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I am nearly done with my semester! Just a calc Final and a move across town and I’m done!

I’m in a pretty bad position right now. I am pretty broke, and my new place will require me to step things up a lot financially.

First: I’m going to monetize my YouTube account. If you guys like what I do, from the insane to the professional, I’d appreciate the support.

Second: I am going to try to get donations running. IF you like my Mods, want me to continue working on this absolutely huge game, which I devote a lot of time writing content and systems for, or just generally want to be philanthropic or charitable, please support me.

Third: I want to make progress on writing a few new systems for the game and rewriting some I felt need some work. I want more calculations for game mechanics to be in working order. I’d also be great if I could finally solve the OGRE3D trouble I had, maybe even start ground up with Ogre and the program proper.

I know the first question is always: “What have you brought me”? So my answer is – I bring you Mods for Skyrim and Morrowind. Video coverage of your favorite competitive games, Blog posts that try to bring substance and discussion to some topics in games and in gaming, and continued hype for your communities that I enjoy being in. I don’t count my engine, because I am only one man with very limited time and knowledge.

My final goal is to make it through this summer. My life just got much more expensive, and school is not becoming any easier or cheaper, so I want my ultimate goal to be to never have to borrow money to get through summer or winter again. I need a job, and I’m hoping that I can work the whole summer without problems.

The next blog post will be more Construction Kit related, and I’ll include a nice video.

Northern Frost Brewery v0.3

http://skyrim.nexusmods.com/downloads/file.php?id=8751

I added a lot in this version. There’s all sorts of stuff under the hood for the quest, which you can now start properly. I made a dagger that makes coins explode out of the victim’s body, and I made a lot of small fixes.

Next version – I’m going to focus on learning how to make quests and dialogue. I want lots and lots of that. I want my mod to be one of the ones that has real substance to it.

All of you modders out there should be learning how to make scenes, Scripts, and dialogue in this engine. Get to it!

…is up on the nexus.

http://skyrim.nexusmods.com/downloads/file.php?id=8751

I’m happy that I got the script to work with the help off some helpful community members and good old “FIGURE IT OUT DO BETTER”

Anyways, this semester continues to be awful. I’m not performing as well as I want in Discrete Math or Calculus, and who could blame me when the situation at home is such a calamity.

Anyways, I hope you guys like what I have so far. There are recipes that work when you have then on you, Hlar has a test AI package, The basics of the quest start and transition work, and I have most of the items I need working to work.

I would love some new bottles for items, but I’ve never been able to fulfill that skill in any recent version of blender.

I’ll be working on this through the weekend. I’m happy I got something major to work. If anyone has any suggestions or requests let me know.

If anyone has any advice for quickly learning how to get dialogue into this new system please tell me. :)

 

I just barely earned an R-rating.

That’s okay, the game is Rated M for Mature.

I have some interesting things to say about Skyrim’s engine after playing in the creation kit. Give me time to make a good post for that soon.

Northern Frost Brewery

My first Skyrim mod is going to be the Northern Frost Brewery. I’ve made good progress so far, and I am just getting things set up for some fast development.

You’ll be able to fix up and start your own brewery that brews specialty drinks with some help from a friend. You’ll fix the place up, get it started, and earn profits – all while dealing with the competition and enjoying social atmosphere and interactions the NPCs will have.

Some interesting things:

  • 4 main NPCs – These will have the most development, and will have as much dialogue as I can squeeze in. They will have full schedules and factions/relationships.
  • Many random generic NPCs to visit your brewery.
  • 5 different drinks that you can produce, I might add more.
  • A questline for the Brewery in addition to sidequests for NPCs, maintenance and gathering quests

So – I’ll be posting things soon enough.

Two days until creation kit! Here’s some thoughts for Bethsoft:

DO WANT:

King Me: My character can become Thane of nine holds, yet the responsibilities and obligations that go with being a thane of any city are completely absent. My housecarls all have one conversation’s-worth of dialogue, and the most prominent and easily obtained – Lydia – has become memetic for uselessness and annoyance. The PC participating in the Skyrim Civil War should have profound outcomes and lots to decide, think about, and do. Maybe I should be able to become king. Too big an implication? What about your character meeting Sheogorath after the events in Shivering Isles?

Total worth of being able to actually BE a thane and participate in politics, along with expanded dialogue for all characters involved? 25 bucks.

Dialogue expansion: You paid nords to voice nords, but the kids still sound like californians? Fix that. While you’re spending money, greatly expand dialogue of all NPCs. Every special character should have a lot to discuss.

Total worth to have more than one decent converstion per NPC in Skyrim? 35 bucks; if done half-assed, then 15.

