyYTYXX8DlixZ_qZMm59S6tnTeR9yTOfjDy/s320/Picture+27.png" border="0" alt=""id="BLOGGER_PHOTO_ID_5532921432425174114" /></a><br /><br /><a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj4y6Fmj_ZIJXMaFj6K6lJRcVq-_-mUD8jJ6kuTv4dXox5H20yC0tTBybT9u3N7jwASeeNFJjJtvqKbKk6EhDQE0b1KRK0-6IgLPRK3Uyj7OcOvpaffOrJaDMGcUj9eiMls2Ggdths3mw1t/s1600/Picture+28.png"><img style="cursor:pointer; cursor:hand;width: 320px; height: 318px;" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj4y6Fmj_ZIJXMaFj6K6lJRcVq-_-mUD8jJ6kuTv4dXox5H20yC0tTBybT9u3N7jwASeeNFJjJtvqKbKk6EhDQE0b1KRK0-6IgLPRK3Uyj7OcOvpaffOrJaDMGcUj9eiMls2Ggdths3mw1t/s320/Picture+28.png" border="0" alt=""id="BLOGGER_PHOTO_ID_5532921569460262850" /></a><br /><br /><a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh4BDBaNjqpgL9ScN529xakcN5ildk47QF54Ymaecu-BEDenTvPV7GUFHjht1FnQaocFv2UZhd_IASaLiy-dpPXpex436fqOmvwXm-8NAbAt7TPpACr5C6CGgbsBgLjZaAXcn29va0lJZXN/s1600/Picture+29.png"><img style="cursor:pointer; cursor:hand;width: 319px; height: 320px;" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh4BDBaNjqpgL9ScN529xakcN5ildk47QF54Ymaecu-BEDenTvPV7GUFHjht1FnQaocFv2UZhd_IASaLiy-dpPXpex436fqOmvwXm-8NAbAt7TPpACr5C6CGgbsBgLjZaAXcn29va0lJZXN/s320/Picture+29.png" border="0" alt=""id="BLOGGER_PHOTO_ID_5532921658733698930" /></a><br /><br /><a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjnOL93kQwoWL1zUunyGr3ECKrV1Qrfz2jFG1SLZsjaZHCsQpT39_2c6Cci5kLXiuhtU3Xglkge4t6KEUG43mqK2DM3oMNBiWcAndowfS6s2AmAli7jv419cgf3pkmVYuwJRlgqHQ-zoQXL/s1600/Picture+30.png"><img style="cursor:pointer; cursor:hand;width: 320px; height: 320px;" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjnOL93kQwoWL1zUunyGr3ECKrV1Qrfz2jFG1SLZsjaZHCsQpT39_2c6Cci5kLXiuhtU3Xglkge4t6KEUG43mqK2DM3oMNBiWcAndowfS6s2AmAli7jv419cgf3pkmVYuwJRlgqHQ-zoQXL/s320/Picture+30.png" border="0" alt=""id="BLOGGER_PHOTO_ID_5532921746525096994" /></a>Peace corps in Madigascarhttp://www.blogger.com/profile/05971849855865101516noreply@blogger.com0tag:blogger.com,1999:blog-2855135694309754102.post-32291542212493613172010-10-22T07:26:00.000-07:002010-10-22T07:40:41.472-07:00MountainsSo, these are the first 3 mountain generations, I am happy that the system is able to create interesting and dynamic combinations. I am starting to imagine how the mountains (a landform which takes longer to move across and obscures vision, can become almost like sticky glue or high walls. They create corridors and valleys which I think will prove to influence someone's strategy greatly.<br /><br />The difference between these pictures and the mountain ones below, is that these are aware of their quantity, I want the system to divvy up the land nodes (anything that isn't blue) into around 4 equal parts, for each land node. Hybrid nodes count as .5 of a count for each.<br /><br /><a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhD9U4eVKUf-gBKa1hSWvGuBYfaZ_B7KlSgPqgO1gguVJGAZTZJ-87DpDOgQYKIvZDgHqtMj0mz4aY3HrU64ItPCdXxt3yqJlKQG-mF7J-MGhdhYamekq9pxoj-xEnMZ2ofudKQcfZffw0b/s1600/Picture+13.png"><img style="cursor:pointer; cursor:hand;width: 320px; height: 320px;" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhD9U4eVKUf-gBKa1hSWvGuBYfaZ_B7KlSgPqgO1gguVJGAZTZJ-87DpDOgQYKIvZDgHqtMj0mz4aY3HrU64ItPCdXxt3yqJlKQG-mF7J-MGhdhYamekq9pxoj-xEnMZ2ofudKQcfZffw0b/s320/Picture+13.png" border="0" alt=""id="BLOGGER_PHOTO_ID_5530877352636431538" /></a><br /><br /><a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhno9gDktf-OMJe6KUbAcdcEqAP_nn7mvTMjq0pMcFQDRhmvG6Kx1-ARkUHm701wnE-cMvfBoA5uAEwmugT3nVD1ywZjuB_QbBQR0YTaphUIHGJuVNgvxMS5R3eT6hbrp05IZXX6XbGREUb/s1600/Picture+14.png"><img style="cursor:pointer; cursor:hand;width: 320px; height: 320px;" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhno9gDktf-OMJe6KUbAcdcEqAP_nn7mvTMjq0pMcFQDRhmvG6Kx1-ARkUHm701wnE-cMvfBoA5uAEwmugT3nVD1ywZjuB_QbBQR0YTaphUIHGJuVNgvxMS5R3eT6hbrp05IZXX6XbGREUb/s320/Picture+14.png" border="0" alt=""id="BLOGGER_PHOTO_ID_5530877436151879378" /></a><br /><br /><a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjsfYsuDSDe4V-kxLqCQX-XGyHNWkhk5LaWnxUfo5CK4JShPj_3Gfci2YJtOFrdlIdu4NQG-ii264sUG9Ol1L0e4DCA8vsignlk81TNS47Io_oZwb0hpfWu_5-CoVXXyIdZjAMSiHv0IJDZ/s1600/Picture+15.png"><img style="cursor:pointer; cursor:hand;width: 320px; height: 319px;" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjsfYsuDSDe4V-kxLqCQX-XGyHNWkhk5LaWnxUfo5CK4JShPj_3Gfci2YJtOFrdlIdu4NQG-ii264sUG9Ol1L0e4DCA8vsignlk81TNS47Io_oZwb0hpfWu_5-CoVXXyIdZjAMSiHv0IJDZ/s320/Picture+15.png" border="0" alt=""id="BLOGGER_PHOTO_ID_5530877509518459890" /></a><br /><br />By the way, Orange is half coastal, half mountain.<br />when its against the water it becomes a cliff, when a river runs through a mountain chain, it becomes a canyon. Hybrid nodes are are great battlefields because potentially both forces can be good at fighting on them.<br /><br />The difference between canyon and cliffis not rule based, however If I need to source it for a scene, it would be good to know the difference, the hue is 1 point off.Peace corps in Madigascarhttp://www.blogger.com/profile/05971849855865101516noreply@blogger.com0tag:blogger.com,1999:blog-2855135694309754102.post-28601158591247583552010-10-21T19:15:00.000-07:002013-08-13T12:36:52.102-07:00Little Bit of chaosFigured out how to increase my map size, avoiding the memory limit (it was a setting in processing).<br />I was just playing around with these, ideally the map size is around 50 max, 15 at minimum.<br />so I got a little crazy with size, this is a 400X 400<br /><a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh6ohAPquC2GUyT3XdgmJ0-FAkKMlp481GTPHjGGYIa0Vhmh6naQFdfMvroRzNHYFoW_69rCTqr2ZM_VGF-iaGEouuCO8vLKnH3VPgJOsMRZSwNAPZwj8hUP4Bb0-B_7TuEV8rN3H0iGMBo/s1600/Picture+5.png"><img style="cursor:pointer; cursor:hand;width: 320px; height: 320px;" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh6ohAPquC2GUyT3XdgmJ0-FAkKMlp481GTPHjGGYIa0Vhmh6naQFdfMvroRzNHYFoW_69rCTqr2ZM_VGF-iaGEouuCO8vLKnH3VPgJOsMRZSwNAPZwj8hUP4Bb0-B_7TuEV8rN3H0iGMBo/s320/Picture+5.png" border="0" alt=""id="BLOGGER_PHOTO_ID_5530688606682661250" /></a><br /><br />This is a 200X200<br /><br /><br /><a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhONer9AcohWaWpuZt9XyLyLRE3I2taLMjd4MLI42vWSBtARsnNekHoW6mWgBbqkwK6gmhZfQZEsfrLPJ1x8wN7gct7SK1l-wfyG9q7viKcKy3yfqV6OBjZGjIOy2xyArPkiPmhx7jYHrsc/s1600/Picture+4.png"><img style="cursor:pointer; cursor:hand;width: 320px; height: 318px;" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhONer9AcohWaWpuZt9XyLyLRE3I2taLMjd4MLI42vWSBtARsnNekHoW6mWgBbqkwK6gmhZfQZEsfrLPJ1x8wN7gct7SK1l-wfyG9q7viKcKy3yfqV6OBjZGjIOy2xyArPkiPmhx7jYHrsc/s320/Picture+4.png" border="0" alt=""id="BLOGGER_PHOTO_ID_5530688690536768818" /></a>Peace corps in Madigascarhttp://www.blogger.com/profile/05971849855865101516noreply@blogger.com0tag:blogger.com,1999:blog-2855135694309754102.post-16673434231115255992010-10-21T18:42:00.000-07:002010-10-21T19:15:20.026-07:00yodel eh hee hoo!!!<a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiFbE19NcneDu2Ucf2vMEbGWkf9JAfe8mF3TeptTzoNi65D6Rx_Ht4kMhc5FcB_ckgvm4qtNgcIfL6t5y4DMFgc7Gvpall8nuFfcxVB2tksUWVa5v4KWdtYDTadMQZOFhycck2JPdCbMxSY/s1600/Picture+2.png"><img style="cursor:pointer; cursor:hand;width: 319px; height: 320px;" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiFbE19NcneDu2Ucf2vMEbGWkf9JAfe8mF3TeptTzoNi65D6Rx_Ht4kMhc5FcB_ckgvm4qtNgcIfL6t5y4DMFgc7Gvpall8nuFfcxVB2tksUWVa5v4KWdtYDTadMQZOFhycck2JPdCbMxSY/s320/Picture+2.png" border="0" alt=""id="BLOGGER_PHOTO_ID_5530680300758491826" /></a><br /><a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhZIpuml5rKcu8weEcRMv53TgIlPLMSOPR1owodF6GjUdE1oMrO-MwZCR1HhKszxbzefz502ST4DTwbHnqCCw2MFNoAExQDr12ZE1fhUmTvhbx2PQ5gI_TCTTuvH0wpm3g_5QX54-KWUzzE/s1600/Picture+1.png"><img style="cursor:pointer; cursor:hand;width: 320px; height: 320px;" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhZIpuml5rKcu8weEcRMv53TgIlPLMSOPR1owodF6GjUdE1oMrO-MwZCR1HhKszxbzefz502ST4DTwbHnqCCw2MFNoAExQDr12ZE1fhUmTvhbx2PQ5gI_TCTTuvH0wpm3g_5QX54-KWUzzE/s320/Picture+1.png" border="0" alt=""id="BLOGGER_PHOTO_ID_5530680240314979090" /></a><br /><br /><br />The confetti looking squares are simply placeholders to let me know where the start and end data are.