Computer game idea - Law of One game :) - Printable Version +- Bring4th (https://www.bring4th.org/forums) +-- Forum: Bring4th Studies (https://www.bring4th.org/forums/forumdisplay.php?fid=1) +--- Forum: Science & Technology (https://www.bring4th.org/forums/forumdisplay.php?fid=5) +--- Thread: Computer game idea - Law of One game :) (/showthread.php?tid=609) Pages:
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RE: Computer game idea - Law of One game :) - carrie - 12-01-2009 coming back on context, is there "anything" else needed? my list would be: - understanding of free will, - law of confusion and potential of free will, - veil of forgetfulness, - choice to serve others or serve self, - karma and forgiveness, forgetting - healing (forgiveness, fasting) - catalysts (lessons) - spiritual growth for +positive entities - relationship and love that demands no return - and piercing the veil, - chakras, what exactly is it, how it works, how it affects us, - negative polarity (how to respond to negative polarity people, psychic attacks) something that would be fun (not boring, plenty of audio-visuals) btw, i won't necessarily reply back so soon, maybe 1 month later when i've gathered sufficient materials Quote:I like the idea of the prism, some kind of simulation of the different rays that you have to balance out could be part of the mechanics... But the amount of human interactions possible is virtually endless. How do you get those in a computer? Smile Or how do you select which ones to put in? Hi Ali, I missed your question. [code] we have here uses [physics engine]*, so there is gravity + mass + action. Each [model]* is given specific [gravity] + [mass] + [set of allowed actions and interactions]. [code] = game code in C++, inter-actions are scripted in JavaScript, similar to Ultima VIII server, Adobe Air server. [physics engine] = some more codes which simulates physics in 3D virtual world. [model] = 3d representation of objects each group of [object]s is called [model] is given [mass] [mass] is how heavy object is, so more heavier requires more work to move it. [set of allowed actions and interactions] each [object] consists of 3 dimensional objects which is contained in [worldspace] an [object] is anything in the [worldspace] [worldspace] represents whole entire model of the game at that location, e.g., a scene with waterfall, 3 dimensional scene. example scene: background would be woods, grass and trees. all of those are objects rendered in 3-dimensions, person can move around. he meets another character. other character would be scripted to interact with him. this is very effortless, it is not - i need to build a render to render graphics in certain manner, I need to build worldspace or geometry, I need to build GUI graphics. it is more towards, how can I make the object interact with player?. you'll be surprised most codes is less than 200 lines per script of each object. RE: Computer game idea - Law of One game :) - Ali Quadir - 12-01-2009 (12-01-2009, 04:45 AM)carrie Wrote: example scene: How would you implement for example forgiveness into this game? How do you measure if the player forgives another entity in the world that did him wrong? How do you know they're not doing it just to get at the reward? I don't know how to operationalize most of the factors you suggest are important in gameplay. It's cool to say that we want something to be in the game. But how do you put it in? RE: Computer game idea - Law of One game :) - Questioner - 12-01-2009 (12-01-2009, 04:45 AM)carrie Wrote: coming back on context, Your list looks good to me, however, I recommend you search lawofone.info for the phrase "first distortion" and also consider the contents of Carla's Living the Law of One 101: The Choice. This book is the one she intended as a tutorial to introduce people to the concepts, so why not follow her outline for your game? Quote:you'll be surprised most codes is less than 200 lines per script of each object. That does surprise me. I guess each object must inherit a lot of capabilities from the library. (12-01-2009, 09:38 AM)Ali Quadir Wrote: I don't know how to operationalize most of the factors you suggest are important in gameplay. It's cool to say that we want something to be in the game. But how do you put it in? I agree. Carrie, I'm excited and curious to see what you come up with after your time to ponder. RE: Computer game idea - Law of One game :) - carrie - 12-03-2009 hi, here's idea - you will walk around some scenery and interact with NPC (Non-player characters) in the 3d virtual world. - there's picture of you with the 7 chakras with explanations what they are. you have to solve puzzles and tasks to increase the 7 chakras, - you have to interact with other NPC characters and your interactions with them raises or lowers your karma. how about it? RE: Computer game idea - Law of One game :) - Peregrinus - 12-03-2009 (12-03-2009, 06:10 AM)carrie Wrote: - you have to interact with other NPC characters and your interactions with them raises or lowers your karma. Not karma: --->>> polarity. Begin with 0, receiving or deducting points to a maximum of +100 or -100. I don't know how to explain it exactly, but some sort of progress would be linked to choices. One cannot know what the progress is though, as this would be against the law of confusion. RE: Computer game idea - Law of One game :) - carrie - 12-03-2009 what is difference between karma and polarity? RE: Computer game idea - Law of One game :) - Peregrinus - 12-03-2009 Karma is a subscribe of the Buddhist religion whereby "what goes around comes around". A deed (good or bad) is returned sometime in the future, whether it be in the current incarnation or another one. Polarity is a simple increase or decrease in polarity which works toward the end result of a minor or major cycle of harvest. 