#SANDGAME
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Faking a spherical Age for the sake of KI coordinates
Heyo Tumblr, been a while!
Although I haven't used this blog lately, I have still been screwing around with this thing in the background of my life, because at this point I've basically accepted that semi-theorizing about how to make Better Uru is just my pastime.
Anyway. As a result of something else I was contemplating for this bizarre project of mine, I realized that because of how KI coordinates work, game worlds which allowed players to wander sufficiently far from the Age's Maintainer's Mark would need to implement some form of fakery in order to properly simulate the effect of walking around on a sphere while using a cylindrical coordinate system.
The "obvious" solution of just making the game world a sphere is… not really smart, though, so what's a game dev who is overcommitted to the concept of realism in this game to do?
Well, first let's finish defining the problem.
As you walk away from the Zero point of an Age, your elevation coordinate will decrease (generally; local surface geometry like mountains notwithstanding) until you reach the Zero’s exact antipode, because walking across the surface of the sphere will always send you "down" relative to the placement of the Maintainer's Mark. It should then increase back to 0 as you proceed back toward the Zero point across the other half of the planet.
But because game worlds are flat, this effect would have to be simulated for sufficiently large maps.
To do this, we have to know the following values:
The average radius of the planet
The distance traveled from the Zero point
The Zero point’s elevation relative to the planet’s average radius
The player’s local elevation relative to the planet’s radius
Using the equation for the length of a circular arc, we can reverse engineer the angular distance traveled:
L = θ * r
Or
θ = L / r
Where L is the length of the arc travelled (how far from the zero point the player is in a straight line), and r is the planet’s radius.
NOTE: The math in the next part assumes you never travel more than 90 degrees around the planet, which I think is generally acceptable for the purposes of this hypothetical, but just be aware that what's presented here is not a completely comprehensive solution.
Solving for θ lets us construct a right triangle whose hypotenuse is the planet’s radius plus the player’s current elevation above that radius, and whose long leg is the planet’s radius minus the vertical distance the player has travelled away from the Zero point. We find the length of the leg with this function:
a = c × sin(θ)
Once we have a, we subtract it from the planet’s radius to get the elevation KI coordinate.
It may be necessary to make adjustments to certain values going into the equation solving for a in cases where the player has moved more than 90 degrees around the planet from the Zero point.
The distance coordinate is calculated using the following formula to get the horizontal “opposite” leg of the right triangle formed by the radius of the planet and the angle the player is away from the Zero axis—which extends straight through the center of the planet, or:
b = c × cos(θ)
The value of b is our horizontal distance from the axis of the Zero point. (I should point out that we can't just use the XZ vector distance between the player and the Zero point for this measurement, as the player's travel is being treated as an arc for the purposes of simulating a sphere, and the arc's length would be greater than the actual absolute linear distance traveled if the map were actually spherical.)
The angle coordinate is the simplest to calculate, as it’s simply the player position’s angle from the vector of the Zero point (the “line” of the Zero), converted to torantee.
In addition to faking the KI coordinates, a shader may also be used to post-process the geometry of the scene such that it falls over a false “horizon”, much like Animal Crossing New Horizons’ island terrain does (though the effect would be far less dramatic in this case).
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Imma need all the gamers to check out SAND on steam
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Our “Sand Painting Art Maker” game has 140 colors to choose from, and we just received this digital art work from a student in Texas who had the patience to go through and use all 140 colors! Love it! Go to our site and give it a try (see Art Games, page 1). #sandart #interactive #sandgame #artsed #artteacher #k12artchat #digitalart #artgames #freeonlinegames https://www.instagram.com/p/CbpzAgbLHwY/?utm_medium=tumblr
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Kadish conspiracy theory time
Put on your tinfoil hats, folks. I concocted this bit of WMG while trying to come up with non-bahro things to do with the story in SAND, and I like it enough that I don’t want to keep it to myself anymore. Here goes:
Kadish was installed as the Grower by the Relyimah who still secretly operated within the Guild of Illusionists as a propaganda move to counter the growing influence of Anna and her “outsider ways” within D’ni society.
