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Posts tagged free sky

Using tags for metadata and lookup.

With my object system prototype, I wanted to explore the possibilities of tagging. An article in AI Game Programming Wisdom 2 (”A Flexible Tagging System for AI Resource Selection”, by Paul Tozor) spurred my imagination: the article poses the scenario of a first-person sneaker. The player sneaks up on two guards and overhears them complaining about the cold. The straightforward [...]

Building for persistence at a fundamental level.

One of the first problems I tackled in my prototype was persistence, because I foresaw the difficulties of object serialisation, and I feared them. Because I’ve chosen Python as my language of first resort, serialisation isn’t as big of an issue as it would be, say, in C++: it’s built in to the language as the pickle module. The mechanics [...]

Free Sky: Objects in Space

For a comprehensive RPG like Free Sky, we’re going to need a good object system. This system should be no more complicated than necessary, allowing for easy design of game objects and quick overhauls when the game design changes. This mini-series will be a quick sketch of my thoughts toward this end.

Some principles, before I get started:

Enable data-driven object [...]

Free Sky: A Sample Throughline

Perhaps it will help to describe the throughline of Free Sky, as experienced by the player. This is an attempt at a “user story”, describing a specific play-through.

Free Sky: Structure and Story

The goal of Free Sky is to provide the player with the experience of a structured, dynamic, episodic narrative about the player character, his allies and his enemies, in the context of a gritty science fiction interplanetary trade simulation.

By a structured narrative, I mean a coherent plot with a central conflict and several secondary conflicts, producing the familiar pattern of [...]

Free Sky: People

The most important design principle that Free Sky must fulfill comes from the inestimable Chris Crawford:

People, not things.

Free Sky: Ambition

So, there’s this computer game I’ve been working on for the past three years. The working title is Free Sky, and the concept is very ambitious. Too ambitious, in fact. I have had several aims with this project, with varying amounts of success:

Free Sky: Series Intro

As I ponder the Free Sky project–what went wrong and how I might turn things around–I’d like to follow Chris Crawford’s advice and write out my ideas in long form, puzzling through the design problems one by one. The goal is to clarify my thinking before I invest more time chasing down rabbit trails and writing even more useless [...]

Focus, Redux

Nearly three years ago, I wrote about focus. This is my update on all that, and my rationale for reviving a near-dead blog. If you don’t want to read this lengthy screed, I’ll sum it up here:

I have to start writing again. Regularly. Newstalk is my chosen venue. If I don’t write here several times a week, please harass [...]


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