moving this blog to a new url soon- here is my new masthead and the logo will be something to do with the n dot g
water is a bitch

here-s a good solution- water is just conveniently available in fiction and i just don-t believe it
and here-s an article from national defense magazine about commercial bottled water logistics
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don-t forget about the lefties- they-ll sneak up on you
image via http://spidermanfan2099.deviantart.com/

the nine rings of hell in dante-s inferno describe the human condition in terms of maligned social interaction- each character and corresponding player will have to overcome a defection arising from one of these inferno-inspired tribulations
doubt
affection
indulgence
spectacle
rancor
oblivion
dread
aberration
guile
the university of texas at austin has done quite a bit of work on the divine comedy- here-s an integrated multimedia journey
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missing the target only becomes dramatic after marksmanship has been established- hamartia is from aristotle-s poetics and describes the essence of tragedy using a term from archery

adventure stories shouldn-t have tragic endings- i like characters who use failure to their advantage


red black over under inside outside- in this drinking game each player has to correctly guess at playing cards in order to avoid drinking and or assign drinks
i want to expand on this concept with a graphical interface written in html- players attack by guessing at cards and defend through the manipulation of a couple of defensive rings and a choice of two colors
the first line of defense is a pair of paddles representing the knife fighter-s hands- the paddles cover two out of nine positions with a range of one position in either clockwise or counter-clockwise directions

the second line of defense is an array of nine stationary tiles- these tiles act like a layer of defensive style but each is exhausted once discovered

the last line of defense is the stance with red and black backgrounds representing left and right- a red attack hitting a red stance is a stab and a red attack hitting a black stance is a slash with the opposite color combinations corresponding

the game is played with one deck of cards used collectively by both players and each guess equaling one turn- every incorrect guess wastes the previous guesses in a three card guess cycle

every turn has a defensive and offensive phase for each combatant- during the offensive phase the player guesses at cards and during the defensive stage the player can either move the paddles one position either way or change stances
the first part of the card game is choosing a color- an attack stance is chosen with the first guess and activates the first warning to the defender if correct
on a side note- creativecards is a nice site if you are into that sort of thing

the second stage is guessing whether the next card will be higher or lower than the previously dealt card- a correct guess of higher will initiate an attack on the single undefended position and a correct guess of lower will initiate an attack on either the right or the left of the pair of undefended positions depending on the stance

the last turn in a cycle is inside meaning a guess for a card value between the two previously dealt cards or outside meaning of a greater or lesser value than the two previously dealt cards and a correct guess activates an attack on the defender- choosing an outside attack will target the position to the right or the left of the initial position depending on stance and an inside attack will target the initial position

so a hypothetical player guesses black then higher then inside successfully- to defend against this attack an opposing player would have to shift to the right twice or left twice from a left stance and thrice from a right stance
after the third guess in an attack cycle the defender chooses to block or parry so indicating the active defensive position- either the inside or outside positions can be activated with proper defensive positions corresponding to attacker guesses
the game is played blind like battleship- this disability prevents targeting style tiles and counting cards

three slashes equal one stab and three stabs wins the knife fight- going through the entire deck without a win would result in a tie as would both players successfully stabbing each other three times concurrently

keeping a good conversation with the listener- where you can match wits with them

a roll playing game is played from the first person perspective and designed to give the player the roll of one person within a fictional world- the player as main character and the goals as personal objectives

elder scrolls has made so much progress over the course of the franchise- but the improvements have been more than just smoother edges and additional details

the sounds are made by the user through the accompanying voice recognition technology and the score balances the emotions of the character- these designs push the user physically into a world of wonder


the game went from an eight-bit sound palette of a few thousand kilobytes to situation specific orchestrated soundtracks accompanied by the voices of world renowned actors- but the end result came from the application of currently available resources to the original intent of the first game

the intent of arena-s creators was to better roll playing by enhancing the reality of character rolls- they knew the roll of a dungeon master was to continuously create better realities for characters to exist


the original game was much like any roll playing game of the time with the goal to complete enough tasks to get enough gold to buy enough equipment to survive the deepest dungeons to collect all the artifacts to prepare the character to defeat the last enemy- players still have to do all these things but the focus for the player has changed into something more

the player needs to come to terms with a unique creation- and find the balance to persevere


by playing a roll the user Is creating something- so the job of the game designer is not only to create a story for players to emerge themselves but also to provide tools for users to build their own unique experiences

the intent is to design immersive content enabling the audience to create unique experiences within the narrative- the challenge is to do this with available resources
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