Blinding Evermore

Workshop

Updated: September 28, 2019

Current Project: ZED

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About Project ZED[September 01, 2019]

  • Project: ZED
  • Start Date: August 25, 2019
  • End Date: October 25, 2019
  • Project Goal: 6 games (2 full - 4 demos), submit to EGW (Experimental Gameplay Workshop), get accepted, present (*i**) at 2020 GDC (Game Developers Conference)

Project also includes Octavius Framework - a 2d/3d game creator and engine.

While I will be discussing my progress, I will be waiting until after the EGW submission to fully disclose all progress, process and proof. Images will be trickled out once October begins.

About Edison Ilan[August 25, 2019]

Just months ago (summer of '19) I would have easily debated the validity of blaming video games for social degradation, one that always seems to place the blame quite easily next the due credit: violence, sex, drugs, lies, death, etc.. Simply, I have had little (little, still) moral struggle when considering the culture's need to create another world in which to exist because the one they know is not good enough.

This interactive fiction, rules and grade, which may include a score and a victorious surrender to (inevitably) start again - this story we can tell has no limits and may serve a greater purpose. Though, with modern tech teaching us to teach more swiftly, gamers have an opportunity to learn - if not for the innocence of language, math, and science, the gamer has truth to be lived in a world much greater than the one they've known. I have, until months ago, believed this to be a "sickness" without cure.

These days, I am "stricken" with a need to cure, find a tool, a device that may extend beyond this sense of senseless reality telling us just how to "be trapped in this reality." I have envisioned an opportunity as an artist to create something much greater than a static, 2-d representation of the glories trapped within my own universe - my mind. As an artist without game development experience, without a general understanding of gamer's lingo and ethics, I believe I may have a unique approach as to the rules which bind our gaming experience, the functions that suggest reason in a likely unreasonable reality; I feel my approach is not tainted by those things that tend to lead us to the same stale ends. Below is my "gaming experience" to this recent change of mind.

  • Generic pinball
  • Oregon Trail - my uncle's PC (1983) - submarine game, textual baseball - I also created my own database to organize my baseball card collection
  • Arcade classics, asteroids, flight simulators - sparingly, only when present
  • Gifted an Atari (version?) for Xmas, 1985 - understood Centipede to be a complex version of a "game" I did not understand. I also thought how (immediately) to employ my own imagined "variables:" the centipede's name was Petey. I understand today... the better concept was (indeed) in a name.
  • Along with Centipede, I was exposed to Pitfall. This was a familiar concept. It played like a movie - a very bad movie - still a fictional reality much more complex, more "dimensional" and atmospheric than "top-scrollers."
  • My dog (Rusty) ate my Atari.
  • It would be years, with minimal arcade experience, before I once again teetered on full immersion into another reality.
  • Nintendo offered me a unique perspective on most things I found interesting: knights and dragons, baseball, sports in general, the idea of conquest more than victory, where accomplishment seemed relevant. Super Mario changed my brain.
  • I personally did not own a Nintendo. I spent much of my time for a year (or so) turning RBI Baseball into what we know today. My childhood friend and I would create dynasties with assistance from the (now) simple, conditional engine built with and on restrictions. Fantasy was not fantastic enough. This was 1988.
  • We played Castlevania, Megaman, Zelda - most of the common titles of the time. With this, we learned how to problem solve, amassed a great amount of empty validation, and ultimately withered in the lost notion of what it meant to be a child.

I grew up from that moment.

My next "gaming" experience would be 10 years later. An adult, I had no interest in games until life became overbearing, when reality insisted on change. After a well-place house fire that resulted in me losing all my possessions (well-done, God), I opened my mind and filled it with booze, drugs, and video games.

Initially, I was drawn to massive, free-roaming (tame) worlds like Blasto. Playstation was a magical experience, initially. At the time, I worked for a now bankrupt video chain and had access to new releases before their release. This made me popular with my friends. I had no choice but to "try" everything.

