megastructure – the megastructure development blog http://blog.megastructure.org tracking construction of megaprojects Sun, 23 Dec 2018 15:54:33 +0000 en-US hourly 1 https://wordpress.org/?v=5.0.2 Archiving blog.megastructure.org http://blog.megastructure.org/2018/12/archiving-blog-megastructure-org/ http://blog.megastructure.org/2018/12/archiving-blog-megastructure-org/#respond Sun, 23 Dec 2018 15:54:33 +0000 http://blog.megastructure.org/?p=844 It’s been really fun to follow my thoughts and various projects over the years with this blog-like apparatus. But I haven’t been extremely active in this area for a while, so I’m moving it to a static archive on Neocities.org.

Thanks for visiting and taking an interest. I will try to keep these links alive for a while yet, so they don’t simply disappear off the face of the internet.

]]>
http://blog.megastructure.org/2018/12/archiving-blog-megastructure-org/feed/ 0
So Twenty-One [Abandoned WIP] http://blog.megastructure.org/2013/12/so-twenty-one-abandoned-wip/ Sat, 28 Dec 2013 19:58:52 +0000 http://blog.megastructure.org/?p=787 I’ve been sitting on this project for a long while, and it’s time to come to terms with the fact that it will probably never be completed. So I’m releasing it and the source code in the very state it exists on my hard drive.

The game was inspired by (and features) So Twenty One by Sleepy Town Manufacture. This song is a free download on archive.org, but I also got permission from the creator to make the game. The idea was to have a short, interactive experience in time with music. There is a challenge involved (you can lose) but it was meant to be something anyone could play through in one or two tries.

I’ve exported my old SVN-based code to git, and uploaded it to GitHub. I hope someone finds it informative  or even helpful.

]]>
Nostalgia: Late 90s http://blog.megastructure.org/2012/09/nostalgia-late-90s/ Wed, 19 Sep 2012 20:35:19 +0000 http://blog.megastructure.org/?p=706 I recently rediscovered George Buckenham’s amazing Games We Have Known and Loved, where he collects concise recordings of people talking about their favorite moments in games. It’s remarkable how so many different people can experience the same game in such different ways.

Listening to some of the accounts reminded me of a game that I really enjoyed, Star Wars Jedi Knight: Dark Forces II. I was in high school, and it must have been either 1999 or 2000. A friend from my class lent me a precious CD, holding a number of games that were … less than legitimate. This was before broadband internet was widespread, meaning the original game, which spanned (I believe) two whole CDs, had been stripped of its full-motion video cut-scenes and CD-quality music and compressed into a single .ZIP file.

Around that time, my parents had taken me to a Pat Metheny concert, when his trio visited Israel on tour. On the way out of the auditorium, we bought his album, Trio 99->00, which I still love today. This CD was in my computer’s optical drive a lot during this period, so while playing Jedi Knight, the familiar orchestral Star Wars background music was replaced with a modern American jazz trio. As I would explore the industrial factories and extra-terrestrial valleys, I might be accompanied by A Lot of Livin’ To Do or Capricorn.

There was a lot of mystery in the game, because I didn’t have those full-motion video cut-scenes to help tell me what was going on or what my objective was. I also used cheat codes because I was a huge sissy. Despite Jedi Knight being a first-person shooter, there was a third-person mode for when the light saber was used, in order to aid combat. I would use third-person as much as possible, because it was fun to control this character jumping around, waving a light saber. This resulted in me wandering around an empty level, looking for something to trigger the next level, listening to cool jazz and brandishing a light saber.

It’s hard to explain how calm and peaceful it was. To be sure, I was trying to get out of the level and move on to the next one. But the exploration had a special feel to it. Maybe some of this magic is rediscovered today in games like Proteus. And I think the Megastructure and its endless chambers may bring back other aspects.

EDIT: A video to help relive the experience!

]]>
8tracks – Airborne Megastructure Cascade http://blog.megastructure.org/2011/05/8tracks-airborne-megastructure-cascade/ Tue, 10 May 2011 18:54:52 +0000 http://blog.megastructure.org/?p=464 Thirteen tracks of rocket-powered machinery piloted by a faceless android, sometimes gliding past on hot-air currents.