<br /><br />At this point I am going to edit the drawing ability of the mountains, they will generate fully, then only draw however many is needed, perhaps sensing some kind of overlap so that the mountains take a more uniform creation.Peace corps in Madigascarhttp://www.blogger.com/profile/05971849855865101516noreply@blogger.com0tag:blogger.com,1999:blog-2855135694309754102.post-7087288645147242202010-10-19T18:33:00.000-07:002010-10-19T18:45:11.204-07:00World building must be like quilting.So I have been examining the way in which the map s generated. For now I have been making it compile a matrix of data, for instance<br /><br />1 1 1 1 1 1<br />1 2 2 2 2 2<br />1 1 2 2 3 3<br />1 1 1 2 3 3<br />1 1 2 2 3 3 <br /><br /><br />1 could be water, 2 coastal, and 3 plains<br /><br />there are some rules in this array, for instance notice how all of the 3's are not within touching distance of a 1.<br /><br /><br />I have been examining how I can use this data to break out of the grid. My reasoning for this is that the square array that I have is rough around the edges (HAH), and squares themselves lend an inorganic way of representing curves which take place.<br /><br />However, I will argue for the use of squares because of its relation to the cardinal directions. This is something I will go over in my next presentation.<br /><br /><br />Pic 1 - What Happenes if we take square array data, and convert it into hexagons.<br /><a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhNW1ZFVo9MGavTG8YLNFiZeg0g0SugUIl6ItrmgCWWyfARrUrV-s5OI1lqziWKoCRGsGJwATU48ZYDh-DY16Y3xUCvWBpSP5c06sdDMdcPj1zejQFwjTclBniFTeiVYVcb4te-dG4ZYkKD/s1600/Picture+4.png"><img style="cursor:pointer; cursor:hand;width: 320px; height: 319px;" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhNW1ZFVo9MGavTG8YLNFiZeg0g0SugUIl6ItrmgCWWyfARrUrV-s5OI1lqziWKoCRGsGJwATU48ZYDh-DY16Y3xUCvWBpSP5c06sdDMdcPj1zejQFwjTclBniFTeiVYVcb4te-dG4ZYkKD/s320/Picture+4.png" border="0" alt=""id="BLOGGER_PHOTO_ID_5529936871866576818" /></a><br /><br /><a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEil1Hun5hX99RIhrYinFJBxSjZlHosNeDAuMrAO8CRWCl3ppxvfgXqcp5n8hf8ub6MxlALW_2hI5RPp5nb4MUcspF2LrkSY76rdIKKQJ6dkbakh6LFKpdomCmGDmU7KkQvRuMhND5mT16-W/s1600/Picture+3.png"><img style="cursor:pointer; cursor:hand;width: 320px; height: 278px;" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEil1Hun5hX99RIhrYinFJBxSjZlHosNeDAuMrAO8CRWCl3ppxvfgXqcp5n8hf8ub6MxlALW_2hI5RPp5nb4MUcspF2LrkSY76rdIKKQJ6dkbakh6LFKpdomCmGDmU7KkQvRuMhND5mT16-W/s320/Picture+3.png" border="0" alt=""id="BLOGGER_PHOTO_ID_5529936981413033618" /></a><br /><br /><br />Pic 2 - Possible ways of expanding the square method, this way the cardinal directions are maintained, and the different shades could ease a player into a landtype.<br /><br /><br /><a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgnJcaSLA47vzSKNxBVSY_s_Kxko03Qtu-VtgtQsqrARTXajZX4ifRXrAJmAHpJMPBQCPSfivQXfnzaWmKtxNL-O_DyigdrAIV1EUEVfTMSTVR2DJRXUjktJyI_H5IxTYqlxSj7k3o54wBD/s1600/Picture+2.png"><img style="cursor:pointer; cursor:hand;width: 320px; height: 318px;" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgnJcaSLA47vzSKNxBVSY_s_Kxko03Qtu-VtgtQsqrARTXajZX4ifRXrAJmAHpJMPBQCPSfivQXfnzaWmKtxNL-O_DyigdrAIV1EUEVfTMSTVR2DJRXUjktJyI_H5IxTYqlxSj7k3o54wBD/s320/Picture+2.png" border="0" alt=""id="BLOGGER_PHOTO_ID_5529937417263225330" /></a><br /><br /><br /><a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjS50o_Z298SVTrErvcBEePsWaVh5EqSRZzH7xQs0nXwnTFUue_ayuM1zwqahIufaBas8buOxAbeQxAaw3YOlTGRaGSh9-daZhSncf6KbRuUEfkWlHyFitzrcMuK93n__l9Ncr5iat1ec9a/s1600/Picture+1.png"><img style="cursor:pointer; cursor:hand;width: 318px; height: 320px;" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjS50o_Z298SVTrErvcBEePsWaVh5EqSRZzH7xQs0nXwnTFUue_ayuM1zwqahIufaBas8buOxAbeQxAaw3YOlTGRaGSh9-daZhSncf6KbRuUEfkWlHyFitzrcMuK93n__l9Ncr5iat1ec9a/s320/Picture+1.png" border="0" alt=""id="BLOGGER_PHOTO_ID_5529937326805137634" /></a>Peace corps in Madigascarhttp://www.blogger.com/profile/05971849855865101516noreply@blogger.com0tag:blogger.com,1999:blog-2855135694309754102.post-71100808306033591212010-10-18T19:03:00.001-07:002010-10-18T19:04:01.370-07:00First Office meeting - 10/18/10http://www.spencerhargiss.com/Office_Meeting_One.mp3Peace corps in Madigascarhttp://www.blogger.com/profile/05971849855865101516noreply@blogger.com0tag:blogger.com,1999:blog-2855135694309754102.post-71436984129542183982010-10-16T17:55:00.000-07:002010-10-16T17:57:19.083-07:00Islands<a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjrbKoMfH7kgyWMDbbMPQqovBP7Ki92FgIUyseAS1GJm7LLXSjNjeBeicS1xIpRPKrx9_0DZpmfHQ-6mLqFik1Oq21A16mYmsA8OXW9FRKMERA4anx9_WbYYwnml80kwRj3tWJfgqVkA-jK/s1600/Picture+16.png"><img style="cursor:pointer; cursor:hand;width: 320px; height: 320px;" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjrbKoMfH7kgyWMDbbMPQqovBP7Ki92FgIUyseAS1GJm7LLXSjNjeBeicS1xIpRPKrx9_0DZpmfHQ-6mLqFik1Oq21A16mYmsA8OXW9FRKMERA4anx9_WbYYwnml80kwRj3tWJfgqVkA-jK/s320/Picture+16.png" border="0" alt=""id="BLOGGER_PHOTO_ID_5528812713714903010" /></a><br /><a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhmVzf8KRv4kf1ZwJeXUzSjLgoJt3e58Yk19-lHDE7OMWGUlgVsNQPU0gmJ0MmNTtWtzASBcAf8GLgkMAaheYGBOiRwKHGFcxQXjRBMX-5YeJmNZZ4qTZolKhujmV2tX8pyhufYBGHzHoib/s1600/Picture+15.png"><img style="cursor:pointer; cursor:hand;width: 319px; height: 320px;" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhmVzf8KRv4kf1ZwJeXUzSjLgoJt3e58Yk19-lHDE7OMWGUlgVsNQPU0gmJ0MmNTtWtzASBcAf8GLgkMAaheYGBOiRwKHGFcxQXjRBMX-5YeJmNZZ4qTZolKhujmV2tX8pyhufYBGHzHoib/s320/Picture+15.png" border="0" alt=""id="BLOGGER_PHOTO_ID_5528812623816870946" /></a><br /><a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEizrE6jjGzBl_3_j-5VM3rmnFqtg08tAgJas5RJ7pkUmpmma9ignWxaK-BIqsB6iwUAZ8osf5I_Sg2AIYYOxhS7dSkRB-J51cueTa5M8cV4coBVKCKXDfQ3_aR69Xsv2Cu98zq2q7KShn0v/s1600/Picture+14.png"><img style="cursor:pointer; cursor:hand;width: 319px; height: 320px;" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEizrE6jjGzBl_3_j-5VM3rmnFqtg08tAgJas5RJ7pkUmpmma9ignWxaK-BIqsB6iwUAZ8osf5I_Sg2AIYYOxhS7dSkRB-J51cueTa5M8cV4coBVKCKXDfQ3_aR69Xsv2Cu98zq2q7KShn0v/s320/Picture+14.png" border="0" alt=""id="BLOGGER_PHOTO_ID_5528812544635779122" /></a>Peace corps in Madigascarhttp://www.blogger.com/profile/05971849855865101516noreply@blogger.com0tag:blogger.com,1999:blog-2855135694309754102.post-25463799446112342942010-10-11T17:11:00.000-07:002010-10-11T17:34:36.034-07:00Room infoAn Early Draft of what the rooms are capable of.<br /><br />The main thing I am wedded to here is the relationship between Schooling structures (Academy, Drill Room, Guild Hall, and Meditation Chamber) and between housing structures (Dormitory, Barracks, Hostel, Sanctuary). <br /><br />-If you construct a form of housing, you are granted a unit or units, depending on the class<br /> Soldiers - This unit has the potential to grow into a full fledged army unit, mainly used to physically assault an enemy.<br /> Bandits - Bandits are a small tactical troop which can create road blocks and small tactical strikes.<br /> Devout - A devout is a singular unit, which has the potential to rally a large number of people up to make one powerful strike.<br /> Magus - A magus is a small band of wizards which can gather resources like treasure from tombs and act as a magical funnel.<br /><br />Each of these units have special abilities.<br /><br />-if you construct a form of schooling, you can offset your unit towards a certain practice.<br /> For instance, if you have a barracks, you get a soldier<br /> if you then build a Guild house, you can turn those soldiers into Rangers.