This resulted in a gaming experience - an "experience" that could lend itself to an idea, complete it, and create things like fear. Silent Hill and Resident Evil: these games challenged me in a way that insisted I use a part of my brain not usually accessed. As an artist, I was captivated by an intentionally immersive experience, where the sound could "stand alone" in a dark room/alley, where the quiet air could stir, in a moment, as real as we needed, when we needed.

And, of course, I played a fuck-ton of MLB.

I walked away from gaming (similar things) in September, 2001.

My next experience would be as a passive observer. 2015, I was nothing less than impressed by the level of detail, the fluidity, the complexities of the games my roomates played. They always offered to opt me in and I would say, "No thanks. I'll watch."

A moment came over me, August of '19, that somehow allowed that same approach (T.V. like) to function as art (first), with the intended need to "play," to interact with another reality.

Before this revelation that would eventually become the game *i**, I eased my way in with my own personal need. I had grown somewhat addicted to a Yahtzee clone. I began to desire a "timed" version, or a version with complex goals, patterns to achieve, or even simple feats like low score (suicide). I began developing a more complex "simple" version of Yahtzee - in other words, keep its function the same or similar, while adding or taking away elements that would not "break" the foundation of the game. This simple thought process, when intentionally sparked by and towards game development, has changed the way I create. From the pseudo-yahtzee, I began to test my coding abilities that, to this point, where used primarily for web dev or non-gaming apps like Ain't. Puzzles, rules, game process - nothing was defined and I could do as I pleased. I hadn't a reason to follow what wasn't in front of me. For two weeks, game concept and theory became increasingly relevant, and experimental games were my focus. At times, the experiment was mostly "under the hood," as I pushed through a variable logic focused on efficiency of game play, and "game play" being removed from the equation. Efficiency (here) means to find another way to sort the realities we've created. Swiftly, with our ADD devils, we needed differently - things that cured, perhaps. I do not intend to create games to play.

I love math. I love code. I can prototype anything I can think, anything you can think. I enjoy UI design - design in general. I began as (am still, in some ways) a hack - use what I have to make it work. I have CSS3, HTML5, Javascript (Jquery), PHP, and can grasp the basics of any language or framework therin. Game concept and theory has afforded me a great amount of "games." I just haven't the means to make them all.

Did I mention that I am an artist, writer, philosopher, musician, and lover of cinema? I should honestly mention (confess) that I am a game developer capable of coding and designing, with wicked/twisted theory and logic. Game concept is a box. Outside the box is not far enough.

*i** - The Game[August 26, 2019]

scenarios are "somewhat" interactive, randomly chosen from a database of modules/scenarios, some user created

mods should be able to link to a beginning, middle, or end (certain time/placement or word/world) of other mods. Time/space is relative in a strange way to allow all mods connectivity: in that there must be a time/space relationship in each mod, where certain "times/frame" and "space/placement" are noted by the creator as having some significance. When moving through to the next mod, we need only reference time from mod to mod, noted times to create a relative link to all other mods - this is the parallel world transition. With space/placement transitions, we focus less on time and more on subject matter. Mods are required to note a minimum number of significant "things" or "people" or "places" etc. Mod transition - particle transition.

"world transition" means to find another time

"particle transition" means to find another space

this terminology needn't be explained - just defined, set in stone. Transitions, marked time and space, should also affect the constant, unchosen world spinning in the periphery.

So, it's not just about the mod connecting mods with wiki-like pipes - the user will click and make choices within each mod, where at times a single click may be secretly marked as important, therefor known, and a simple search finds another who thought to mark their own.

