i'm thinking of games in particular here. more overhead, though, than (for example) writing. less overhead, i suppose, than something like carving a human figure from a towering mound of marble. There's a lot of overhead to use programming as artistic expression. Posted by rob at 2:36 AM 0 comments Monday, April 18, 2005 would also like to expand the scope of the stories beyond the battle scene. the third dimension and i are not currently on good terms, and will not be discussed further. the syntax is fairly one dimensional at the moment, ignoring the crucial second dimension. i need a better way of representing language. also, if you check it out and wouldn't mind send me (airchopgmailcom) feedback, that would put you in a pretty good place in my little black book o' coolness. if you give it a try, take the minute to check out the readme that's in there. it's build in visual studio dot net, so you'll need the. although it contains them, i will also offer you the convenience of a direct link to both the powerpoint presentation and the executable. If you want screenshots, details, or the executable, the project page is at the pointed to by these words right here. you play the role of a player/director and try to make the best story.
![stencyl happy jump man stencyl happy jump man](https://thumbs.dreamstime.com/z/full-length-portrait-happy-jumping-man-gadgets-yellow-background-sky-sound-full-length-portrait-happy-jumping-man-157821220.jpg)
the fortune cookie description is that your special moves are narrative and dramatic events that change what is happening in the game world and make the story more compelling. I added a story event system that is actually the strongest part of the project. it is unpolished and simplified here and there-especially the story introduction authoring. i had a week or design and a bit less of coding.
![stencyl happy jump man stencyl happy jump man](https://thumbs.dreamstime.com/z/full-body-profile-portrait-happy-young-black-man-jumping-joy-against-isolated-white-background-full-body-profile-happy-137200018.jpg)
![stencyl happy jump man stencyl happy jump man](https://cdn3.iconfinder.com/data/icons/man-in-a-glyph-style/1600/man-male-25-1024.png)
#STENCYL HAPPY JUMP MAN CODE#
I had the opportunity to code it as a final project for interactive narrative (georgia tech - lcc 6310/4720 - michael mateas). One of my pipe dream designs a while back was a game where you wrote a story, played a game based on the setup you wrote, and then the game wrote the conclusion and judged the quality of the completed story. Posted by devin at 3:02 PM 3 comments Saturday, May 07, 2005 This could be great! Let me know what you think guys. With this system you can even put in a ability editor that allows you to build special abilities. Position of the particles in your aura could also be important to the acuracy of the attacks and what not. The player then instead of dancing then lobs and pushs and tosses particles to the enemy. Pawns can capture shots and add them to their "aura." From the particles circulating in your aura you can build up different attacks, and gain different abilities. The game is a action shooter in which the pawns toss shots at there enemy. This idea is brilliant! I think there was a genesis game like this.Īnyway, so I like gameplay that isn't THAT abstract, so I spun the mechanics into something similar: lets call it "the game."
![stencyl happy jump man stencyl happy jump man](https://thumbs.dreamstime.com/z/full-length-portrait-happy-jumping-man-wearing-office-clothes-neon-light-isolated-gradient-background-emotions-ad-using-162156253.jpg)
You can regian and amass particles by aborbing hostile attacks or collecting bodies or what not. Any action (including combat and puzzles) uses and depletes the particles that make up your virtual body. So rob had an idea where your exsistance within a game is dependant on the particles that your avatar is made up of. Attacks were a sequence of dance steps that were pulled off by the user a la fighting game. PN.03 used dance to create a responsive combat system. But it was a glorious 15 min! I'm a huge fan of alternative gameplay put in a standardized setting and as Jenova Chen (a guy I met at USC) and Monsieur Parsec 47 I have a little idea. Remember PN.03? No? Me neither, cause I only played it for about 15 minutes. So, being that my work at gametap usually involves me dodging work until 5, i dreamt up a pretty solid idea. His departure left alot of game ideas that he and I dreamed up over many differen pan-asian cuisines unrealized. So my flat-mate and good friend Nat Ng left to return to the motherland yesterday (motherland being SING-A-POUR). Not to give myself a pat on the back, but I am runnign out of time and resources to build some of these ideas.