<br /> In this transaction you will retain most of your soldier like nature, the slight sway towards syndicate gives your soldiers some more sneaky qualities.<br /><br /> Inversly - If you create a hostel you get bandits <br /> If you then get a drill room, and train those bandits to be more militant, then they become marauders.<br /><br />Think of it as a Adjective to noun comparison<br />Bill is an Entrepreneurial Artist<br />Fred is a Artistic Businessman<br /><br /><br />Other then that relationship, the other room aspects are open to fluctuation, although I like where those are going for now.<br /><br /><a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiHVBeRBZBzABbqdyOTRjno55fgRTjZfc8EWjaZkLskE0AHcXGPB5w0k6QEOS4r655H56b1sdpyYKG_ASpImHXqXdkqNbOboisfOAHq2ip9j6A2JKP4fHb0rTPChJgTZLtVv23ZFzIbYFco/s1600/Overview.jpeg"><img style="cursor:pointer; cursor:hand;width: 232px; height: 320px;" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiHVBeRBZBzABbqdyOTRjno55fgRTjZfc8EWjaZkLskE0AHcXGPB5w0k6QEOS4r655H56b1sdpyYKG_ASpImHXqXdkqNbOboisfOAHq2ip9j6A2JKP4fHb0rTPChJgTZLtVv23ZFzIbYFco/s320/Overview.jpeg" border="0" alt=""id="BLOGGER_PHOTO_ID_5526949264200939010" /></a><br /><br /><a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhNkfp53WLvdeFzgr65qhnxoQtEoOG3BVqBLo88aKUkyg-ajOwHm0Uf8xYM_BbjEQ7XRB4xlbLjGGqzGmmAM2C5sGIU8gAGM2rGdI1fcXfQ8iyXao6jmM9yUfa52WNgD5Qshkg-Pi-6x2By/s1600/Unit+Types.jpeg"><img style="cursor:pointer; cursor:hand;width: 232px; height: 320px;" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhNkfp53WLvdeFzgr65qhnxoQtEoOG3BVqBLo88aKUkyg-ajOwHm0Uf8xYM_BbjEQ7XRB4xlbLjGGqzGmmAM2C5sGIU8gAGM2rGdI1fcXfQ8iyXao6jmM9yUfa52WNgD5Qshkg-Pi-6x2By/s320/Unit+Types.jpeg" border="0" alt=""id="BLOGGER_PHOTO_ID_5526949483368681858" /></a><br /><br /><a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg-9H7304h0AWnWz32cUu_2NPpWhQXaO0tV7vSjJ85d1xtZFLZHoQBoZrq7f2SflcgEC3gtj5ShAXxfFYtGUeCBcVCboc-W5kzKgrdoHp-bl33n4MzogidQIG4XPdnZalwwizfjEDZHIGXv/s1600/prisons.jpeg"><img style="cursor:pointer; cursor:hand;width: 232px; height: 320px;" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg-9H7304h0AWnWz32cUu_2NPpWhQXaO0tV7vSjJ85d1xtZFLZHoQBoZrq7f2SflcgEC3gtj5ShAXxfFYtGUeCBcVCboc-W5kzKgrdoHp-bl33n4MzogidQIG4XPdnZalwwizfjEDZHIGXv/s320/prisons.jpeg" border="0" alt=""id="BLOGGER_PHOTO_ID_5526949603397304466" /></a><br /><br /><a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiTj9BBuEslD1ieOJ8WXHRIKdpOqlLlPNRcEu_WGt5eDJ3kGabVeonvCpy0J43wQNM2gAOGThiyBjhoIQXFt4efMSikIHGb0jB7H6GDpeP3HxlB8cf_kLN7NfEVWnZPeDm9RiEecb5zD2CO/s1600/Militancy1.jpeg"><img style="cursor:pointer; cursor:hand;width: 232px; height: 320px;" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiTj9BBuEslD1ieOJ8WXHRIKdpOqlLlPNRcEu_WGt5eDJ3kGabVeonvCpy0J43wQNM2gAOGThiyBjhoIQXFt4efMSikIHGb0jB7H6GDpeP3HxlB8cf_kLN7NfEVWnZPeDm9RiEecb5zD2CO/s320/Militancy1.jpeg" border="0" alt=""id="BLOGGER_PHOTO_ID_5526949713278103042" /></a><br /><br /><a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEigYiHVmOaIzGrXIW5OPvWlgKTNc7ijFq5Jmv4CgD-qPyuUqw6f49p60BMxinsCSigudJcGtVUp64lYTJXFDeznqsiGtixEZsGYsmBz_bI3HldDXZkTEvFyDOV3RfHJNlRB8-Px-buA-INr/s1600/Magic1.jpeg"><img style="cursor:pointer; cursor:hand;width: 232px; height: 320px;" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEigYiHVmOaIzGrXIW5OPvWlgKTNc7ijFq5Jmv4CgD-qPyuUqw6f49p60BMxinsCSigudJcGtVUp64lYTJXFDeznqsiGtixEZsGYsmBz_bI3HldDXZkTEvFyDOV3RfHJNlRB8-Px-buA-INr/s320/Magic1.jpeg" border="0" alt=""id="BLOGGER_PHOTO_ID_5526950892286413730" /></a><br /><br /><a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEinxZ3D46IF-vIvFAqilV_vVDsm882mD9gSwejF_Pm2oDXZR-ZE0KeDh0FkGegsWoxFrD1kRqGDv0_0nqBiL2c8mjNR2chfIHuXM9se2EsQ1qdcNGXVfhtv4jFNCz9KQY-2KS8dZIqylFjZ/s1600/Faith1.jpeg"><img style="cursor:pointer; cursor:hand;width: 232px; height: 320px;" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEinxZ3D46IF-vIvFAqilV_vVDsm882mD9gSwejF_Pm2oDXZR-ZE0KeDh0FkGegsWoxFrD1kRqGDv0_0nqBiL2c8mjNR2chfIHuXM9se2EsQ1qdcNGXVfhtv4jFNCz9KQY-2KS8dZIqylFjZ/s320/Faith1.jpeg" border="0" alt=""id="BLOGGER_PHOTO_ID_5526950728476693810" /></a><br /><br /><a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhb5SwFTG5E2WDNWf-y3s4jJtv0WjiDTqMYRhyIW3arPUpdG6CsSoptOBjgozI7lLZsAKju7Pwhxeef5ztMq-RZhJg8un0ajv_cd-iMlRC2ZtIWlOsZ3Imo8-G7W54qP2Ai2L56Uy5czqcq/s1600/Syndicate1.jpeg"><img style="cursor:pointer; cursor:hand;width: 232px; height: 320px;" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhb5SwFTG5E2WDNWf-y3s4jJtv0WjiDTqMYRhyIW3arPUpdG6CsSoptOBjgozI7lLZsAKju7Pwhxeef5ztMq-RZhJg8un0ajv_cd-iMlRC2ZtIWlOsZ3Imo8-G7W54qP2Ai2L56Uy5czqcq/s320/Syndicate1.jpeg" border="0" alt=""id="BLOGGER_PHOTO_ID_5526950436253498242" /></a><br /><br /><a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi_M-neWlxJ85-1waCE9jrVvH0R7AHM27I97D3bETQlOskDXqJuRQPNdz6BkdIbAZzZAztUTjAVG8K4LzJaNaKwuxEEbX8RYw8WfWKhGx37VfZQsNJmzdRM_8PeknlBR14lPH7tTTOX22Q0/s1600/Militancy2-Magic2.jpeg"><img style="cursor:pointer; cursor:hand;width: 232px; height: 320px;" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi_M-neWlxJ85-1waCE9jrVvH0R7AHM27I97D3bETQlOskDXqJuRQPNdz6BkdIbAZzZAztUTjAVG8K4LzJaNaKwuxEEbX8RYw8WfWKhGx37VfZQsNJmzdRM_8PeknlBR14lPH7tTTOX22Q0/s320/Militancy2-Magic2.jpeg" border="0" alt=""id="BLOGGER_PHOTO_ID_5526951190288563106" /></a><br /><br /><a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi5LlPGQSvC_43-Q5XIV5JBE-FNmy68dZ8IsyJ_A6BDQpITVSIMYqz0VLxPWjYSs0NKX0KmsifH0NXKecVlb3J3zHNrTra1o5HoyME3WkC7DMvcgm2zljJxlXlcr3_ylQ77o4z5qaUY4dZZ/s1600/Magic2-Faith2-Syndicate2.jpeg"><img style="cursor:pointer; cursor:hand;width: 232px; height: 320px;" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi5LlPGQSvC_43-Q5XIV5JBE-FNmy68dZ8IsyJ_A6BDQpITVSIMYqz0VLxPWjYSs0NKX0KmsifH0NXKecVlb3J3zHNrTra1o5HoyME3WkC7DMvcgm2zljJxlXlcr3_ylQ77o4z5qaUY4dZZ/s320/Magic2-Faith2-Syndicate2.jpeg" border="0" alt=""id="BLOGGER_PHOTO_ID_5526951342922399074" /></a>Peace corps in Madigascarhttp://www.blogger.com/profile/05971849855865101516noreply@blogger.com0tag:blogger.com,1999:blog-2855135694309754102.post-2560455706630259792010-10-06T11:57:00.001-07:002010-10-06T11:59:59.537-07:00hallelujah Land ho!<a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhf1nEaSQAG4L59zhaO1HRP-s8n7BJDaRZtbzmYf73Q0uyQRgNLvSpoZwtMl0CeFg5Btb8ixF8MPQQGjus6uTfPbRQSM6dxSyLE4kzZZpRxm21P0Z11D3Ein-t8HcLcbswK2Y0FEhB8OOrL/s1600/wooislands.png"><img style="cursor:pointer; cursor:hand;width: 320px; height: 319px;" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhf1nEaSQAG4L59zhaO1HRP-s8n7BJDaRZtbzmYf73Q0uyQRgNLvSpoZwtMl0CeFg5Btb8ixF8MPQQGjus6uTfPbRQSM6dxSyLE4kzZZpRxm21P0Z11D3Ein-t8HcLcbswK2Y0FEhB8OOrL/s320/wooislands.png" border="0" alt=""id="BLOGGER_PHOTO_ID_5525009805674391138" /></a><br />So after a frustrating month of coding, mixed in with some needed reformatting, I have finally pressed forward into the island feature of map generations, this will offset any map generated which has too many water nodes, which significantly decreases play area. More to come soon, as I fix the apparent bugs in this picture.Peace corps in Madigascarhttp://www.blogger.com/profile/05971849855865101516noreply@blogger.com0tag:blogger.com,1999:blog-2855135694309754102.post-24624188442919229812010-09-30T14:51:00.000-07:002010-09-30T15:15:49.922-07:00Symbolism: Drawing MethodsSymbolism,<br /><br /> So far I have pulled several aspects of symbolism, when I think about the representations of a society within a fantasy realm. I think the methods of symbolism are incredibly relevant to fantasy, not only because some symbolist work has fantastical pursuits, but also because of the suggestive nature of symbolist work. I strongly believe that in order to be invested in the fantasy genre, it requires some degree of imagination and creativity, suggestive imagery is the catalyst for provoking inner narratives and would be a very important aspect to fueling the imagination. <br /> <br /> So this aspect of visual theory might be applicable to the drawings which characterize representations. Seurat, a famous symbolist artist (although he would not like to be classified as such) has some good theories on the manipulation of mood. For one, most of his works did an excellent job of using filters, some overarching color pallate which influenced an entire portion of the canvas, even though there would be blues in one section they still maintained a warm and red tone. Another prominant aspect of his work is manipulating the flow in order to communicate sorrow, fear, or perhaps joy and gaiety. The diagrams in the book explain more.