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Messages - RyanJT

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Creative Projects / Building a Small Space Shuttle
« on: August 09, 2010, 05:46:32 pm »
So you are stranded on a planet, preferably a moon. Your small shuttle crashed but you have the tools to fix it to veer back into space. Essentially, with what little oxygen you have left, the goal is to survive and get back into space.

This is currently a small mission in a project I am currently playing around with. But I have one problem; I lack the knowledge of space flight and the mechanics that goes into a space shuttle. I would like this space shuttle to be quite real, but only to an extent; I would not want to turn off many due to the complexity of getting the shuttle ready for flight. Of course, you would choose the occupation that best fits you. While the more experienced users would be mechanics and perhaps the newer users would focus on preserving the oxygen supply.

So, what are the essentials for a space shuttle? Of course, you have the generators, engines, and thrusters. But what more would you expect in a fun, semi-simple, game?

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Other Games / Re: Science Life: A game made for/by the people
« on: June 28, 2010, 04:40:13 pm »
I really do appreciate this and cannot thank you enough!

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Other Games / Re: Science Life: A game made for/by the people
« on: June 25, 2010, 04:40:45 pm »
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Wouldn't a clear indicator of something being a gas be, well, that it's behaves like a gas? (Well, there are corner cases of course, like for example gases that are supercritical at standard conditions, but those are pretty far "out there")
Hehe, that was a bad example I made.

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Also, how far do you want to go with the random elements? Do people have absolutely no clue about what is what, or are you going to give them some indications as to what the valencies of different molecules are? Would people have some clue as to what the basic structure of some functional groups are? Do they have access to pure atoms, or do they need to find a way to isolate them? Do they know what is acid and what is alkaline?
I believe giving them some indication should be beneficial, you do not want them to feel clueless. They should have access to pure atoms and I'm pretty sure I can allow users to do test, such as an acid test.

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I'm also going to look back into my books about atomic bond theory, organic and inorganic chemistry the coming few weeks, so hopefully I'll be able to give a few sensible formulas to calculate bond strength and reaction and activation energies. Once we have that, implementing some of the analysis methods becomes pretty easy, especially in the case of IR and UV-vis. Determining solid and liquid state properties is going to be difficult, so we'll probably need to sue some approximate rules for that. If we manage to find some usefull approximations, some wicked stuff becomes possible, such as lasers and semiconductors.
I really do appreciate you taking time out of your day to help make this project come alive. I cannot wait until we get something playable.

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Other Games / Re: Science Life: A game made for/by the people
« on: June 24, 2010, 08:33:02 pm »
Virex: I’ve been doing a ton of research lately and I am beginning to understand the atomic structures. Of course, I am still confused on certain parts, so I have not programmed anything related to it.

Poltifar: Thanks for the information. I believe a non-space route could be fun as well. I would not players to come in, see players role-playing in space, and immediately leave thinking it is a space station 13 clone.  My original idea was to have players role-playing in a lab. But your fantasy idea works as well, I’ll just have to get others opinion too.

I have yet to add anything significant to the project as I still need to see where this is going. I do know that this game will have ‘fake-elements’. I am currently hosting the previous demo I released, with graphics of course. The reason I am hosting this is because I feel it would be easier to speak with those in real-time, rather than through a forum. Hopefully, I can finally get a permanent direction for this game by doing this today.

byond://64.120.245.80:5766


[EDIT]
After having a discussion with someone, they recommended that I should add 'indicators'. For an example, one indicator could be color. If Element A touches Element B and Element A turns blue, it would mean Element A or B is gas. Of course, I still would like to add some research that would not have to involve two elements, if I went this route. Perhaps one single element test could be testing if the element is a conductor of electricity.

I basically just need to come up with a ton of biological reactions along with properties.

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Other Games / Re: Second Station
« on: June 23, 2010, 08:27:35 pm »
Looks good thus far.

A lot of SS13-inspired games tend to enter 'development hell'. Hopefully this will be an exception. I'm looking forward to a playable release, good luck!

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Other Games / Re: Science Life: A game made for/by the people
« on: June 23, 2010, 05:51:04 pm »
Orb: That certainly sounds like an interesting story, and I will expand it if we decide to go the outer space route. Thanks!

Virex: Thanks for taking the time out to describe this to me. After reading it once through, some of the stuff that I learned from Chemistry, back when I was in high school, is coming back to me. But it is still fairly confusing, I will reread your post several more times and then do some research. Just to make sure I am familiar with what I am going to be creating

"For the case of random atoms, you may want to chose another system though, to make it really "out there"."
What exactly do you mean?

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Other Games / Re: Science Life: A game made for/by the people
« on: June 23, 2010, 04:29:51 pm »
Poltifar: That is a nice idea. Although, my idea would have had the setting on either an asteroid or on earth in a lab, it is nice to try something new. I’ll have the community vote on it:

Should the Setting be:
•   On an asteroid in space
•   In a lab on earth
•   Fantasy-like

As with the occupations you listed, they are great. I just have to come up with an idea that actually makes doing those jobs interesting.