51% positive allows ascension to 4D positive 96% negative allows ascension to 4D negative Though the percentages appear to make it easier to reach positive ascension, they are balanced in terms of the work to achieve each. What I mean by this is that it is as easy to reach 96% negative as it is o reach 51% positive. As previously suggested, perhaps you should read the complete Ra Materials as well as Living the Law of One: 101 These two resources would give a basic foundation for the understanding of how this all works, as well as the insight required to put together all the necessary workings of a "complete" game, as it were. The illusion we are in is complete. As I think I said once, this would be a illusory game within an illusion. RE: Computer game idea - Law of One game :) - carrie - 12-03-2009 Quote:I think I said once, this would be a illusory game within an illusion. The creator of this game wishes to know itself and thus, creates grand illusion for which other players can experience this game. Players in this game have to make choices by free will. Many game "mechanics" or how game works is hidden from player via veil of confusion just kidding RE: Computer game idea - Law of One game :) - carrie - 12-03-2009 I'll have to get back with more screenshots / or more content. i forgot to mention: this game will be free RE: Computer game idea - Law of One game :) - Ali Quadir - 12-03-2009 To create an infinite stream of interesting events that the player can use to improve or decrease their polarity you'd need some kind of content generator. I think it's impossible to create the thousands of situations required on sheer inspiration alone It's a difficult one because content generators have the tendency to look the same across the board. Which is the opposite of being interesting. We wanted to include the octave of rays associated with the chakras. Forgive me I'm unfamiliar to the colors, I'll use the associated body parts to name them in stead. Lets go a little abstract. How about we use the rays as variables. Added with a polarity variable. We allow them the value of -100 to +100 but starting randomly between -10 and +10, these rays are hidden to the player (the veil ) but their actions affect the value associated with the ray. And the ray affects the procedural content generators. So for example a player who has a strong root ray will find it easy to accumulate money and wealth. He will not be bothered by financial challenges as much. And this allows him a surplus which which he can affect his other rays, for example his heart ray by sharing his wealth. Which will strengthen the heart ray giving him friends and popularity and the ability to do well unto others. The friends together with the strong finances allow him to send his message into the world, creating a strong throat ray. His positive actions finally polarize him into a positive direction. This is random of course, so you could also start with a strong navel ray and use it to influence people to give you money, strengthening your root but weakening your heart and starting down the negative path. Basically it's about increasing polarity which requires the use of the other rays. The content generator is a difficult issue. We can place entities around the player similar to his current ray configuration but with variations offering polarity. If you have a weak navel ray then others will be more inclined to try to dominate you. I'm thinking maybe going iconic like in a card game will allow for more freedom of expressing these concepts. How do you express jealousy or dominance in 3d ? So my suggestion would be a screen with a set of playing card like icons on the bottom. On the upper part of the screen a face will popup with a short oneline situation description below it. Like: "Your boss is complaining" or "A stranger smiles at you" And you respond by hitting one of the cards below. Each card is a different combination of the rays and you tend to get cards that are similar to your own balance but still varied enough. Your choice will affect your own ray balance, the balance of the popup person and affect a binding ray between you. A person also moves closer or further depending on the choice. Closer persons will show up more often in challenges than persons at a distance. Also maybe they should affect your rays stronger. So both your selection of cards and your encounters are influenced by the balance of your rays. You affect your balance by your choice of cards. And the goal is a state where your rays all approach +100 before this happens you can introduce all kinds of magical encounters with increasingly more fantastic entities. It's relatively easy to build. It allows the player to learn and understand the ray mechanism by going though a large amount of choices in a short time. Content is limited to representations of actions and representations of entities. There's probably a simple mathematical model which can be used to affect rays and distances between entities. I'm just throwing out an idea. If it works it works, if not we'll arrive at the next idea in no time RE: Computer game idea - Law of One game :) - Questioner - 12-04-2009 (12-03-2009, 11:48 AM)Peregrinus Wrote: Begin with 0, receiving or deducting points to a maximum of +100 or -100. I don't know how to explain it exactly, but some sort of