<br /><br /><a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiv9ohvn64NKJ3sFLEf9Idl6YIetH4Xj1sSCCtxQsSt2q28Whp4-T_Cl1MT2UwKtzrFUw6xpCX6a2deR7ZE8PrQZJtjVJw5iFCdFwU3fQaXPCUYfO7Tur5FM_cutfAnqgIE3Z_C7gd5zFCL/s1600/Scan+1.gif"><img style="cursor:pointer; cursor:hand;width: 320px; height: 231px;" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiv9ohvn64NKJ3sFLEf9Idl6YIetH4Xj1sSCCtxQsSt2q28Whp4-T_Cl1MT2UwKtzrFUw6xpCX6a2deR7ZE8PrQZJtjVJw5iFCdFwU3fQaXPCUYfO7Tur5FM_cutfAnqgIE3Z_C7gd5zFCL/s320/Scan+1.gif" border="0" alt=""id="BLOGGER_PHOTO_ID_5522833503250576594" /></a><br /><br /><a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi5xmwh8951np6JDI-UZqrykgqysEtjUC_fw96UlKKxUQ_xuSi4ARvYh4z9Fba15VvQB8_kCwbScSTXXzzX03f6jAcCQQ9uauZYMDJ3kNM-uNd2pNKnF0gzr4CUN7vLppkO81Me2s8ceDof/s1600/Scan+2.gif"><img style="cursor:pointer; cursor:hand;width: 320px; height: 231px;" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi5xmwh8951np6JDI-UZqrykgqysEtjUC_fw96UlKKxUQ_xuSi4ARvYh4z9Fba15VvQB8_kCwbScSTXXzzX03f6jAcCQQ9uauZYMDJ3kNM-uNd2pNKnF0gzr4CUN7vLppkO81Me2s8ceDof/s320/Scan+2.gif" border="0" alt=""id="BLOGGER_PHOTO_ID_5522833636238656530" /></a>Peace corps in Madigascarhttp://www.blogger.com/profile/05971849855865101516noreply@blogger.com0tag:blogger.com,1999:blog-2855135694309754102.post-37302458301035171162010-09-28T11:44:00.001-07:002010-09-28T11:46:13.333-07:00Process by Popular Demand<a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjTCb2gOHRdLxh0iP1NLoenUXmiQipw0r9voQyG_2TP9S5agrnqC4wg0qhKSLSv0YqVxhxMKFr8MB881xfhS04h1JXY9rukSz0tERMTvWEBe7q1Yzsa_bcpZHhfdQcgcc6Erae46Os3zobD/s1600/Photo+188.jpg"><img style="cursor:pointer; cursor:hand;width: 320px; height: 240px;" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjTCb2gOHRdLxh0iP1NLoenUXmiQipw0r9voQyG_2TP9S5agrnqC4wg0qhKSLSv0YqVxhxMKFr8MB881xfhS04h1JXY9rukSz0tERMTvWEBe7q1Yzsa_bcpZHhfdQcgcc6Erae46Os3zobD/s320/Photo+188.jpg" border="0" alt=""id="BLOGGER_PHOTO_ID_5522037340972273794" /></a><br /><br />This is a new aspect to my process which I wish to focus on, code writing, something halfway between pseudo code and real code, I think looking at code on a computer screen makes me lose focus.Peace corps in Madigascarhttp://www.blogger.com/profile/05971849855865101516noreply@blogger.com0tag:blogger.com,1999:blog-2855135694309754102.post-64680799181182284532010-09-25T13:50:00.001-07:002010-09-25T13:52:06.954-07:00Don't think of an elephant<a href="http://www.nikolasschiller.com/blog/index.php/archives/2009/03/27/2723/"></a><br />http://www.nikolasschiller.com/blog/index.php/archives/2009/03/27/2723/<br />a site I found interesting while traversing the web for some geographical inspiration.Peace corps in Madigascarhttp://www.blogger.com/profile/05971849855865101516noreply@blogger.com0tag:blogger.com,1999:blog-2855135694309754102.post-63889017927227739932010-09-19T13:31:00.001-07:002010-09-19T13:40:53.062-07:00ReformatSo, this last week I spent a lot of time reformatting my code. It was a boring and frustrating process, however incredibly necessary to moving foreword, this will allow for the code to grow into something larger. Now, the system functions as it did however there is a different structure of variables, and an addition of several variables to allow for more control. For instance, pushing foreword it will be possible to have undo functions to the creation, and the code should run faster under this new format. As you can tell by the size of the scroll bars the addition of control variables has lengthened the same process, however things only draw when they need to, and never unnecessarily.<br /><a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhfB_VaSIS6rew_4JQK4VCQ-RLG9pT3ksGJsstCOM9lfBhmiklJ_YGBmfwmp2_Xqj2e0LjEWLHaMuxe0mmuo5fnIGni1J8b7pPE03lHXc8g3bE0OZwPlpqF6iGU8HRDIKGi7hImExDmi4FM/s1600/Picture+3.png"><img style="cursor:pointer; cursor:hand;width: 320px; height: 301px;" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhfB_VaSIS6rew_4JQK4VCQ-RLG9pT3ksGJsstCOM9lfBhmiklJ_YGBmfwmp2_Xqj2e0LjEWLHaMuxe0mmuo5fnIGni1J8b7pPE03lHXc8g3bE0OZwPlpqF6iGU8HRDIKGi7hImExDmi4FM/s320/Picture+3.png" border="0" alt=""id="BLOGGER_PHOTO_ID_5518727112115379650" /></a>]<br /><br /><a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjzbh2xVaAEGK6qTokFgA0uWTFmEVJtxPArDTlli0lTyGmIZIE5zIWXp2Y8Fz5XuZApEfuXDFkfkOOc__b8aS0gkb-NeyRrmmW7bQobGhuzx-cgb02ugs4qmuqzu8pZ4pgFGCemDgipI7Yy/s1600/Picture+4.png"><img style="cursor:pointer; cursor:hand;width: 311px; height: 320px;" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjzbh2xVaAEGK6qTokFgA0uWTFmEVJtxPArDTlli0lTyGmIZIE5zIWXp2Y8Fz5XuZApEfuXDFkfkOOc__b8aS0gkb-NeyRrmmW7bQobGhuzx-cgb02ugs4qmuqzu8pZ4pgFGCemDgipI7Yy/s320/Picture+4.png" border="0" alt=""id="BLOGGER_PHOTO_ID_5518727248482286258" /></a>Peace corps in Madigascarhttp://www.blogger.com/profile/05971849855865101516noreply@blogger.com0tag:blogger.com,1999:blog-2855135694309754102.post-17276664793268351782010-09-18T18:33:00.000-07:002010-09-18T21:04:48.341-07:00In search of aesthetics, and the fantasy form - Frank Frazetta<a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhXD7I3sbyUf0lZTFmyMSCkprjoyTadYZX8uO52rKUyofpJdC2xqI74mkzc7VM3kP05xvRSDyBBlkdWeVY50bOWSdnGklf_BjCYTKl2i6ZtY_7jHcBLevjSUdSEqAaDSnt2QHmQPOt94svi/s1600/frank+frazetta.jpeg"><img style="float:left; margin:0 10px 10px 0;cursor:pointer; cursor:hand;width: 269px; height: 400px;" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhXD7I3sbyUf0lZTFmyMSCkprjoyTadYZX8uO52rKUyofpJdC2xqI74mkzc7VM3kP05xvRSDyBBlkdWeVY50bOWSdnGklf_BjCYTKl2i6ZtY_7jHcBLevjSUdSEqAaDSnt2QHmQPOt94svi/s400/frank+frazetta.jpeg" border="0" alt="" id="BLOGGER_PHOTO_ID_5518444379053854274" /></a><div>I have spent this week contemplating the different aesthetic choices of games and other fantasy related media. And after seeing my game in a new light with the recent re-contextualization of the thesis, certain aspects of the game are becoming incredibly more important.</div><div>The game builds on narratives, so in order to fuel these narratives I will need to strike a close balance between visuals which fuel the game universe I lay out, and visuals that allow for different interpretations. </div><div>
<br /></div><div>The First place I went was to the work of Frank Frazetta, a very talented artist who had a hand in changing the image of fantasy from the 60's to the 90's through his stunning works. He is responsible for the revival of Conan the barbarian, a series which was in the gutter until he created the cover for the last effort issue of the series. His work had the ability to pop right out of the canvas, it is very real, very sexual, and graphic. What it succeeds in doing is draw the viewer into the world, to evoke several emotions off of a very clear and apparent scene.</div><div>Sadly he passed away in May, 2010.</div><div>