Virex: Having a machine automatically analyze and spit out the results for you would make the analyzing occupation rather pointless and boring. I like your latter idea and I will certainly appreciate it if you help me out. I am also will go the ‘fake-element’ route, so perhaps you could help me out with some property ideas.

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Other Games / Re: Science Life: A game made for/by the people
« on: June 23, 2010, 12:33:29 am »
I havent tried the demo, but based on what I've read, I think the fake element path would be good. Perhaps randomized properties for each. So you cant do the same thing every time, you actually have to research every time. Which means no "metagaming" if you want to put it that way.
I agree, fake-elements would be much better. I'll just come up with a nice list of properties for the elements to have, perhaps a random element name generator, program it in, and present it to you guys.

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I imagine in SS13 sort of gameplay. Perhaps there are differant modes with differant challenges, which only through cooperation will you suceed in time. A classic blob scenario, where it slowly grows all over the world, and you have to find its weakness would be good(a blob should be possible by an accidental chemical mixure or something also). There should also be things to do when you dont know a thing about chemistry, less we have people doing stupid stuff like killing eachother every game. Mining the minerals and chemicals the scientests need. Perhaps a money system? YOu sell X research or X minerals and you get money ,which can be used to buy data or resources from your company? Of course, at first the company has no data, and you cant sell data the company already knows. So after selling, sharing the data with you co-workers would be beneficial, less they have to buy it themselves also.
Those are actually some great ideas. Modes would be nice, but I would like to focus on the original mode first

A mining class would be great, I also like the exchange system idea (without money though). "You give me x minerals for documents on x element".

I'm still contemplating what the point of the game would be. You're in a lab or on a asteroid in space (with tons of minerals), you can role-play, you can also create compounds, but what's the point? Why would you want to stay and play the game?

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Of course, I should try out the demo before I go blabbing some more.
The demo just displays the element/compound system, nothing graphical at the moment.

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Other Games / Re: Science Life: A game made for/by the people
« on: June 22, 2010, 09:43:59 pm »
I have thought about this for a few hours and decided that a cooperation-route would be the most fun. Before I start making this world I need to get the basic concept down, hopefully I can acquire some input as well.

First of all, it will be fun creating compounds initially, but if there is no goal, what is the point of playing it?
Next, implementing every single compound, their reaction to each other, and so on will take forever. Should I go the 'fake-element' route? If so, I'd like to have the community create elements with me, provide me with their properties and reactions to each other. We can even base their name off of our aliases. Although, I may create their properties at run time just to encourage research of an element before use.

As mentioned previously, researching may be encouraged. Should I implement classes?
•   Researcher: This person would do research on the element. To find out how stable it is, its melting point, its boiling point, and so on. (What would researching be like?)
•   Scientist: This person would gather the researcher's notes and gather the elements they wish to mix.
•   Tester: The tester would gather the elements the scientist wants to be mixed and takes the dangerous task of actually mixing them. They rely a lot on the Researcher to keep them safe.

The game will most likely be round based. I will assume the game will be over once everyone dies, but it depends on what we come up with as the goal.

Cartmann used an example of having mines. My element system can be easily modified into a weapon building system as well. For example, I could have a pressure pad + two steel caps + some explosive material, to create a mine.

Hopefully we can come up with the basic concept fairly fast, that way I can build the world for us to play in.

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Other Games / Re: Science Life: A game made for/by the people
« on: June 22, 2010, 06:33:18 pm »
cartmann: Hmm, the Cowed idea does sound fun. Before you start experimenting, try protecting your lab first. But as you said, the cooperation would probably be gone.

As with the SS13-like route. I'll assume you'll be tossed into the world, perhaps selecting an agency/corporation to work for.

I'm not sure what the goal would be for both ideas, though.

alfie275: Most likely not, I'm not too 'knowlegdable' when it comes to that section of chemistry. Of course, if someone would like to explain it as the game progresses, I'm all ears.

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Other Games / Re: Science Life: A game made for/by the people
« on: June 22, 2010, 05:37:34 pm »
Just a suggestion for features -

Temperature? e.g. Heating 2 elements (possibly with a catalyst) and causing a big bang?

Pressure? putting some elements under immense pressure and seeing what they leave behind?

And finally,

A mixture of the two? could make some nice booms (and compounds ;)) with this.
Yeah, I was about to add the properties of melting point and boiling point but I stopped because I am not sure if I should use real elements or fake. I do not exactly want players to head to Wikipedia, find a good combination, place it in a notepad, and then use it each time. Pressure points is also a nice idea.

Yup, you can make basic compounds such as water and baking soda to hydrochloric acid.

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I hope you figure out what you want to do... I think that a game with this emphasis would benefit from a cowed/SS13 approach to gameplay.

Cowed = Leaving people to go about making their own labs and equipment and what-not, then perhaps selling their discoveries to the rest of the world's players.

SS13 = Assign each person a job and have their equipment (and possibly skill?) specialized for their job.
Also, only a few labs, encouraging cooperation.
Haha, it’s like you are reading my mind. I'm an avid SS13 fan and I tried Cowed/CowRP out several times. I personally like the Cowed-like idea you suggest. But as you said, fewer labs means cooperation. I think I would enjoy expanding the ideas you suggested.

