My lead programmer decided he would prefer to work on the client user interface, so I decided I would take the other track, the map editor. The map editor is ancient, and uses the X11 Athena Widget set, otherwise lovingly known as Xaw. For those who do not know, X11 has a series of books, volumes 0-8. We have most of the books, but apparently there were two additions of Volume 4, xtoolkitintrinsics. There was the "standard" or rather not so standard edition, last published in 1993, using the Athena Widget set, and the the Motif edition. As you should all know, Motif itself is non-free software. Apparently there are other editions of motif, but that is besides the point, because the ancient crossedit crossfire map editor was written using Athena Widgets, so I wanted to understand how it was put together.
While doing a total re-write using gtk or something would probably be a good idea. I have never used gtk, so I would have no idea where to start, while the wogedit map-editor, is already part way writen. It just needs some tweaking to display tiles properly. So many games do not have map editors even when they should, that I feel a poorly written editor with a bad user interface is much better than none at all.
So, anyway, I spent all of yesterday searching the internet for clues as to where the example problems for the Standard Volume Four, X11 book could be found. I already managed to get a pdf edition (uploaded by the publisher) of the book here. http://www.archive.org/details/xtoolkitintrinsic04nyemiss
The more into the book I read, the more I wanted the example problems already coded for me so I would not have to waste hours of time typing them in wrong. That is actually what took the whole day. I asked on Freenode, the xorg chat channel. Someone commented that they hoped that the code examples were lost along with all interest in that ancient version of ancient X11 widgets.
Unfortunately, it is too late for that, I have an X11 Athena Widget obsession, and I managed to find the example code right here. http://examples.oreilly.com/9781565920132/
Be sure to download xtprog4.tar.Z for the Athena Widget book examples. You can unpack it using the regular tar command.
Admittedly, I wonder sometimes what the Goddess Athena thinks of having her name tacked to an obsolete X11 Widget set.
Wograld is a free-software, 2d, multi-player online roleplaying game based currently on the crossfire engine. Development is, unfortunately, done by developers, supernatural entities that seem to posses software users and force them to hack away writing software code for hours on end.
Showing posts with label occult. Show all posts
Showing posts with label occult. Show all posts
Wednesday, April 13, 2011
Wednesday, December 8, 2010
Nanowrimo
The whole of November was taken up by me writing a novel. www.nanowrimo.org The C++ group I was involved with got to chapter 7. After that, we kind of stopped. Something about chapter 7 in that book just got very hard all of a sudden, even though we seemed to be making progress prior to that. Well actually, each chapter just got harder and harder.
One nice thing about novel writing is you do not have to worry about having a project to large to do by yourself at all. I find that I can write a whole novels myself without any help from anyone else. I won the nano write, but I still have not finished the story, being as I got over the 50k needed to win, but my plot is not really more than halfway done. The story is about a web developer who has no social life, so she joins a cult.
I could talk more about my plotting problems here, but I think I will leave that for somewhere else, as I know not all game developers like books in the horror genre. My husband loves to read horror novels, but he would not like to see the horror stuff happen irl. So then I asked him. If you don't like it for real, then why do you read so much of it? He likes a lot of Stephan king, except for the dark tower series. I hope I did not fill up my book with too many descriptions of her dreams and nightmares. When I do the editing, my critics might insist I take that part out.
One nice thing about novel writing is you do not have to worry about having a project to large to do by yourself at all. I find that I can write a whole novels myself without any help from anyone else. I won the nano write, but I still have not finished the story, being as I got over the 50k needed to win, but my plot is not really more than halfway done. The story is about a web developer who has no social life, so she joins a cult.
I could talk more about my plotting problems here, but I think I will leave that for somewhere else, as I know not all game developers like books in the horror genre. My husband loves to read horror novels, but he would not like to see the horror stuff happen irl. So then I asked him. If you don't like it for real, then why do you read so much of it? He likes a lot of Stephan king, except for the dark tower series. I hope I did not fill up my book with too many descriptions of her dreams and nightmares. When I do the editing, my critics might insist I take that part out.
Labels:
1st person,
3rd person,
code,
game lore,
occult,
programmers,
quests,
roleplaying,
website
Sunday, June 21, 2009
Wograld History, not as easy as it seems.
One of the reasons I think I initially put off the website is because I wanted some kind of world lore that made sense for the game, I had this idea of four races and nine stupidities, but then I had really no back story. For instance, I wondered, why were the stupidities important to the populace? How did the four races come to exist in the world. Try as I might, I could not answer those questions. About a year or so ago, I seemed to have written up something about a tyrant who united all the races and that the nine stupidities were a bunch of vague principles that originally tied to common sayings in the realm, but solidified into a set of principles that were used to defeat the tyrant. As far as the races went, I knew that orcs and elves could become the other race, same with humans and undead, and that undead and elves were originally considered immortal while orcs and humans were mortal, whatever the heck that meant.
One thing I have realized that as I have gotten a more in depth view of history than what i had in school. I have come to realize, that people today do not really understand the past, or even how people of that time may have thought or seen the world. I often speculated especially about ancient magic and what it must have been like. Was religion and magic always so closely interwoven? Were the gods really demons? Were the demons really gods? Why did the mysteries disappear? People can only speculated based on the writings and art that they find, but so much would not have survived the ravages of time, particularly in hot and humid climates such as Africa and the Americas. Also, a lot was destroyed by war, with a new king or tyrant removing the face and symbols of his predecessors in order to make it so that he was the only history that ever existed, and that the past did not. People like to think that certain things are or were timeless, but was that truly so? I feel it is not enough to say that is always the way it has been, one can only go further back and farther away.
