2006-05-31

Sepia Templates

Filed under: Games — Tags: — D. Moonfire @ 14:30

Got some major work done on a second edition Wikified character sheet last night. Of course, I wanted to work on the mapping program instead, but this ended up becoming important because 2-3 (didn’t know about the third) of the players wanted it up and running. Overall, I think it looks pretty good.

I might work on the flags for the various areas. Did you know that flag ratios are very complicated? Yeah, they range from 1:1 for height and width to 1:2 and everything in between. The US is apparently 1:1.9, which makes so much sense. But, for the Sepia throne, I’m going to mostly standarized on 1:2 for the countries and probably 1:1.5 or 1:1 for the counties or duchies.

2006-05-30

Complete Clothier programming

Filed under: Uncategorized — Tags: — D. Moonfire @ 15:27

This week is working on Complete Clothier again. Rich’s laptop died, so he has to get it fixed, then reinstall everything again. So, he’s not really going to be useful for the rest of the week. Instead, he is going to work with Tom on getting him up to speed on C#. So, I guess that leaves it to me to figure out the base code and figure out the Microsoft way of implementing things. Hopefully, I can get something done this week, at least enough to make everyone happy.

Actions in Balance

Filed under: Games, Programming, Technology — Tags: , , — D. Moonfire @ 15:25

Managed to get actions into the generation of the game system. Now, you can use the “New Action” menu item, create, and edit actions. You can also use the ODF parser to just put in: “Action: Melee Attack” and it will include the action block in standarized form right in the OpenOffice document.

I also had to spend a bit of time with MfGames.OpenDocument to get the parsing and processing of lists working properly. I think I need to convert the entire library over to C# 2.0 for a decent set of generics. Then, I have to decide how much I prefer C5 over System.Collections.Generics. I don’t think OpenDocument needs set mechanics, so it might be okay just to use the internal, but C5 is so much nicer than SCG.

I also found a minor little bug with automatic styles when combining them together. Because the automatic styles are generated, the use the same name but may have different purposes. So, when I combined a document with a list style “L1″ with a document that doesn’t have one, the list stuff is lost because I don’t merge stylesheets properly. I’ll have to fix this for the MfGames.OpenDocument library, it is really nice having the ability to combine (via sections) one or more files automatically and without starting up OpenOffice.

Board Games

Filed under: Games — D. Moonfire @ 15:18

For the holidays, we had a few friends over and played games and watched movies. I wasn’t able to convince Bouncy to watch Hitman, just for the Jackie Chan cross-dressing fight scene, but I just find it interesting. One of the games we did play was Adversity. This is a pretty good game to play, but it really helps if you know the people you are playing with.

Before, when we played, the Adversity games were somewhat sluggish. This time, we used the poker chips instead of the paper money. To my surprise, it actually sped up the game significantly. Chips are so much easier to count, manage, and handle than the paper money and it really made a difference. So, we decided to keep the chip for all of our games.

The reason I had them in the first place is Cheap Ass Games. They have very enjoyable little games, but they don’t give you tokens, counters, or anything else. Instead, they recommend you get one good set of what you need and then use it for all their games. I love that idea. So, I have a fishing tackle box filled with little glass tokens you can buy really cheap from the craft store, dice, a full set of tokens. And, last year at GenCon, I picked up a set of good quality poker-chips. And it was worth it.

So, for games that use money, such as Monopoly or Adversity, or the endless other games, I recommend you get one of those $30 sets of poker chips and use those instead. They also have a nice heft so you can toss them across the table easier.

2006-05-24

Rag-Doll Norton is Defeated!

Filed under: Technology — Tags: — D. Moonfire @ 01:28

In the last two days, I couldn’t get my brand new Windows machine to shutdown, reboot, sleep, or anything else. Apparently it was having major errors with various applications and I had to cold shutdown (hold the power button down). When I did get a complaint, it was about ccApp.exe or sym-something. I thought it might be Norton suite, so I figured that I use clamwin instead, so I removed it. Amazingly, everything started working again.

I was also silly and downloaded the demo for Rag Doll Kung Fu. I’ve been watching the game for some time now, and I finally had a Windows machine to try it out. Pretty fun tutorial, didn’t do that greatly, but the game looks like it has a lot of potential as a rag-doll fighting game. Now, to actually get past the first stage of the demo.

2006-05-23

Balance Spell Mechanics

Filed under: Games — Tags: , — D. Moonfire @ 15:08

Cleaning up the Balance rules. Mostly it was just cut and paste and reformat stuff, but it gave me a chance to look over things and get back up to speed. I’m hoping to spend at least two more days working on getting the rules, maybe even getting the combat section “done” for the system. It doesn’t look like there is much more to do. Of course, when I add the action maintainer program… there is a lot to do.