To explain...
The Relyimah were basically a secret police force that answered directly to the king, and who operated behind a legitimate front organization: the Guild of Illusionists. Officially, they were disbanded by King Lanaren in 5701 DE. Unofficially, I think that went about as well as taking down any shadowy pseudo-governmental organization ever does in Hollywood movies - that is to say, it didn’t. By my thinking, they stuck around, keeping quiet during the reign of the kings, but able to exert more influence (though still covertly) once the Guilds were put in charge of D’ni. Without a king directing their activities, it’s not unreasonable to assume that they devolved into the same sort of isolationist xenophobia that gripped much of D’ni over the millennia.
Anna was the focal point of a lot of controversial events leading up to the Fall: an outsider using Linking Books, an outsider marrying a D’ni citizen, an outsider having a child with a D’ni citizen, and an outsider agitating for the advancement of several economic and social equity proposals that flew in the face of D’ni’s longstanding tradition of rigid class stratification.
Kadish was a wealthy man who had been dismissed from the Guild of Writers. As a bit of context, Cyan didn’t cast Kadish as the Grower until after they needed to cobble together the Path of the Shell expansion pack (which is why it’s never mentioned in any of the Ages Beyond Myst-era content, despite Yeesha incessantly harping on him for deception and greed). As such, his dismissal (at least originally) had nothing to do with his assertion that he was the Grower. In the postmortem-esque Making of Uru in the back of the Complete Chronicles hint guide, the concept artist for Kadish Tolesa suggests that Kadish was actually just kind of a crappy Writer, and that’s what eventually got him dismissed.
It’s always baffled me that Kadish was able to build something as absurdly huge as Ahnonay while keeping it quiet (and while keeping the Maintainers away). He might have had a lot of money, but that’s a major infrastructure project, with a lot of hush money and a lot of people to have in on such an enormous scam. As a con man, that’s a lot of risk to take on. I also never quite understood why he was involved in the construction of Er’cana’s pellet factory - he was in the Guild of Writers, and the D’ni had two whole Guilds dedicated specifically to these sorts of projects: the Engineers and the Architects. As a Writer (especially a former Writer), his involvement seems oddly superfluous.
I think that the Relyimah saw Anna’s influence on D’ni society as dangerous, and moved to counter it with an appeal to tradition. They propped up Kadish - who at this point had been relegated to running an art gallery on Ae’gura - as the Grower. Using him as a new prophet that they could control, the Relyimah hoped to draw the D’ni back to the “correct path” - and the Watcher’s predictions of destruction that the Grower would reverse could easily be framed in such a way as to cast Anna as the villain to be opposed (which, to be fair, she actually was, just... not how they probably thought). Through their front in the Guild of Illusionists, they had access to the funding, labor, and expertise needed to construct the massive illusion of Ahnonay, as well as the necessary influence to ensure that Er’cana could be used to manufacture the pellets that Kadish would need to claim that he was the “bringer of light”.
So there you go, that’s my crazy Kadish conspiracy theory. Unlike my Watcher’s Pub / Temple of the Tree theorizing last week, I have absolutely nothing to back this up canonically, I just really like the idea. Like I mentioned, I kind of want to use it as the basis for a non-bahro story arc in SAND, but I have no idea how to actually ride it to a satisfying conclusion. Hopefully in 20 years when I finally get SAND off the ground, you’ll all have forgotten about this and the reveal will still be a surprise ;).