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EDIT: I am all for this "extreme programming" approach (get a suggestion, you implement it, wait for another suggestion etc etc.)

Of course that is if you are actually not doing that, and using our ideas, to inspire and lead you.

If you're doing the former, it's stressful and the idea's you'll get will make the game likely hard to expand, as you would be adding cool stuff without any framework.
Well, I would love to implement the communities ideas into this project. But, I will use my 'common sense', as well as others, to see if that idea will actually be beneficial to the game.

Thanks for the ideas!

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Other Games / Science Life: A game made for/by the people
« on: June 22, 2010, 04:30:52 pm »
Hello Bay12 community!

I am currently working on a game called Science Life. The goal is to create an online game (perhaps with role-playing) where players can interact with each other, in a lab or station, and mix elements to create compounds. The game is being created with the BYOND engine and I am well versed with the language as well.

Building a game 'with' the community will help me garner motivation to continue, so I decided why not try it with one of the best around, Bay12! A demo of what I have will be provided at the end of this post and you do not need BYOND installed to use it. In the demo, you will be able to view every known element on the table and mix them to create compounds.

I used multidimensional list for both the compounds and elements. (An example can be seen below)
Spoiler (click to show/hide)

Basically, a procedure grabs the elements in your mixture (ex: OHH), displays a number for the duplicate elements (ex: OH2), and then alphabetizes them along with placing a '+' in between them (ex:H2+O). It would then check the compounds to see if your mixture matches them:
Spoiler (click to show/hide)

Obviously, your mixture matches a compound, so you have created water!

Of course, not every compound has been implemented for a good reason. I am not exactly sure how I should make this into a game. Should it be round-based, what's the goal of the game, etcetera? I also received a suggestion to use fake elements instead and create their properties at run-time.

I am just not sure what I will do at the moment, but the goal is to make this game based off of the communities’ ideas. I hope you find what I have thus far interesting!

http://terrortreehouse.com/games/sciencelife/SL_v1.zip

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Creative Projects / Re: My Science Fiction Short Stories
« on: June 14, 2010, 08:58:04 am »
G-Flex:
"Speaking as an outside observer to this exchange, I'm not sure where you get that. He was stating that your work hasn't been edited carefully, not that it was plagiarized."
Ah, thank you for clearing it up.

"To be fair, most of those techniques are in no way exclusive to science fiction. Also, even if you don't read many science fiction books, it would be hard to live and grow up in modern society without at least gaining a general sense of what the genre is like, if only through cultural osmosis."
Though in my opinion, I do have a grasp of what the genre is like. I have studied the genre for many years through other forms of media. The way I displayed my work probably says other-wise. As you said, some glitter is good, but I basically sprinkled it onto every sentence. Total_Meltdown gave me a link about stronger verbs and it actually was very helpful. I had an excess of 'ly' ending adverbs but I did not believe it was wrong. After reading the article provided, I am embarrassed that I even released my unfinished work. I am currently fixing the stories I have provided.

Once again, thanks for the criticism.

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Creative Projects / Re: My Science Fiction Short Stories
« on: June 13, 2010, 07:50:56 pm »
Blacken:
"It's rather difficult to provide constructive criticism on work that has clearly not been carefully edited"
What exactly do you mean by that? Are you trying to say that my work is stolen?

"I would suggest getting a very, very, very skilled friend to go over the work for stylistic issues"
I'm afraid this is the reason why I came here. I do not have any friends that are considered "skilled". I need criticism, and getting criticism is one of the best route to becoming better.

Thanks for highlighting the parts you have problems with. I'll go over it.

I'll ignore the comment that seems like a shot at my intelligence, perhaps it relates to the comment I made about people not reading.  ;D

"And, by the way: the passive-aggressive behavior is not exactly a good way to get people to want to read your work and give feedback. "Oh, I guess people would be more interested in reading"? Really? Come on."
I'll admit, the comment of people not wanting to read was not needed.

Total_Meltdown: Thanks for the 'strong verbs' link. I'm currently reading it.

G-Flex: I really do not read many science fiction books, so I did not copy a stylistic and/or grammar technique.  But someone else did mention the use of 'purple prose'. I had to 'Google' it though. I am afraid that I was trying to engage the reader by using bigger words that sounded great to me. When, I should have just told the story.

I also disagree with those who say "show don't tell" in certain parts of my story. If they actually read my story, they would have understood why I did such a thing.

As with the "withstanding an inescapable fatal accident" part, I agree that it does not make too much sense. Thanks for the criticism, I'll work on the story some more.

Eagleon: Yeah, someone notified me of that as well. I have an new copy in which his English is less 'intellectual'.
----------


As I said, I tried grabbing the readers attention and I thought using such words would help. But, what I should have done was just write the story with no glitter. Thanks for your honest opinions, it will help me with my future stories.

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Creative Projects / Re: My Science Fiction Short Stories
« on: June 10, 2010, 09:15:45 am »
Meh, well thanks for the notice. I would have thought this community would be more interested in reading.

I guess I will join a science fiction writing forum.

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