<br /></div><div><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjFpxJBLhjXHapC0DggDm8CX1Fg5GNmsFJ0Y9epQ6rpaD_RDDYUtRlWEYCkpYuqSkWmNPKbMw4tGGUpv6yBQinjMehmRe1z9yGqoQ3mYJ1Hqc0Gwn8h-xb1W50g7X9isoQC9k8W6dGBWtOw/s1600/frank-frazetta.jpeg"><img src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjFpxJBLhjXHapC0DggDm8CX1Fg5GNmsFJ0Y9epQ6rpaD_RDDYUtRlWEYCkpYuqSkWmNPKbMw4tGGUpv6yBQinjMehmRe1z9yGqoQ3mYJ1Hqc0Gwn8h-xb1W50g7X9isoQC9k8W6dGBWtOw/s400/frank-frazetta.jpeg" border="0" alt="" id="BLOGGER_PHOTO_ID_5518444558386599426" style="cursor: pointer; width: 297px; height: 400px; " /></a> <a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiAQeUfnPglQkg1X17UVxLzvmsyOdeQdL8XWUaA-TxJEpX8pNKGfG6N6X8bmRM51vbEoR-PwpAhxQYKqy3OWtN3C-3b2pk6s_wbqjOFi2XHmeutoauR_scwyJqLGXZqN8zQMsrrKVYvpHjd/s1600/f0s0n.jpeg"><img src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiAQeUfnPglQkg1X17UVxLzvmsyOdeQdL8XWUaA-TxJEpX8pNKGfG6N6X8bmRM51vbEoR-PwpAhxQYKqy3OWtN3C-3b2pk6s_wbqjOFi2XHmeutoauR_scwyJqLGXZqN8zQMsrrKVYvpHjd/s400/f0s0n.jpeg" border="0" alt="" id="BLOGGER_PHOTO_ID_5518445395818105874" style="cursor: pointer; width: 265px; height: 400px; " /></a></div><div> <a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi2Tgw-xX6VohKcQBk4CLZXh943eGxCjPw7syLJy7xyFGir4QV3r7Ex8Iwt1qLwhW9O97ysBgIflM7vq-1XjIuGCFyKyWn_z-Iv2WtLtw81NIi4pMG6YBDXL6fOumiQZGUU1qz3u-1Q8mQ6/s1600/f42_jpg.jpeg"><img src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi2Tgw-xX6VohKcQBk4CLZXh943eGxCjPw7syLJy7xyFGir4QV3r7Ex8Iwt1qLwhW9O97ysBgIflM7vq-1XjIuGCFyKyWn_z-Iv2WtLtw81NIi4pMG6YBDXL6fOumiQZGUU1qz3u-1Q8mQ6/s400/f42_jpg.jpeg" border="0" alt="" id="BLOGGER_PHOTO_ID_5518445691691128834" style="cursor: pointer; width: 400px; height: 312px; " /></a></div><div>I think that Franks work spoke to what is usually classified as "High Fantasy". I would personally call it masculine fantasy because its themes are based around warfare and epic events. What makes the warfare masculine specifically is that the warfare is imaged off of medieval warfare, so our history has a prevalent stamp on the warfare of these "High Fantasy" (God I hate that term) realms. "High Fantasy" (ughh) also has the distinction of existing in a parallel world to our own, these aspects are prevalent in Franks works from the insanely large astrological bodies. </div><div><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiHDRfBLUekVltm_U3DqbGIGi9xJOHMdaQl8zsFFQWfoEf6iJ63nYPXsWEDxTwshQTQAHG3-mWtq9QMpAOavtX2_OpPTsa8LE_vqASn1aRwzKECEqNPGRELRGE3YyuCU6rdGmRSDuKhMf1P/s1600/ffddpm-758186.jpeg"><img src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiHDRfBLUekVltm_U3DqbGIGi9xJOHMdaQl8zsFFQWfoEf6iJ63nYPXsWEDxTwshQTQAHG3-mWtq9QMpAOavtX2_OpPTsa8LE_vqASn1aRwzKECEqNPGRELRGE3YyuCU6rdGmRSDuKhMf1P/s400/ffddpm-758186.jpeg" border="0" alt="" id="BLOGGER_PHOTO_ID_5518447655475604194" style="cursor: pointer; width: 304px; height: 400px; " /></a></div><div>
<br /></div><meta charset="utf-8"><meta charset="utf-8"><meta charset="utf-8">Peace corps in Madigascarhttp://www.blogger.com/profile/05971849855865101516noreply@blogger.com0tag:blogger.com,1999:blog-2855135694309754102.post-58262566337578501062010-09-14T18:45:00.001-07:002010-09-14T21:06:04.034-07:00Modified Thesis statement<p class="p1"> </p><p class="p1"><span class="s1">100 words</span></p> <p class="p1"><span class="s1">---------------------------------------------------------------------------------------------------------------------</span></p> <p class="p1"><span class="s1"><span class="Apple-tab-span"> </span>(untitled) is a multiplayer video game which provides interactions to provoke more powerful narrative and creative elements between players in order to enrich gameplay and validate the use of genre. The genre which I am particularly interested in adapting in this manor is the fantasy genre, on which has a keen focus on geography, global conflict, cultures, adventure, and the supernatural. (untitled) will allow players to participate in the fantasy world by playing in generated worlds, controlling numerous forces, establishing a society to drive your actions, coming into contact with interesting locations, and interacting with supernatural elements.</span></p> <p class="p1"><span class="s1">---------------------------------------------------------------------------------------------------------------------</span></p> <p class="p2"><span class="s1"></span><br /></p> <p class="p2"><span class="s1"></span><br /></p> <p class="p2"><span class="s1"></span><br /></p> <p class="p2"><span class="s1"></span><br /></p> <p class="p2"><span class="s1"></span><br /></p> <p class="p1"><span class="s1"><b>Extended:</b></span></p> <p class="p1"><span class="s1"><span class="Apple-tab-span"> </span>Having a background emerging from folklore, mythology, and elements from all over our history, the fantasy genre almost demands that a mythos be given to every location, every war, every character. From this a history (and the worlds largest fan fictions), emerge to fill the in the gaps in timeline and playfully frolic around the major story originally at the center of the universe. It is a shame to see genre’s get stretched like skin over preset game molds, because when fantasy themes are exploited in this manner, it overlooks the genre’s strengths and does not utilize the talents of those interested in it. By definition, those who are interested in fantasy are interested in history, geography, and storytelling all of which have potential to be creative. So this game allows players to utilize these talents, during play, and outside of play (when one might customize a map to use for play).</span></p> <p class="p2"><span class="s1"></span><br /></p> <p class="p1"><span class="s1"><b>Players will play in generated worlds: </b>As the experiences of players will be unique, so the physical geography itself will be able to take a random form. This will allow for players to be granted a canvas for interaction if they wish to be given one. As well the tools for specific world generation will be available, being able to create continents and landforms in the shapes which they desire.</span></p> <p class="p2"><span class="s1"></span><br /></p> <p class="p1"><span class="s1">Execution of Generated worlds: The world is represented through a map, the current shape of this map is square, however the continental shape is varied. The map is quantified into nodes, a grid of smaller squares which are one of 5 different land types,</span></p> <p class="p1"><span class="s1">- Mountain</span></p> <p class="p1"><span class="s1">- Forest</span></p> <p class="p1"><span class="s1">- Plains</span></p> <p class="p1"><span class="s1">- Coastal</span></p> <p class="p1"><span class="s1">Ocean</span></p> <p class="p1"><span class="s1">As the player moves through this grid, the land type influences that players ability to fight, defend, travel swiftly, and relay information like enemy troop position and whatnot.</span></p> <p class="p2"><span class="s1"></span><br /></p> <p class="p1"><span class="s1"><b>Players will participate in global conflict:</b> Players are given a settlement placed within the world, which has to compete for allegiance with other settlements in order to maintain resources. In this transaction, alliances will form along with conflict. This will also be a more intricate situation with the addition of “information”. War in our history rarely came down to numbers, it was more about the positioning, the experience, the leadership, and the overall image of the force. Sometimes the stories around the actions of an army were more powerful then the force itself. Those stories influenced political decisions and the moral of opposing forces.</span></p> <p class="p2"><span class="s1"></span><br /></p> <p class="p1"><span class="s1">Execution of Global conflict: players will be awarded with troops depending on how they distribute their resources and allegiances. They can then use these forces to traverse through the world to win back resources, explore a ruin for some lost magic, to insight a movement against other players, or to strategically block travel routs to manipulate resources.