 

 

]]>
8tracks – Rewiring the Megastructure http://blog.megastructure.org/2011/05/8tracks-rewiring-the-megastructure/ Sat, 07 May 2011 08:26:18 +0000 http://blog.megastructure.org/?p=432 - BEGIN TRANSMISSION - REQUEST: hard-wiring of telecommunication infrastructure in local sectors 53.A, 53.C, 53.D. CAUSE: recent class III cataclysmic failure. ATTACHED: 14 encoded audio carriers of nominal data for heuristic development. - END TRANSMISSION -

 

 

Including tracks by:

  • Sleepy Town Manufacture
  • Global Communication
  • Akufen
  • Telefon Tel Aviv
  • Charles Webster
  • Juno Reactor
  • … and more!!
]]>
Megastructure Transport System http://blog.megastructure.org/2011/02/megastructure-transport-system/ Sat, 26 Feb 2011 09:04:09 +0000 http://blog.megastructure.org/?p=369

]]>
Concept and design – a patchwork approach http://blog.megastructure.org/2009/09/concept-and-design-a-patchwork-approach/ Wed, 16 Sep 2009 07:46:34 +0000 http://blog.megastructure.org/?p=105 In lieu of proper concept artwork or mock designs for a potential finished project, putting together photos discovered on Flickr has become a windfall of concept design.

Using Flickr’s new Gallery feature, I have put together a few megastructure explorations. These are built from other users’ photos, but represent a larger structure that crosses space and time to become the Megastructure we seek.

So far, there are three such explorations:

Exploration #1

Exploration #2 – Descent

Exploration #3 – Ascent

The feelings I get while going through these photos in their particular order is the same emotion the Megastrata simulation should give.

]]>
thoughts on predictably-autogenerated content http://blog.megastructure.org/2009/07/thoughts-on-predictably-autogenerated-content/ Mon, 06 Jul 2009 01:13:55 +0000 http://blog.megastructure.org/?p=3 I opened this separate WordPress blog on Megastructure.org in order to explore some more technical aspects of the building process. I hope to publish my findings as I go along, with the lofty goal of making a complete Megastructure experience freely available. The stepping-stones along the way consist of modeling separate aspects of the Megastructure, while getting feedback and improving existing models, and eventually weaving it all together into a whole.

This is an ambitious project, one that I started years ago, with still very little progress achieved. However, by opening up the discussion and exposing the material I have gathered, I believe this deeply-founded subconscious realm can be expressed. Especially since now I am committed to blogging about it.

I’d like to begin by mentioning a few words about autogenerative-content, especially in how it differs from pre-generated and randomly-generated schemes.

Pre-generation implies that the objects or scenery was crafted and designed by a human artist, perhaps even down to the last detail. This method gives the artist quite a lot of freedom, but can hamper the potential world-size, because everything must be hand-made. Pre-generation is ideal for large companies with huge artistic and creative budgets.

On the other end of the spectrum, random-generation provides a surprising variety of content, as it relies on random numbers to generate events, characters, and even landscapes and scenery. However, depending on purely random occurences can be difficult to control and tune correctly. This method is widely used across the board, but rarely in creation of environments.

Procedural content bridges these two gaps by defining systems of random values that affect a pre-built framework. There is extensive work in this field, some of which has been aggregated here, at the Procedural Content Generation wiki. These higher-level functions can bring seemingly-natural content into a simulated world, while freeing artists from having to define every little detail.

Another benefit of using procedural methods is the repeatability factor. Given a certain seed, the random functions (actually pseudo-random) will generate the same values every time. If care is taken, an entire world may be predictably autogenerated, like a fractal that always is drawn the same way despite the countless layers of chaos within.

I believe that the Megastructure can be modeled, at least in parts, by using different blends of these techniques. Furthermore, an experience can be built that may span time and space, and link multiple users inside the endless corridors.

]]>