#myst#uru#d'ni#wild mass guessing#kadish#relyimah#guild of illusionists#sandgame#we haven't been able to theorycraft about Rivenese water or Linking Theory for like a decade now#so this is me moving on to greener and crazier pastures ;)
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Sand games #wakeupnrun #run #running #nikeplus #nike #workout # #bcn #spain #JustDoIt #arewerunningtoday #spworlderunnersain #fitness #cardio #justdoit #shotoniphone #nikezoompegasusturbo #sandgames #sand #hand https://www.instagram.com/p/CBtZVMPB3fT/?igshid=bafhanazg8eq
#wakeupnrun#run#running#nikeplus#nike#workout#bcn#spain#justdoit#arewerunningtoday#spworlderunnersain#fitness#cardio#shotoniphone#nikezoompegasusturbo#sandgames#sand#hand
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Let’s play a game
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Cryptocurrency🔥You Can Buy Under ₹500💵In 2022 | Cryptocurrency | 5MBL |#cryptocurrency #5mbl #shorts
Cryptocurrency🔥You Can Buy Under ₹500💵In 2022 | Cryptocurrency | 5MBL |#cryptocurrency #5mbl #shorts
Cryptocurrency You Can Buy Under ₹500 In 2022 | Cryptocurrency | 5MBL | #galacoin #sandgame #maticpolygon … source
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Amazing what you can find if you take the time to look! These are from the Art of Cyan downloadable book which came with Obduction, so if it’s not cool to post these I’ll take them down immediately. But they were too useful and remarkable to not share. The upper pic is the source of that curious cavern map that went around a while ago, and the second... well, I’ve never seen anything like it. @sandgame may be very interested! I sure am.
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Hi I'm doing a project in creativity, architecture. I like the buildings and structures in myst games. Do you know any source of the concept art or architecture plans? Thanks.
I really think you should talk to @sandgame for that sort of information, that seems to be where the expertise lies!
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Some NPC thoughts
Part of the magic of Uru was being able to actually talk to the characters in the game (if you were lucky enough to be around at the right time, of course). Unfortunately, using that as the primary mechanism of keeping players involved in the story just can’t scale to the size of a player base that would also make the game financially viable. That said, it’s a key component that made Uru very different and very special, and I want to find ways of keeping it around, while also recognizing its limitations.
Additionally, I want to give players more of a relationship with the various characters in the game, so that they have a better understanding of them and their roles in the cavern. Because the DRC and company were only ever “live” NPCs, the only way to get to know them at all was by being lucky enough to meet them in person. Otherwise, you were relying on word of mouth (or worse) to even know who they were. I know having deeply personal relationships with them is unrealistic and impractical, but there should at least be guaranteed opportunities for every player to meet them all and interact on some level.
To that end, the various main characters in the game (the DRC, Watson, etc.) should be able to exist as both traditional NPCs and Uru’s “live” NPCs – Actor-Controlled Characters, or ACCs, if you will. As ACCs, they would operate much the same way they did in Uru, occasionally wandering through various areas of the game, conversing with bystanders, and carrying out day-to-day business (the “palace intrigue”, if you will) with other ACCs to nudge along the finer points of the game’s current narrative. (As a side note, there will need to be some way to cover and report on this stuff in game for those who are interested but can’t be online 24/7.)
As ordinary NPCs, these characters would also exist to give and/or receive quests – for lack of a better word. Players may be tasked with bringing Kodama equipment to help shore up a chamber in the Aquarium, for instance, or be dispatched by Dr. Watson to talk with another NPC “explorer” who has information about the bahro. These tasks may be assigned directly by other NPCs, or come in the form of a KI message. Some quests may even only be possible if the player has a certain reputation with the character(s) in question. Anger Kodama, for instance, and you won’t get asked to help him anymore (or maybe you’ll get asked to help him by somebody who also dislikes Kodama and wants to annoy him). Or, if you blow off too many of Watson’s messages asking you to help vet information, he stops asking. Be diligent in completing marker mission tasks, however, and Laxman may take a shine to you and recruit you for more regular Lattice maintenance operations.
The challenge to this approach is marrying the ACC and the NPC so that they feel like a cohesive experience. First, ACCs should have access to the underlying metrics about their relationship with each person they interact with. This helps inform their tone and attitude. Players who have angered a character should expect to have their questions ignored at town halls, for instance. Similarly, ACCs should be able to feed the outcomes of live interactions back into the NPC’s metrics, so that if they substantially alter their standing as the result of an in-person interaction, the computer-driven NPC can take that into account going forward.