</span></p> <p class="p2"><span class="s1"></span><br /></p> <p class="p1"><span class="s1"><b>Players will be able to craft a society:</b> To shed some light on this aspect, we need to examine what makes a society. Some major aspects which vary from society to society are government, technologies, appearance, and most importantly location and the unique regional resources it provides. These are some aspects at face value, because at some point later these societies are influenced by global events and interactions between societies. </span></p> <p class="p2"><span class="s1"></span><br /></p> <p class="p1"><span class="s1">Execution of society crafting: Players will be able to craft their people in a number of different ways. Because you are essentially role playing an entire civilization, I found it important that the player be in control of primarily one solid settlement (this is to reduce the amount of multitasking between locations, and to increase the focus on customization).</span></p> <p class="p2"><span class="s1"></span><br /></p> <p class="p1"><span class="s1"><i>Structure</i>-This settlement could be a fortified castle, a cityscape, an elaborate collection of underground real estate, or a group of nomads with the ability to go mobile. </span></p> <p class="p2"><span class="s1"></span><br /></p> <p class="p1"><span class="s1"><i>Technology-</i>Mainly what your society is interested in be it the economy, religion, militant practices, magical research. All of these aspects are a different technological pursuits which can be reached in combination or in solo. These are obtained as “rooms” an action when you as a player decide to contextualize the structure and space which you have created. Below on my blog is a chart of possible rooms which can be created, each has a value and every player can invest a certain amount into each technology, creating equal combinations.</span></p> <p class="p2"><span class="s1"></span><br /></p> <p class="p1"><span class="s1"><i>Appearance- </i>Players can modify the adaptations of their race in order to create a back story to the society. Investing in different aspects of the humanoid form allow you to tweak the appearance and strengths of your people. Some aspects or abilities for example would be strength, endurance, agility, or some mental aspects of wisdom, vigor, vigilance.</span></p> <p class="p2"><span class="s1"></span><br /></p> <p class="p1"><span class="s1"><i>Location - </i>Players can chose the location of their settlement. This determines their preferred geological environment to fight in, and the contexts of their societal development. Location will essentially determine what they will interact with and what problems might face them. It can also act as a modifier to the image of your society, so someone who is located around the top of the map might encounter snowy environments, this makes them commonly wear white animal pelts and have pale skin.</span></p> <p class="p2"><span class="s1"><i></i></span><br /></p> <p class="p2"><span class="s1"></span><br /></p> <p class="p1"><span class="s1"><b>Players can explore interesting locations: </b>Exploration is an element to the game because narrative in an important part of the game. Since the players are traversing and living in a world riddled with events created by the players, and some remains of societies past, these reinforce a history to the geography. The worlds will be inhabited by players, computer towns (a resource) and perhaps grand magical backstory. For instance imagine that you as a player position your settlement on top of a mountain just bordering a huge crater which encompasses a large area. What kind of catastrophic event could explain such a geographic implant? If the player sends a group of units into the crater, perhaps they come across a ruin which has left clues to this situation. Exploration of locations influenced by history could become relevant to the present tense because these clues you find in the ruin could lead you down a path which could eventually grant you the ability to create craters of your own, maybe right on top of an enemy.</span></p> <p class="p2"><span class="s1"></span><br /></p> <p class="p1"><span class="s1"><b>Supernatural elements:</b> The genre promotes the magical. It sets the stage for an environment detached from the reality we are bound to everyday. This is an exciting aspect to me and allowing players to fuel this fantastical environment is essential to narrative development.</span></p><p></p>Peace corps in Madigascarhttp://www.blogger.com/profile/05971849855865101516noreply@blogger.com0tag:blogger.com,1999:blog-2855135694309754102.post-86381646049348223772010-09-06T05:38:00.000-07:002010-09-06T07:12:31.010-07:00Ted Talks<a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://www.forgetfoo.com/images/blog/reality_worst_game480.jpg"><img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;width: 480px; height: 384px;" src="http://www.forgetfoo.com/images/blog/reality_worst_game480.jpg" border="0" alt="" /></a><br />I recently got into a few ted talks about gaming, one was suggested to me. <div><br /><div><span class="Apple-style-span" style="font-family: arial, helvetica, sans-serif; font-size: 10px; "><h1 style="margin-top: 5px; margin-right: 0px; margin-bottom: 13px; margin-left: 7px; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; font-family: arial, helvetica, sans-serif; font-size: 2.4em; color: rgb(0, 0, 0); min-height: 0px; font-weight: normal; width: auto; "><span id="altHeadline" style="margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; font-family: arial, helvetica, sans-serif; font-weight: normal; color: rgb(0, 0, 0); ">David Perry on videogames</span></h1></span></div><div><span class="Apple-tab-span" style="white-space:pre"> </span>David Perry -Producer of some older titles like Aladdin and Earthworm Jim, then the more recent title "The Matrix", which is probably hands down the best title made off of a movie because of the project merging the movie industry and game industry as opposed to an exchange of licensing.</div><div><span class="Apple-tab-span" style="white-space:pre"> </span>His talk was primarily about the overall progress of video games, he showed a montage of video game graphics to display how crazy gaming will get in 10 years. But the best part was a video put together by one of his students which talked about his development as a human because of his nonstop interaction with video games. He shed some light on what it means to be a gamer, to pursue goals on a nonstop basis, and to imagine things constantly.</div><div><br /></div><div><span class="Apple-style-span" style="font-family: arial, helvetica, sans-serif; font-size: 10px; "><h1 style="margin-top: 5px; margin-right: 0px; margin-bottom: 13px; margin-left: 7px; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; font-family: arial, helvetica, sans-serif; font-size: 2.4em; color: rgb(0, 0, 0); min-height: 0px; font-weight: normal; width: auto; "><span id="altHeadline" style="margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; font-family: arial, helvetica, sans-serif; font-weight: normal; color: rgb(0, 0, 0); ">Hillel Cooperman: Legos for grownups</span></h1><div id="maincontent" class="clearfix" style="margin-top: 0px; margin-right: 0px; margin-bottom: 5px; margin-left: 0px; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; font-family: arial, helvetica, sans-serif; display: block; float: none; width: 900px; background-image: url(http://www.ted.com/images/bg_wrap_viewtalks_maincontent.gif); background-attachment: initial; background-origin: initial; background-clip: initial; background-color: initial; background-position: 0% 0%; background-repeat: no-repeat repeat; "></div></span></div><div><span class="Apple-tab-span" style="white-space:pre"> </span>This talk was primarily to display how lego's, although perceived as a children's toy, can also even by a sculpture medium because of the robust support from community and tools provided by enthusiasts and the company. But my favorite part of this entire speech was one sentence:</div><div><br /></div><div>"So umm, these are the Dark Ages, and the Dark Ages are the time between when you put away the Lego for the last time as a kid and you decide as an adult that it is OK to play with a kids toy."