January 25, 2005

Current Production Schedule

Feb 1: Finalize Graphical Platform-
I have been looking into other graphical code bases such as OGRE, as well as looking for coders. If no appreciable progress has been made in utilizing a new code base, I will continue to use Bushido, a platform started over the summer by USC students. While new and still under development, my current iteration of “Here Be Dragons” uses the source, I have specified features that exist or can be implemented using Bushido, and have direct access to the authors of the code.

Feb 8: Refine Grammar (“Nerves”)
This phase will specifically focus on refinement of the generative grammars used by the l-systems. A semi-scriptable format will allow for a definable library of shapes as well as node behavior in the l-system “tree”. Combination as well as generation of strings will also be implemented.

Feb 15: Static Asset Development/Collision Detection
The grammar system will be given access to a library of static shapes, each echoing an architectural element. This phase will focus on creation of these shapes, conjured in a program like Maya.
Collision detection between elements and the user will also be a focus of this phase.

Feb 22: Animated Graphical Elements
The user avatar, as well as creatures and other “non-building” elements will also be the focus of this phase. Such objects will be sparse, and the creatures will use an l-system like grammar similar in form to the building structures.

Mar 1: Further asset creation
Continuing to refine the graphical assets. At this point the feasibility and status of various immersive elements will be weighed and either abandoned or polished in the following weeks.

Mar 8: “Fluff”: Title, graphical interface, “user friendly” features”
Construction of a menu system…the real test will be if a user can start “Here Be Dragons” without my presence, as well as being able to pause, quit, etc.

Mar 22: User Documentation
Good sense dictates that I should be doing this as I develop, but I know myself better than that. Regardless, documenting both the code, the scripting system, as well as instructions for using “Here Be Dragons” will require special attention.

Mar 29: Bug squashing…company is coming
Make sure that a version works with relative stability…then hermetically seal that fabled version in a bulletproof, airtight case until April 5th.

Apr 5: Show Work

April will involve further polish, as well as formally writing up the themes and thoughts behind “Here Be Dragons”. Once more, the focus here will shift very much to presentation…some time has to be set aside to design the DVD case…

Posted by todd at 10:13 AM | Comments (0)

January 7, 2005

With Apologies to Karl Sims

Trying to get back in the swing of things after a restful, thankfully fairly uneventful holiday. Below is my own little recreation of Karl Sims' own "selective breeding". Using L-Systems, the applet creates 4 random creatures.

Type the numbers of the two parents you want to combine (1-4), and you will see their offspring. Rinse, repeat. Click on the applet first to make sure it recognizes the keystrokes, if nothing's happening.

Cross Breeding Applet

It's possible to "clone" a creature by typing its number twice in a row. Mutations will add some variance, although right now I've set it to a very small amount.

The strings on top are the critters' "genes".

There is a small amount of mutation as well, which can be altered fairly easily if you can find it in my code.

There's a lot more, and admittedly the interface needs work, but just play with right now. PLAY!!!

Posted by todd at 1:05 PM | Comments (2)