Love and Marriage: Marriage lacks personality. In fact, some NPCs change personality once married. Marriage doesn’t seem to have a lot of substance. I’m not asking for a dating simulator, but if you like an NPC enough to get married then the marriage is simply just the beginning for your character.

Total worth to have a meaningful and interesting marriage with M’joll the Lioness, as well as every marriageable NPC in the game? 25 bucks.

Economics: I would like to see the sophisticated economy that was mentioned in development to come to fruition.

Total worth to have a working economy? 15 bucks.

How do you smith leather?: A Crafting overhaul is right up everyone’s alley. Expanding and shifting around the crafting system to something more sophisticated and realistic would be a great change.

Total worth to have a crafting system that makes sense? 10 bucks. 15 if it’s *really* good.

Archmage, now what?: Factions are important – I became archmage with little effort, and then promptly hit the wall. Again – that should have been just the beginning, but even the beginning was rushed. I also would like to be able to more permanently affect other factions. Mostly by killing them or robbing them blind.

Total worth to help M’joll the Lioness rid Riften of the thieves guild by killing everyone associated with them, and other such faction expansions? 25 bucks. 35 if you make me think about choices.

You need any help with that?: There are several factions you can’t join. You should be able to join them and do stuff for them, especially like I described above.

Total worth of joining factions that don’t have very big goals or threaten the world? 15 to 20 bucks.

Construction: PCs love when they can see the results of hard work. Rebuilding Winterhold and Helgen, or expanding Morgoth and Dawnstar would be great additions and great opportunities for long quests with lots of things to talk about and do.

Total worth to have a nice house in Winterhold or Helgen that I built myself, including new neighbors? 15 bucks. 20 if it’s really good.

New Skills: There should be more skills. There is really something missing in wanting to create new characters and play the game. This streamlining is nice, but you overdid it. Change the skills and add new ones. While you’re at it, change the perk trees. They are a little crazy.

Total worth to want to make different characters? 15 bucks. 20 if you really changed the game.

DO NOT WANT:

More dungeons: I do not need more dungeons. If you ever make more dungeons, make them extraordinarily dangerous or very hard to access. It helps if they have their own flavor and threats.

Items: I don’t need more items of any kind. There’s a mod community that has that under control. More item TYPES? That might be a good idea…

Far-away lands: Mournhold was too hard and expensive, Solsthiem was too hard and a drag, The Shivering Isles were pretty but a drag, and Fallout DLC was boring (except The Pitt, which was just too small!); just stop doing these unless you really, really, really want to produce second game’s worth of content in an expansion.

You first priority should be to ALWAYS make us think AND have fun.

And so, there you have it. Time for bed. Yes, I still need a place to live and the clock is ticking. Send money.

Life Happens

I don’t like posting very personal things, here. At most, I describe problems I find at school in the context of larger problems in hopes that maybe I and others can overcome them or solve them.

However, sometimes things get in the way of being productive. I wanted to spend this winter break coding and writing, catching up on things, doing new things, and I’ve been mostly doing damage control. I’m disappointed, but when I think of great works, I realize they are done on a schedule that anyone born in the last few generations would not be able to appreciate. Interruptions to my work should be expected. Years are the proper measurement of things.

Anyways, my work (and thus, this development blog) is about to experience a major interruption. The house I live in has foreclosed, and I find myself approaching a crisis in life as I start another semester, combined with rather large existing problems – now including the problem of not having anywhere left to go nor the income to support it. There is no shortage of gravity or emotion surrounding all of this, but I’ll spare my readers content I’d rather talk about in person.

Naturally, I’ll be spending the next few months time on school and running around instead of making progress. I will post when I have good things to share.

I’m going to get through this somehow, and I hope that at the other end of this calamity lay a safe and secure place to live for quite some time that allows me to accomplish more than I ever have in these last 5 years. I want to look back at my blog and see my own determination to succeed if I’m ever in doubt.

Future me: Just look at your phone. What does it say on the front?

I think I owe my audience some sort of update. At the same time, I don’t want anything I post to be without substance. So with this update I’ll be discussing more Skyrim stuff.