I’m also trying to figure out the magic system, or at least the sixth version of the magic system. The new one is based on sentances. The most simplistic type of “spell” is: “Create Fire.” This should be used to create a lighter or a fireball. The metamagic just determines the size and effects of the spell. Haven’t figured out if metamagics are part of a “spell” yet, but not too worried about that. In the new system, “Create” is a pattern as is “Fire.” I’m going to use Ursula K. Le Guin (who happens to be probably the writer I love the most) and some of the idea from Earthsea. It won’t be exact, naturally, but some of the ideas.

Every pattern is a skill and will probably have a 1, 4, or 16 cost. “Create” is very generic concept, so it will have a cost of 16 right off the bat. So will “Destroy,” “Summon.” I haven’t figured out what “Fire” is but I’m going to reserve the 1 cost skills for a specific place, a place uniquely identified in a similiar way to Earthsea assigns its true names. So, a pond may have a true name (and a cost 1 skill), but the grassy knoll above it would have another. A city will have a true name, but it will really be the “city except for anything else that has a true name.” Unique items will also have them.

The cost 4 skills will be categories. In Earthsea, there was a name for sheep and another for goat. I like that idea. So, I wanted to set it up so “Humans” was a cost 4 skill. So, you could either get “Humans” at a specific level or a specific human at four times the same level. The category above that would be, naturally, even more generic, such as “Animal” or “Mammal.” That part I haven’t decided. I might also go higher than 16 for very generic terms (Mammal at 16, Animal at 64).

This gives us a bunch of skills at various ratings. Stealing an idea from Lojban, I wanted to organize the verbs into having one or more variables. These variables determines the effect of the spell.

For example, “Create” would be “Create A” where A is the material, or creature being created. So, “Create Fire” would create fire while “Create Mammal” would let you make any mammal. Naturally, you couldn’t recreate someone who already exists, so “Create Bob” (assuming Bob is the true name for a human) wouldn’t work because Bob already exists. This means that each object pattern (creature, location, object) may have modifiers to the verbs.

So, assuming a mage has Create +3 and Fire +2, what does that mean? Or, more importantly, how is it used? One approach is that you add the modifiers (+5) for the effect, which is broken down by the Create rules. So, the +5 might determine how fast you can create that much material.

So, “Teleport A to B” where A is the object to teleport and B would be where to teleport it. How it works would be based on the spell, if B was a human, then the item might show up in their hand, or next to them.

Still working out these details. Mainly, trying to figure out how to organize the effects. As I see it, there are two potentials. The first is to say each part of the verb defines some value.

So, “Teleport A to B” would me your rating in A determined the T# to resist it, the rating in B would be getting there (distance) and Teleport could be arranged through the other parts. So, if you had Teleport +4, Bob +3, and Chicago +2, you could use the +4 to make it Bob +5 and Chicago +4 for purposes of distance and resisting it.

Douglas Preston and Lincon Child

Filed under: Writing — D. Moonfire @ 00:18

This weekend, I finished two books by Douglas Preston and Lincoln Child, Brimstone and Dance of Death. One thing I like about these writers is the richness of their characters and world. They have a wonderful style of coming up with different personalities. They also spend at least a nod toward reality in their stories. It is always nice that their science actually sounds like real science as opposed to complete and utter bullshit in science-form.

I think these two writers, both individually and together, are great models for my own writing. It is always nice to find something I like about writers, more so when I love their style of creating stories.

2006-05-22

Got a new machine!

Filed under: Programming — Tags: , , — D. Moonfire @ 16:52

Now, to get used to Windows all over again. The single window, every that seems to cost money to get, Norton being one of the most intrusive programs I’ve ever encountered in my life. I mean, how can you turn off the stupid popup windows while its scanning? Apparently, the “close” button sure doesn’t work, it keeps popping up.

Well, hopefully I’ll be getting VS 2005 installed so I can get back to programming the Complete Clothier and see how much effort I lost in the process of switching operating systems, base code, libraries, and components. Of course, it would be great if I could focus most of my time on it instead of the 30% that I pretty much have now.

Thoughts on Sepia

Filed under: Games — Tags: , — D. Moonfire @ 16:42

Had a pretty good gaming session on Saturday. We ended up discussing which trait is best for negotiating ransoms between mercenary groups. The end result that we used was Charisma/Manipulate + War or Presence, but with hindsight, it probably should have been Beucracy instead of Presence. I decided the War made more because it was fighting-specific.

Other than that, it was a pretty good game. Playing mortals in second edition has some major drawbacks (healing wounds) but I think we are all getting used to the new system (specially combat system). The two new players this week each got 20 followers, so we are running around with 45 extras though.

2006-05-19

Sepia – Worked on Templates

Filed under: Games, Programming — Tags: , , , — D. Moonfire @ 13:22

Figured out templates for MediaWiki in the last couple of days. Even started doing “character sheets” for the new arc on the Sepia website.

Feeling pretty good about it. I hope to get the rest of the stuff into the system sooner or later, but the more details I can add, the better. Also getting ready for the next adventure. The Gtk# Wiki client I was working on got pushed back though, it just doesn’t feel right for some reason.

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