</div><div><br /></div><div><span class="Apple-tab-span" style="white-space:pre"> </span>This statement is absolutely stunning to me because I witness it in action everyday and after having a couple of classes centered around play I can spot out a person who lacks playful engagement in their everyday life. Now this isn't to say that you must sit down everyday and essentially "play" a game or a system in order to lead a happy life, but being "playful" is something which we as a society do to take the edge off or even to learn in groups. </div><div><span class="Apple-tab-span" style="white-space:pre"> </span>My uncle has recently had 2 kids, and I know him to be a very playful guy, having tons of things as a kid from comics to toys. I recall him telling me he can't wait for his kids to be old enough for an Xbox so that he can play it as well. I guess what I'm trying to say is that its a shame that kids are needed at an older age to validate certain activities and overcome the "Dark Ages".</div><div><br /></div><div><span class="Apple-style-span" style="font-family: arial, helvetica, sans-serif; font-size: 10px; "><h1 style="margin-top: 5px; margin-right: 0px; margin-bottom: 13px; margin-left: 7px; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; font-family: arial, helvetica, sans-serif; font-size: 2.4em; color: rgb(0, 0, 0); min-height: 0px; font-weight: normal; width: auto; "><span id="altHeadline" style="margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; font-family: arial, helvetica, sans-serif; font-weight: normal; color: rgb(0, 0, 0); ">Jesse Schell: When games invade real life</span></h1></span></div><div><span class="Apple-tab-span" style="white-space:pre"> </span>This one wasn't technically a TED talk because he went on for 30 minutes, but never the less, Jesse Schell went over the sudden and recent phenomenon of facebook games and the effect of social networks on video games, how most of these games utilize some psychological aspect of human behavior to become successful. </div><div><span class="Apple-tab-span" style="white-space:pre"> </span>He also went on to talk about how there is a game in everything, from frequent flyer mile points, to credit cards, to social networking statistics. He then went on to talk about how our lives could essentially become one big game with the introduction of sensors everywhere which reward you for participating in things to give you a "good person score". </div><div><br /></div><div><span class="Apple-tab-span" style="white-space:pre"> </span>This lead me to think about the reverse of this idea. If our lives can be turned into a game, then what kind of life does a game provide to a gamer. What role do you fill in specific games. </div><div>I've been thinking about Monopoly, Risk, and other common board games because they essentially simulate a rough experience of being an investor, or a ruler respectively. </div><div><br /></div><div>This thought has definitely given me new perspective on the simple aspects and concepts behind my game, which will hopefully lead to better communication about my project.</div><div><br /></div><div><a href="http://www.ted.com/talks/tags/id/460">Here are the talks</a></div></div><div><br /></div>Peace corps in Madigascarhttp://www.blogger.com/profile/05971849855865101516noreply@blogger.com0tag:blogger.com,1999:blog-2855135694309754102.post-57301918597905638282010-08-16T13:20:00.001-07:002010-08-16T13:23:41.432-07:00Coastal 3<div>The Ocean is finally finished for now. Its properties work well with the system I am conceiving at the moment, and its change will only be a requirement if there are future problems with other land types (mountains, forests, plains). </div><div><br /></div><div>The Yellow borders represent coastal properties, these are land nodes influenced directly by the ocean.</div><div><br /></div><div>At this point I plan on hitting Mountains and Forests next, then perhaps I will return to intricate water bodies like rivers and lakes.</div><div><br /></div><div><br /></div>http://vimeo.com/14190347Peace corps in Madigascarhttp://www.blogger.com/profile/05971849855865101516noreply@blogger.com0tag:blogger.com,1999:blog-2855135694309754102.post-346318186732084282010-08-16T13:09:00.000-07:002010-08-16T13:15:50.666-07:00Coastal 2<div>Here's a video I did a bit ago showing the variance in coastal properties. I have been coding this segment to be flexible so although it shows random generations, there are parameters which can be edited later for user input.</div><div><br /></div><div>In this example I control the number of sides in which the continent is covered in Ocean. This will enable players to choose if it is an island, peninsula, coastal, or land locked. </div><div>I got the code to restrict the ocean limits so that the ocean exists in one section of the map, and not broken up everywhere. This way bodies of water bleeding off the map in random places do not suggest a broken continent.</div><div><br /></div><div>http://vimeo.com/14002555</div><div><br /></div><div><br /></div><div><br /></div><div><br /></div>Peace corps in Madigascarhttp://www.blogger.com/profile/05971849855865101516noreply@blogger.com0tag:blogger.com,1999:blog-2855135694309754102.post-51967905898589374222010-08-09T08:21:00.001-07:002010-08-09T08:23:49.023-07:00Coastline 1This Video Shows my first experiment with a variable coast line. It contains limits of creation in the center (based around a circle) and random numbers determining whether the ocean is more towards the center, or towards the edge. <br /><br />My next step would be to unify the ocean more so that it comes from only 1 side.<br /><br />http://vimeo.com/13655226Peace corps in Madigascarhttp://www.blogger.com/profile/05971849855865101516noreply@blogger.com0tag:blogger.com,1999:blog-2855135694309754102.post-84712838957113460312010-07-18T14:13:00.000-07:002010-07-22T14:31:30.485-07:00Report: 7/18/10These first steps I have been taking while programming are to discover ways to generate maps for players to imagine these global transactions. The technical goal is to make the maps display varying degrees of plains, mountains, forests, and an ocean coast with very random and semi realistic continental coastlines. These types of geography should also have the ability to be referenced (not merely a generated image but a selectable node of information). Conceptually the magnitude of the map should grant several illusions which can suggest that the map is large and epic, while not seeming too large to the point where the player questions where all of this land is coming from. The representations in the maps will be of a suggestive nature to make things appear above a local map, and below a world map.