jeudi 26 avril 2007

Five programms a game!

Come and See, it is the

Nugget Gulch Goldmine Game

beta version just starting! Amiryu Hosoi and Five’s first game in Second Life.
It all happens on the Virgin Islands.
Find the shack to start, watch out for the dynamite indoors and the boulders coming down from the mountains outdoors, not to speak of the wild horses roaming freely about.….
Rain is not the problem, and a drink might be found high in the sky.
Get the gear, a sophisticated detector and an even more futuristic HUD and start searching in a dusty environment, a desert, where wild animals lure behind the bushes…
Try to find gold! Put it on the scales to get your bonus. Get your name on the high score list!

Exploring is fun, experimenting is fun, but sometimes it is even more fun to make an real effort to construct something, a game! Five programs in SL in the Linden script. Hm, that’s quite an experience. Because not only object are involved but also ‘people’ not everything can be controlled, programmed quite so easily as in normal programming. On Contrechoc a few programmed counters are installed to see how many people, yes people, are visiting this place. These are ‘real’ people, even if they are not interested in art (Five laughs out loudly!), and the visitors are not search-robots like the ones visiting the websites and boosting the counters on these internet pages. Also on Contrechoc some items are programmed to be temp-rezzed, that is to say the objects are only temporarily in the SL world and are replaced just before they are deleted, so creating the illusion of being there all the time. Five considers this as a peaceful way of using the rather aggressive feature in SL of making guns and shooting on other avatars. And of course the dodecahedron is constructed in script. It would have been impossible otherwise, all these cray angles!

Only if that’s it, programming in SL is without much of a challenge. So once upon a time Five met Amiryu Hosoi with her idea of a game in her sim. Five thought the game idea was too easy to be true, and in fact if it was made in the environment of, for instance, Director it would have been.

But things got a bit complicated with connections between data from the dBases and events in SL, the fact that several players are playing at the same time, and that some gear, needed for the game had to communicate between themselves, the dBase and the world.

But what am I talking about. How can I suppose you to be interested in the details of the making of a game? Play the game! Have fun!


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