Firstly, about this winter break – so far I’m having as much fun as someone living in a very cold basement can have with no money. Christmas brought me several games, and I’ve been spending a lot of time trying to enjoy them or trying to stay involved in the fighting game community. It takes a lot of my time, and I am probably due to evaluate how much time I should spend on streaming BlazBlue events and capturing my playthroughs. I’ve happened to have gotten a lot of JRPGs; this should be interesting. I want to talk about Japanese RPG versus Western RPG at some point…

Now – on to Skyrim. While you can hear endless amounts of opinions online about pretty much everything about the game, I’d like to mention a few things that should be paid attention to:

In some recent interviews, Todd Howard has mentioned that he wishes for Skyrim DLC to be more substantial and affect the whole game  instead of simple “adventure pack” style DLC. I’m really pleased to hear this. Skyrim really deserves some love and effort put into it, and hearing that systems and skills might be vastly improved, or even the prospect that the developer would rather add a lot more voice and dialogue to characters than send people to go bag more loot on a small adventure really is appealing to me. It’s worth my money. I know several games that could have used this. You can extend the life cycle of your game – your software – by doing this. Games are known for having short life cycles, and I wonder how good it would be if you could suddenly extend it, and what that could mean for your various investments in one project.

Skyrim’s vanilla form is a very action-oriented game. You don’t really get the feeling you’re living and working your way up in the world, and it’s understandable that someone wouldn’t want to make a game like this because – hey – work is boring. I think Skyrim would benefit from a genuine effort to add a bit more depth to the characters in it. Characters are tremendously important, and I hate treating characters like signposts, backbacks, or vending machines. I really would like more depth to NPCs. I might get recipes and skill changes instead, but hey, if they are substantial enough, I’ll accept it.

I have several mods planned for Skyrim, but I have doubts about starting any of them, considering the DLC statements by Bethsoft. I think the brewery idea would be the best to start, but I have plans for other simple but very laborious mods.

Third topic! My own game. I’ve spent some time over the past few days looking at code and fixing small mistakes and adding things I’ve overlooked. It’s not huge, but it’s progress. I’ve written more content, and once I can spend some Very Special Time thinking and drinking delicious hazelnut coffee, I’ll have an even more vivid picture of a large part of the world’s history.

Most of the code went straight to tradeskills. I’ve added another skill and “solidified” the design of the many crafting skills.

The thing about playing in my world is that the player will have to do a lot of running around because there’s never a one-stop-shop. The good news is that I plan to give players options when it comes to errands and preparation. Preparing carefully will take time and some running around, but may be really fun for PCs that are taking their time.

Of course, the problem now is one of exigency. Skyrim is going to hell in a handbasket and your character is mining iron to spam Iron Daggers at a forge. I should spend some time thinking of urgency in these games.

Fall 2011 Progress – Final

Let’s see – I definitely think this semester has been difficult in the way of getting things done. I leave a lot unspoken for, but It’s definitely not easy for me to get this project done, which I really want to pour myself into.

The semester began with me wanting to add features and improve existing ones, along with trying to figure out and solve a problem I’ve been having with the framework program. I also had a bit of a Muse early on, which got a lot of content written and many things like that added to my already very large lists.

I’ve worked a lot on the large classes that needed implementation. Actors, Dialogue, Items – many things actually were improved.

Since then, I’ve written a lot of new classes surrounding the crafting system and specific skills. I’ve also started setting up the classes that calculate prices for services and let NPCs provide those services.

As I write this, I’m going back and forth to do some things I mentioned in a recent post. I want to get a few things done today.

Implementing Languages is actually kind of difficult. Aside from making sure I don’t waste memory by storing languages everywhere,  the PC encounters language everywhere. From a design standpoint, if they just were able to learn every language, there’d be no point. As well, a PC can’t bop around the world not being able to do anything because they can’t speak with anyone or read anything. Some of my work while on vacation will be properly envisioning how a player will navigate a world where some parts can’t speak to him and he doesn’t know what anything says.

My original idea was to go for a situation like this:

The PC gets the general tone, but has no idea of the content. I think that’s enough for the PC to make judgements on when they don’t know the language.

Moving on – I think, until I really learn MSVC and learn to make more sophisticated projects with it, I should stick to working on my game and data systems. It’s becoming very hard to understand what to fix or pinpoint problems when I really don’t know how a project is made. While I’m sure the current problems involve  lack of understanding with the API and avoiding technical problems (such as the root object not getting the system info it needs to be constructed and have functions called on it), it doesn’t help when I don’t know how to really use the IDE. I’m sure a company would rather like me to know that that just the API.

I’m really so sick of talking about this problem.

I don’t think I have any specific goals to share for this winter break, it’s going to be tough for me on the homefront, so even though I have time to get into a “flow state” and work I really have many problems and curiosities to spend that time on. If anything my goals are to expand the game systems and try to complete bartering and services. Yeah – that’s a good goal. By the end of January I want NPCs to provide services and calculate costs up the the point that the GUI would handle the rest.

Aside from that – this whole thing really is becoming messy. I want to clean it up, and it’ll take knowledge and thought to do it. That take a special kind of time, and I’ll have to take it this winter.