Second, characters should only ever exist in one location in the game at any given time. An ACC should never appear in Negilahn at the same time as their NPC counterpart is waiting patiently for you to arrive at a drop-off point in the City. When an actor logs on to control a character, the NPC counterparts should always link away (unless that would cause them to link out while actively speaking with a player, in which case we can let the mask slip a little, so to speak).
On a related note, as NPCs the main characters should generally not be visible in-game unless they are part of a player’s quest. In that case, they will be visible only to that player (and anyone else in their party currently engaged in the quest). Lesser characters that will not have an ACC counterpart can generally exist within the game 24/7, it will simply be the responsibility of the story department to know which characters are currently engaged in an activity so that they’re not used in another one somewhere else at the same time. Generally, NPCs that get used as elements in a personal quest shouldn’t also be used for ambient narrative to avoid conflicts. In the event that a special live event is in progress (like Wheely’s rescue), it should be possible to completely suspend the assignment of new quests relating to the NPCs involved, and active quests should also be suspended for the duration of the event, in order to prevent potentially incongruous interactions (we don’t want Laxman to be giddy with excitement over a new KI function while the cavern is in mourning, for instance).
To help keep players from getting frustrated or confused by receiving instructions to meet an NPC somewhere, only for them to be missing because their ACC is yucking it up in a pub downtown, players should be given temporary insight into a character’s location via the KI when they need to interact with them, along with receiving a ping when the ACC logs out (causing the NPC can return to their post) so that they know the character is available to speak with in the appropriate context. ACCs should stagger their availability so that players are not consistently locked out of progressing a quest because they can only play when the character is in ACC mode (having ACCs operate on 30-hour D’ni days would help with this). Additionally, players should only be able to receive a single assignment to locate a particular character, to prevent them from running into the same person in multiple places. If a quest line would conflict with this, an alternate branch should exist that puts the player off until they finish whatever quest currently has the NPC active. Then, after a delay, another quest can re-activate the NPC in another location.
Lastly, to prevent ACCs from getting flash-mobbed every time they show up, they should be available very regularly (taking into account the aforementioned staggered presence). Ideally every main cast member would appear in the game at least once a week, if not more so. It should also not be possible to add them as buddies, so that players can’t monitor their online status unless they’re actively involved in a quest. Calendars should be produced for the live events department that lay out each character’s availability, and assignments should be made in advance for when ACCs will log in, for how long, and who will be playing them during a given session.
#I'm not dead#debvlog#npcs#sandgame#quests#the dreaded Q word#c'mon I gotta give players something to do okay
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Sandgames :) >>> ❤️ ️ @Vanlifeing_com >>> #ThisisVanlifeing Captured by @the.overland.defender
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Play is our brain’s favorite way of learning - Diane Ackeman . . . . . . . . #children #childrenlove #play #sea #sealover #travelgram #morocco #rabat #casablanca #harhoura #quote #inspirationalquotes #sundayevening #moroccantraveler #lovelife #inspirationalquotes #childrenphoto #sand #sandgames #games #childrengames #love #moroccanblogger #goodnight #bonnenuit #instadaily #beach #october #fall #waves (at El Harhoura, Rabat-Sale, Morocco)
#childrengames#lovelife#children#quote#bonnenuit#fall#childrenphoto#rabat#beach#harhoura#sand#sea#travelgram#morocco#goodnight#october#games#childrenlove#sundayevening#casablanca#moroccantraveler#love#moroccanblogger#play#sealover#waves#inspirationalquotes#sandgames#instadaily
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#fun #sun #brittany #bretagne #morbihan #atlantique #mer #plage #ocean #beach #castle#sandgame#sand
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*polishes his own sword in preparation for the battle with Zib over today's scheduled SAND post*
;)
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