One thing about the setting of Wograld, after the tyrant king, people are on an upswing. It is not falling into a dark age where people forget how to do even basic tasks, but rather, suddenly can craft new weapons and armor that they could not before. There is an enhancement in the learning of combat techniques and magic.
But the new skills and powers are not without their detractors, in fact, after the tyrant, it is almost an uphill battle to learn new things, since the races of Wograld seem to be afraid of it. This is where the demons come into play. Demons are an idea that I had after thinking about what to do about the skill system. What if, in order to raise your skill caps, you had to summon demons and ask them to train you in various skills? Wouldn't that be neat. Typically people think of demons in games as either monsters to fight, or little familiar creatures for warlocks and summoners to use in combat. But I like the idea of a whole new take on that idea. (well, actually a very old idea)
One thing I have realized that as I have gotten a more in depth view of history than what i had in school. I have come to realize, that people today do not really understand the past, or even how people of that time may have thought or seen the world. I often speculated especially about ancient magic and what it must have been like. Was religion and magic always so closely interwoven? Were the gods really demons? Were the demons really gods? Why did the mysteries disappear? People can only speculated based on the writings and art that they find, but so much would not have survived the ravages of time, particularly in hot and humid climates such as Africa and the Americas. Also, a lot was destroyed by war, with a new king or tyrant removing the face and symbols of his predecessors in order to make it so that he was the only history that ever existed, and that the past did not. People like to think that certain things are or were timeless, but was that truly so? I feel it is not enough to say that is always the way it has been, one can only go further back and farther away.
One thing about the setting of Wograld, after the tyrant king, people are on an upswing. It is not falling into a dark age where people forget how to do even basic tasks, but rather, suddenly can craft new weapons and armor that they could not before. There is an enhancement in the learning of combat techniques and magic.
But the new skills and powers are not without their detractors, in fact, after the tyrant, it is almost an uphill battle to learn new things, since the races of Wograld seem to be afraid of it. This is where the demons come into play. Demons are an idea that I had after thinking about what to do about the skill system. What if, in order to raise your skill caps, you had to summon demons and ask them to train you in various skills? Wouldn't that be neat. Typically people think of demons in games as either monsters to fight, or little familiar creatures for warlocks and summoners to use in combat. But I like the idea of a whole new take on that idea. (well, actually a very old idea)
Labels:
code,
game lore,
occult,
programmers,
quests,
skill sets,
website
Monday, February 16, 2009
Filling in Game lore part1
I took a break from the WOGRALD project for a number of reasons, that are more embaresing to admit than not being able to program in C. (something I did learn)
First of all, I wanted a way to fill out the game lore for the project. I had something all written up, but it just did not seem compelling enough. I wanted to really draw people into the game, make them feel immersed in the world before I even began to work on the project. I came up with the idea several years ago of the nine stupidites, basically things people do that are considered to be stupid, not as in retarded stupid, but as in lacking in the common sense department, as in the dress sense of your average programmer. Programmers tend to wear clothing until it gets big gaping holes, then they even continue to wear them, oblivious to the fact that the pants are now indecent and the shirt looks like a rag. Even if it is pointed out to them, the self confident coder geek will tell you how wonderful that torn up shirt and pants are, and how they will never part with them. Its not really about the outfit though, I don't really know why people do that. I'm not trying to say this to get after programmers and make them suddenly dress like sleezy wall-street suits, but I did think that if I dressed up like a programmer, then I would learn to code. I don't know if this really works though. I don't think you have to wear the holy shirts to get top quality code done.
Then I spent some time studying the occult. I came to realize that all the major games that I really liked that did well, the authors had spent an awful lot of time pouring through grimores and religious mythology. They studied all the demon names, angel names, spirit names, ancient magic sigils, etc. They knew how to use a pentagram and what way it should be pointing to get the results one wants in a ritual. Draw the demon sigil out in blood, make a pact, etc etc.
At first that all sounds irrelavant, because why would you need to know all this real lore to make your imaginary world, but mythology is what builds a world, it is what makes it compelling. And that is why religious fundimentalists will never create the best video games.
First of all, I wanted a way to fill out the game lore for the project. I had something all written up, but it just did not seem compelling enough. I wanted to really draw people into the game, make them feel immersed in the world before I even began to work on the project. I came up with the idea several years ago of the nine stupidites, basically things people do that are considered to be stupid, not as in retarded stupid, but as in lacking in the common sense department, as in the dress sense of your average programmer. Programmers tend to wear clothing until it gets big gaping holes, then they even continue to wear them, oblivious to the fact that the pants are now indecent and the shirt looks like a rag. Even if it is pointed out to them, the self confident coder geek will tell you how wonderful that torn up shirt and pants are, and how they will never part with them. Its not really about the outfit though, I don't really know why people do that. I'm not trying to say this to get after programmers and make them suddenly dress like sleezy wall-street suits, but I did think that if I dressed up like a programmer, then I would learn to code. I don't know if this really works though. I don't think you have to wear the holy shirts to get top quality code done.
Then I spent some time studying the occult. I came to realize that all the major games that I really liked that did well, the authors had spent an awful lot of time pouring through grimores and religious mythology. They studied all the demon names, angel names, spirit names, ancient magic sigils, etc. They knew how to use a pentagram and what way it should be pointing to get the results one wants in a ritual. Draw the demon sigil out in blood, make a pact, etc etc.
At first that all sounds irrelavant, because why would you need to know all this real lore to make your imaginary world, but mythology is what builds a world, it is what makes it compelling. And that is why religious fundimentalists will never create the best video games.
Subscribe to:
Posts (Atom)