More ➜“For most of my life, my experience of being trans consisted mainly of me thinking that some tiny aspect of my behavior could be a ‘tell,’” writes Allison Parrish in the introduction to her 2015 book Everyword. “As a consequence, I stopped writing stories. […] Link
I’m starting to think now about the box, manual and ‘Feelies’ for Obelisk. The full piece should really push the dissonance between what’s in the game and what is hinted at in all the supporting materials. For the game manual, I’d like to have detailed tables of runes, crafting ingredients, spells, etc that I’ll likely generate with python scripts. I’m starting with some python scripts from Allison Parrish that help with creating “Asemic” glyphs. I’m building my versions of the scripts as she does in her example, using a Jupyter notebook. Even though these runes won’t be in the actual unity game, I’d like to create them with some consideration of how they might have fit in an earlier version of the game world. I think they would be cuneiform-like markings in the construction stones, they’d likely have square limits, and the marks would maybe be wedge-shaped like a marking-implement.
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Picking Obelisk back up, considering it for maybe a capstone (senior) project for school.
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Quick bug fix, I had introduced a bug trying to start world space ui elements for individual obelisks that made all but the first obelisk territory broken.
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More ➜Knight Fellow Stephanie Dinkins is an artist, professor, and techno-tinkerer. […] Link
Maybe this is overelaborate, but I keep thinking about how adding the ability to place stones back in the ground if they are connected on two sides gives the player a limited ability to restore the ruined world. You could potentially borrow from obelisks, rebuild the ground, decrease their power and just not pay them back. This would likely be balanced out by npc behavior, as they’d be frantically extracting and repaying obelisks, but as that’s a future design problem to address, what’s a nice way to respond to rebuilding the ground? I’m thinking this is the time for me to finally get to make a cellular automata- make a class of flower and grass objects that build off of the handful of grass sprites i’ve made, and allow them to reproduce in areas where there’s large plains of ground stones without obelisks.
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What started out as a minor bugfix ended up having some new features, so here’s v 1.1.1, the version I’m turning in for winter quarter. It’s got:
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