Dependence on Programming Experts

GregSmith brucegregory at earthlink.net
Wed Jul 5 21:57:19 EDT 2006


Bj?rnke:

I didn't specifiy precisely what it is I want to achieve in my last post
because it was already long enough.  I actually have several different
projects in mind that I would, before I die, like to try to accomplish, but
don't know if they are realistic for one guy, working alone.  I know I can
do the graphics and the basic interactivity, but these projects go deeper
than that:

1.  The adventure game "kit" to end them all.  I don't play many games, and
the only ones I found to be engaging were the ancient ones like King's Quest
and Myst.  King's Quest, because it was cheerful, pleasant, encouraged
thinking and had some mystery  -  and, best of all, it was full of fantasy - 
and bloodless, for the most part.  Myst, because it took you to large empty
places and let you look around, all over the place, solve moderately
difficult puzzles, read a story and . . .    look all over the place . . .  
and hear strange sounds and music.  Pretty mindless, but it kept you going
and was a good sequel to Cosmic Osmo, which I also liked a lot.

Such an adventure game kit would contain those initial elements and
functions that have been presented in the Revolution "Media" package in the
form of a "wizard", but much more would be needed, like:

A score keeping system, a logic system to control outcomes and actions, an
inventory system with a visual interface, and the ability to do QuickTime
VR, both cubic and regular with node linkages and probably some more stuff I
haven't thought of.  Well, a sprite system for character movements along
paths, scene transitions, some kind of timeline to allow for synchronizing
actions and music . . .  A tall order.

2.  A 2D game making system that incorporates the use of "intelligent",
interconnecting building pieces which are assembled on either a 2D grid or
an isometric "construction area".   Such a system would vaguely resemble a
kind of interactive Lego set, but each piece would already "know" what it
could do, having certain routines encapsulated in itself, which, when linked
"physically" with other pieces could combine routines and produce certain
finite results, (i.e some pieces have the ability to "fly" from one place to
another, others can lift objects to various heights, still others might be
able to climb vertical surfaces and adhere to "ceilings", some, more simple,
just perform a simple rotation on whatever comes in contact with it, and
still others act like magnets, creating forces to draw or repel objects, and
so on).  Building with such a set of "lego" pieces would allow the players
to have fun by testing reactions that take place when pieces are connected
together and also supply hours of entertainment by giving them a
comprehensive game creation system.  Very hard to explain exactly with words
alone.  Such a system would also need score keeping "pieces" and inventory
"pieces" and a similar time line system as mentioned above.  Many components
could be shared between the adventure system and the 2D "action" system.

3.  A comprehensive presentation system which incorporates all forms of
QuickTime media, in addition to external sprites, timers, objects with life
spans, an action/reaction timeline and a system to produce interactions
between all of these objects, not just some of them.  Such a system would be
icon based, include drag and drop encapsulation of object with actions as a
single entity, good for reusable items, (an interactive object library),
after-the-fact narration and sound addition on an "action-by-action" basis. 
With all of this functionality in one package, it would not be limited to
being just a presentation tool, but an entire interactive media authoring
system.

All three of these projects would aimed initially at Mac audiences, because
they seem to have a marked appetite for the fun and the frivolous.  And,
they tend not to take themselves or their computers very seriously.  How
could they when they have to buy a new one every couple of years or so. 
Macs, I mean.

By the way, I think wizards take the "assistance" paradigm a little too far,
depriving the creator of some of the best parts of creating.  They put you
in a corner the minute you begin.  Better would be a intelligent assistant
that helps you, yourself solidify what it is you are trying to create, then
make some suggestions regarding how to proceed.

I've got another one, but let's see what anyone has to feed back regarding
these three projects.

Greg Smith
-- 
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