<br /><a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEivqXlMk7ySDfc4GHicHexTNMhuQYQL0sRB6_8DlZ0Ae7JIMYYuGyvXvGBOnsQDz_sABURsd-lm_LPiz2xRk8xzNaQ4_vcFIBTeI3Ex5o2Rk4uwJ3V64yXTNDCnaCTx5pRyzqHZDAFinLwl/s1600/Black+and+white+fuzz.png"><img style="cursor:pointer; cursor:hand;width: 400px; height: 370px;" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEivqXlMk7ySDfc4GHicHexTNMhuQYQL0sRB6_8DlZ0Ae7JIMYYuGyvXvGBOnsQDz_sABURsd-lm_LPiz2xRk8xzNaQ4_vcFIBTeI3Ex5o2Rk4uwJ3V64yXTNDCnaCTx5pRyzqHZDAFinLwl/s400/Black+and+white+fuzz.png" border="0" alt="" id="BLOGGER_PHOTO_ID_5496842259361051570" /></a><br />Step 1: The matrix<br /> I have been working in a matrix of squares which determine local settings on the map. For instance should I select some square, it will take me to a mountain scene, or a forest scene. This breakdown also quantifies the random elements to a much smaller number. <br />'<a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgUkllLPwlyUVeYknlkjYHZMrja7JT5wCyHQUYeicNBOyBHt0AiOSgAnpYeoaE8vicIaUvu_4b9JECAc-dmLojftPlUdEvH9XpxTHL8IqLrcpAd7AOimZ3xIW2RTAZnYBnFZjtBVceEyVBb/s1600/Black+and+white+fuzz+w:drawing.png"><img style="float:left; margin:0 10px 10px 0;cursor:pointer; cursor:hand;width: 400px; height: 376px;" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgUkllLPwlyUVeYknlkjYHZMrja7JT5wCyHQUYeicNBOyBHt0AiOSgAnpYeoaE8vicIaUvu_4b9JECAc-dmLojftPlUdEvH9XpxTHL8IqLrcpAd7AOimZ3xIW2RTAZnYBnFZjtBVceEyVBb/s400/Black+and+white+fuzz+w:drawing.png" border="0" alt="" id="BLOGGER_PHOTO_ID_5496842463260091826" /></a><br /><br /><---- On the left here is the first thing I made, an array in an array which creates rows and columns of squares to represent nodes, the shades of grays are randomized, so I have control in between each creation of square, and the blue squiggle below is a creation from a mouse click and drag function, so mouse actions are linked to this grid as well. I later added more values to the creation, editing hue, saturation, and brightness. These values will later be used to represent the different land masses, to draft up a finished map. <a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgbwbODFp80DRTeXWfX1s6tQtP8EuHqW45k0E_wNcu9Zv4fUkf1ceMQXHMq7SswgITJLD3nMXSYvRHFLVkpMu1j46Wu160JiUaKWy0Gxid4B4FMC-dNf8PvJbVQXKkAZj3o162dKYgJE1JY/s1600/Colorfuzzselect3.png"><img style="float:left; margin:0 10px 10px 0;cursor:pointer; cursor:hand;width: 400px; height: 281px;" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgbwbODFp80DRTeXWfX1s6tQtP8EuHqW45k0E_wNcu9Zv4fUkf1ceMQXHMq7SswgITJLD3nMXSYvRHFLVkpMu1j46Wu160JiUaKWy0Gxid4B4FMC-dNf8PvJbVQXKkAZj3o162dKYgJE1JY/s400/Colorfuzzselect3.png" border="0" alt="" id="BLOGGER_PHOTO_ID_5496842663502975362" /></a><br /><br /> The difference between this picture, and the one just above, is that now all of the nodes are drawing themselves several times a second, this refresh makes “erasing” possible. Before it was like drawing on a chalk board, and drawing over things making it close to impossible to undo something, where now everything is almost getting animated on the screen several times, making it more flexible. Constantly animating, even static scenes allows for elements to appear to enter and exit the scene.<br /><a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjxT50EkWBCfky_yiSVklI2425atpygfLgL9XqLCvPQ3siI49NAWfTQak6SoDC3GxISBEL-niJ-iHIAF-coKeqp7uoRlYm7GVP9k96_Hqox08QQG9xGb8QY5nefiYx_CIkusv5U27GDruz5/s1600/ColorFuzzselect1.png"><img style="float:left; margin:0 10px 10px 0;cursor:pointer; cursor:hand;width: 400px; height: 281px;" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjxT50EkWBCfky_yiSVklI2425atpygfLgL9XqLCvPQ3siI49NAWfTQak6SoDC3GxISBEL-niJ-iHIAF-coKeqp7uoRlYm7GVP9k96_Hqox08QQG9xGb8QY5nefiYx_CIkusv5U27GDruz5/s400/ColorFuzzselect1.png" border="0" alt="" id="BLOGGER_PHOTO_ID_5496843558081617394" /></a><br /> For example if you look carefully at the first picture above, there is a white node about in the middle of the upper right quadrant. This white square is programed to come up when you click on that square (like a selection). I coded it so if I click somewhere else, it lights that square up, and no longer lights up the one which was previously lit up. The picture directly to the left has a white square selected in direct center, this is because it refreshed all of the squares, without randomizing all the colors.<br /><br />Step 2: Boundaries<br /> For my next step I felt adamant to be able to generate the coastline (most likely the toughest challenge). For starters I wanted to generate a limit, which makes it impossible for the ocean to creep into the land any more. At first I came up with this simple diamond generation. After some thought though I felt its rigid construction might reflect on the continent making things far too angular. So I quickly went to attempt the creation of a circle in the center.<br /><a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhXX-kDcOpgsSTTOvk5PbIVQbU4Uhwjf9xXl26WC9EML3Hzcn2plgLANCkHLe8hZRLPkZaEjXegIpoooFSYoncq1L1prGgnjzYgOqxms-xfCCscgIR2PuJKtVQejPiU_XfeyfuEGM9qLic6/s1600/Picture+5.png"><img style="float:left; margin:0 10px 10px 0;cursor:pointer; cursor:hand;width: 400px; height: 322px;" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhXX-kDcOpgsSTTOvk5PbIVQbU4Uhwjf9xXl26WC9EML3Hzcn2plgLANCkHLe8hZRLPkZaEjXegIpoooFSYoncq1L1prGgnjzYgOqxms-xfCCscgIR2PuJKtVQejPiU_XfeyfuEGM9qLic6/s400/Picture+5.png" border="0" alt="" id="BLOGGER_PHOTO_ID_5496844822653432402" /></a><br /><br /> This is harder then it seems because having constrained myself to the matrix, I cant use any of the built in circle shapes or any of the such because it doest relate to the grid (and there are no overlap functions which I know of, and to create on might slow up the program). So I racked my brain and tried to conjure up my lost learnings of High school math. After several sketches I figured out a way to use the Pythagorean theorem to determine the number of blue green squared needed to be drawn at each line in the center in order to make it seem flowing. <br /><a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}"><href="http://4.bp.blogspot.com/_f28qyjfgiyi/tei3xiptzei/aaaaaaaaacm/kiex61vnjpa/s1600/picture+5sdd.png"><img style="float:left; margin:0 10px 10px 0;cursor:pointer; cursor:hand;width: 400px; height: 250px;" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiMMy8M6xrc0zcqvOpxBwrKTjHKuKjSno452tn_ti_Ju6ymhNHgFDVn-Kqqx2F7eHi-JCqpRyZdFNTVXwlTNY2AP6RkajuqOoQkCNUuWI74BPwEdPdG9l-eeVB6DIuO8sU3MkNe547e9Jdo/s400/Picture+5sdd.png" border="0" alt="" id="BLOGGER_PHOTO_ID_5496844953183938018" /></href="http://4.bp.blogspot.com/_f28qyjfgiyi/tei3xiptzei/aaaaaaaaacm/kiex61vnjpa/s1600/picture+5sdd.png"></a><br /><br /><a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjdSIYWWVHghsFlWdgC9ddSo74bqwd4a7At1xzIpUsijBaslttn45Dljf0ewul_HG9kE4dA9SHscUB5RfKeb1rf8333xqOu09xCzb0Ru6rUEMknjobHdI56n-rsVnjDPY9kzPlK_c_xZvGu/s1600/Picture+7.png"><img style="float:left; margin:0 10px 10px 0;cursor:pointer; cursor:hand;width: 400px; height: 250px;" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjdSIYWWVHghsFlWdgC9ddSo74bqwd4a7At1xzIpUsijBaslttn45Dljf0ewul_HG9kE4dA9SHscUB5RfKeb1rf8333xqOu09xCzb0Ru6rUEMknjobHdI56n-rsVnjDPY9kzPlK_c_xZvGu/s400/Picture+7.png" border="0" alt="" id="BLOGGER_PHOTO_ID_5496845309745189890" /></a><br /><br />Math stuff: The 2 constants I had were the radius of the circle (a random number), and which row I was in. Then I just pulled off the reverse Pythagorean, B squared = C squared - A squared. This new value is the distance across the circle at any relative row. (The diagram on the bottom is something I made for me as a reference.)<br /><br />MOVING FORWARD: I’m working on my approach for how to generate water, I am now thinking of ways perhaps where water is negative space, and land is positive space (meaning I program the land spreading out, as opposed to the water spreading in. I will be lucky if I can get peninsulas to form and gulfs, which are tough to form in a linear creation pattern.<br /><a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjrNIgcXNM7LSXKXPeqrHv8cxxtdGtoXE4cXSIah9Dl33-qfPsukF5AZpdnv1_ueOq_AlbBCnqAeP28rbO6vU-twnz_ustfpiAzuliQWBkN_NMrdz-6ZDX5hU2Rj-l5ht1bWqn1eQknINhd/s1600/Circleonmatrix.jpg"><img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;width: 400px; height: 400px;" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjrNIgcXNM7LSXKXPeqrHv8cxxtdGtoXE4cXSIah9Dl33-qfPsukF5AZpdnv1_ueOq_AlbBCnqAeP28rbO6vU-twnz_ustfpiAzuliQWBkN_NMrdz-6ZDX5hU2Rj-l5ht1bWqn1eQknINhd/s400/Circleonmatrix.jpg" border="0" alt="" id="BLOGGER_PHOTO_ID_5496845510108312386" /></a>Peace corps in Madigascarhttp://www.blogger.com/profile/05971849855865101516noreply@blogger.com0