progress would be linked to choices. One cannot know what the progress is though, as this would be against the law of confusion. Also needs to have a variable, potentially long, delay between the action and the change in score. With more time playing the game, the maximum random delay gets somewhat shorter. With more polarized score (higher absolute value, whether very positive or very negative), the maximum delay lowers significantly. To match Ra's terminology, score would be 0 to 100, starting at 25. It measures % of actions that are of service to other-selves. To win, player needs either less than 5 or more than 51 at the harvest time, which is not a predictable amount of gameplay. (12-03-2009, 06:45 PM)Ali Quadir Wrote: Forgive me I'm unfamiliar to the colors, I'll use the associated body parts to name them in stead. The Wikipedia article on Chakras gives a handy color guide, if you scroll down to the part labeled "Seven Major Chakras." http://en.wikipedia.org/wiki/Chakra I like the rest of your comments and don't have anything to add to them. I like the idea of saying of annoying catalyst, "Oh, there's a hard-working content generator!" (11-28-2009, 12:58 PM)Peregrinus Wrote: One could look around sites such as deviantart for artists and ask them if they would be interested. Could be, also the Barbelith forum could be a great source of people who'd like to explore both philosophy and art of Carrie's project. And I don't know how much they'd go for the subject matter, but the nin.com forums have some terrific examples of community artwork and video editing. Quote:Fade in to game play with a random male/female incarnation 75,000 years ago. Have one major event per life... So this would include Ra's description of how human lifespan has shortened through history, from about 1,000 years way back when not much changed, to our current circumstance of less than a hundred years of overwhelm. Quote:Basically, one must "think" as a Logos, if that is even remotely possible... It looks like Carrie's up to that challenge. (12-03-2009, 12:56 PM)Peregrinus Wrote: Karma is a subscribe of the Buddhist religion whereby "what goes around comes around". A deed (good or bad) is returned sometime in the future, whether it be in the current incarnation or another one. As I see it, polarity is the sum total result, within your attitude, of how much you consider others as valuable as yourself, or their interests as more important than your own. Carla likes to use the metaphor of a sandwich. If you give half to another hungry person without food and eat the other half yourself, that's a moment of 50% polarity towards serving others. I absolutely agree with the recommendation that Carrie read the L/L Research library, which might take a while. For her, I imagine this reading order might be useful: Law of One 101: the choice Wanderer's Handbook Secrets of the UFO Ra, books 1 through 5 Carla's niche: speeches and interviews post-Ra channeling sessions other materials (12-03-2009, 04:23 PM)carrie Wrote: i forgot to mention: YOU ROCK, CARRIE!!! RE: Computer game idea - Law of One game :) - carrie - 12-05-2009 some scenes RE: Computer game idea - Law of One game :) - Phoenix - 12-05-2009 I want to just dive in here to play with the creative idea. I think this is not beyond the realm of possibility, to not only make a game that has Law of One elements (but not completely Law of One because that is not organic. Plus it's a lot of information.) But to also make it one of the best games a person could play. For instance, Gran Turismo that I used to play on the playstation was a very good game, but if anyone remembers the Licences, they were not easy (especially to do them well). The challenges don't always need to involve easy fixes and monsters. So, my idea, is in a grand theft auto sort of setting. The player goes through initiations slowly and gains a strong ability, such as telekinesis. The abilities are so hazardous, that it takes a while to learn to use them. You may end up killing someone by accident. But you gain polarity by essentially learning to use them, and then using them in a good way. Which is a further challenge. (A lot of creativity around this). You go through densities, you manage whole planetary populations. You get them to harvest correctly (great idea for some to learn the lesson of non interference) as problems with individual entites and free will abide. A lot of games are so static. Grand theft auto. Kill, chainsaw. It all feels the same after a while. This game wouldn't have to be. It might make someone feel that they are in the midst of a very well written sci-fi novel. RE: Computer game idea - Law of One game :) - carrie - 12-07-2009 This is indie game - budget and time constraint issues. I am still drafting game idea with many ideas in mind. still lot to do... RE: Computer game idea - Law of One game :) - Ali Quadir - 12-08-2009 Carrie, where did you get the scenes from? Each of them would have cost days to produce... RE: Computer game idea - Law of One game :) - carrie - 12-08-2009 (12-08-2009, 04:12 AM)Ali Quadir Wrote: where did you get the scenes from? Each of them would have cost days to produce... scenes were composite graphic stitched together: top is large blue sky-like bitmap whole house / or area is bitmap with 3D view or camera shadow is done by code topology is done by code we're now terra-forming around 100 miles (length) x 100 miles (width) x 5 miles (height) game area terra-forming = designing terrains, small hills, vegetation, river, etc. you'll have to contact me privately, do you have GTalk? |