So – all in all – despite distractions like School, Home, Skyrim, and BlazBlue, I’ve managed to get a decent amount done, if not on any single front. I hope this winter is productive, and I’ll post when I get a list of things done.

I’m sure some of you have heard about the idea that it takes 10000 hours to master a trade or a skill. It’s appealing, straightforward, and probably has a level of research behind it to legitimize it.

We really like the idea that if we just put in X time into something, we’ll get Y results. It’s the essence of scientific reasoning – X gives us Y through process Z. We don’t need to truly understand Z, we just need to make sure we get Y predictably.

However, “10000 hours” (Henceforth known as 10k for brevity) seems problematic from my perspective. Perhaps there are assumptions being made that allow the law of large numbers or averages to make it an acceptable fact, but allow me some Socratic ignorance so I can talk about my problems with this as an educational idea…

Does it assume that the playing field is level?

The playing field is never level. That is to say that circumstances never allow an hour to mean the same thing from one person to another. People also are not likely to give equal results. (They aren’t machines, you know.)

An hour probably doesn’t mean the same thing to two people, as anyone that read this article featured in LinkedIn’s recent “5 Things…” email would think. n hour for me at home is likely interrupted by noise, calamity, or other required pieces of business like eating or chores. As a student, I tend to think I have a few major disadvantages compared to others. My 10000 hours is probably more like 12000, maybe more. (I hope not!)

This draws into question what an hour actually IS. Does 10k make the assumption that an hour is a”flow hour” as described in another article recently aggregated by LinkedIn? Let’s not make this too complicated and long a post. I think this is a problem if we want to hold 10k as a reliable method of education.

How do you make students fulfill 10k?

I’m not in education, so I don’t have many answers to this. Considering the previous points, students aren’t on a level playing field, and they all don’t get the same results within the same about of time.Which brings me to the most practical and probably the most important of questions regarding 10k:

Where do you find 10000 hours?

Really. Whether you are an adult student like myself, a young student, or a tradesmen, everyone has to put in this X time for Y results under the 10k philosophy. The Z is not known, if not unknowable (although Z can sometimes seem like throwing stuff at students heads and just seeing what sticks), and the ability to find 10000 hours for any of them is difficult enough considering the expectations for Y (which may assume quite a lot). How does anyone find the time?

What 10000 hours really asks of people that live it out is commitment. You either make the time or walk. What’s difficult to understand is that our concept of time in a global information economy is becoming quite distorted and needs increasingly urgent. No one has time, so everything must be done – Now. Combine this with the increasing expectations placed on students and the “work hard to get it done faster” idea starts becoming murky and confusing from an educational standpoint.

What happens when 10000 is no longer 10000?

One of the most powerful and profound things that have been told to me regarding this industry have been told to me in an introductory programming class.

“There is zero demand for simple software. None.”

While use of abstraction and through the process of technological progress – you’d expect the spread of easier solutions and existing code everywhere for use along with the ubiquity and triviality of the skill, but it seems that this effect, if it’s true, is dwarfed by the increasing complexity of software. Each batch of students will need to be smarter, more knowledgeable, and better equipped to handle increasing complex software than the last. Despite advances, skill requirements only go up. The expectations are always higher. How can 10000 hours mean the same when this is happening? People are definitely not as upgradable as computers are, they just have higher expectations put on them. This is probably one of many reasons that ageism is growing in Computer Science. It’s scary stuff, when you think about it. People will always need to put more and more time into it…what does this mean for educating people under a 10k philosophy?

Wrapping up my silly post

It’s very appealing to believe that, given the right amount of work and time, that you’ll master a trade to expectation, but when those expectations change, when the concepts of time for everyone involved in the process are all changing towards inevitable disadvantage, when the means of everyone involved initially vary and may change wildly, and when the needs of everyone at all points of the process are changing, 10k quickly becomes confusing and somewhat fraudulent.

Do I have any solutions? I don’t think I do. I write this particular blog because of my own concerns, because when I think about what I have to do to meet the expectations of both the present and future, it becomes difficult for me to make any choices or draw any real conclusions about what I have to actually do.

Students, in all their forms, have a lot of challenges ahead of them, both in life and in school. While everyone tries to prepare themselves and others as best they can for the present and future, no one always knows what is best, and no one always has the means to deliver the best.

The ultimate takeaway from this is that good education that delivers specific results requires attention and care. We can’t really engineer students or graduates, but we may craft them, and anything that is crafted takes a very special kind of time.

Until then – because I like doing this, and I want to do this, I’ll keep trying to get my 10000 hours, and I’ll just have to leave circumstances to circumstance. I hope I meet expectations, but I may never know.

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