Mod creators will need to follow certain variable rules and definitions.

define a world

a character/object

a subject/matter

a direction/space

a consequence/choice that affects all the above and loops again, through itself and through another mod.

mods, while limited in time (not limited by much else), do not need to be defeated, or finished by the user. They need "checkpoints" that say here is a place you can start this mod as well as end it - essentially, links to another mod, to its checkpoints all of which can be beginnings as well as endings.

user mods have limits - mine do not.

pause game for "some time"

pause, take screenshot, post to online

area51 change the radio station

guide often asks questions - some relative, some not

simplify

game starts

load initiation/initiate

chosen side will always start the same for any user on any computer - this is once

mods are "randomly" chosen (over time, more by association or user input) for both sides with possible associations between the sides

the chosen side is active and interactive - the other, just a "movie" that changes scenes with some intention of the other side

mods are the game

this is as simple as the process needs to be to be effective

build mods

load mods

partially connect them

user has to understand the process - the initiation, the ability to expand, the ability to sit back and do nothing, to play play play (even), and even (at times) pause it, keep them from playing.

sometimes when you click on things on the chosen side, the scene changes with the current scene "sliding" to the left and "playing" itself out.

mod creators should define objects and connect events to them - ask questions, make choices, or simply go to another mod, and at times when a mod is clicked that leads to another mod, the user is "sucked" into that object (e.g. user sees a table with a picture frame, clicks the picture and is pulled into the frame which then becomes the working scenario within the game frame). With this, users should define a few images like app creators do: one for display as in the scenario above (screenshot?), one for simple display - to represent it in the online database, etc..

there needs to be a way to create two versions of each mod: one to interact with and the other to "play itself out." If we mod with 3d, animated environments, this is simple. If we are doing simple click throughs or "opening" elements, then each object, picture, video, sound, could carousel, or sit static until an action occurs to the right, then change on the event, even be selective if relative (linked with keywords or checkpoints) from the current mod being "played;" e.g. click the frame and there happens to be a frame or something tagged with frame in the scenario playing itself out, it appears, or... even... becomes the new scenario.

bouncing back and forth maybe a required element in each mod - an easter egg.

don't forget it's a game and we can lie about anything.

The percentage of times the user clicks something tagged "evil" - they aren't allowed to see the tags and know nothing of the "info" I collect. Don't forget, it is a psychological game.

initially the idea was to keep them from starting over, but we would not be able to keep them from loading new games. We can somehow, since any created and loaded game on the computer could refer to the simple saved data, choose an initial beginning that is not like the rest or relative to the last one played ***** keep track of the last mod, save data - if the username is different, start with that mod always.

imagine this dual scenario - left/muted side is playing something that seems very interesting and the user wants to take control of it because the active mod that loaded is too scary, difficult, lame, bright (any reason), either have a hidden egg (mod required) always available to try and find, or "drop" it in to find, and once found, the sides raise, slide, and replace one another, now with the active mod being the "interesting" one. This can be manipulated in many ways: times/event where the two come together, overlayed - event that pauses one/both - that creates timers, or things to find in the future, tasks to look out for, etc., which would be simple. Randomly search within a random mod for an object or event (human readable set by mod creator), pull human readable instructions/data, show it, log it, keep it available, and if the mod is chosen in the future, respond.

essentially, from a gaming point of view, we are offering two games at a time, one to play (A), the other to watch (X), and if you choose, you can play (in game A) to switch games, to play the other (X) - some are set to be normal games (yahtzee) with a certain end once the options end, while some could play so long that numerous mutes have been initiated through their own natural end or in response to the user's choices/input and (of course) when they run out of time, die, are paused (sick), etc.

mods = games

games are linked by keywords, objects, time (checkpoints)

allow the user to "like" scenarios to keep them available - mods can also have updates, be changed - they need to be loaded from an external source - the game engine itself should be simple and efficient - the real bones of the game are mods, expansions, and ways to never repeat even if "liked".

the initiation needs to be...

game starts first time

load/create splash

if create, don't open dialog (chromium) immediately - first, gather data about the user, as much as possible. This will be used for/against them in the initial mods selection process. Once the user is done filling in the info, they choose to initiate the game by submitting their data via the chromium dialog.

sliding doors effect - at times, both sides are loaded with the same mod, they are progressed to a certain checkpoint where a choice splits their path - static side finishes out, while the active side plays the options. While i'm in control of this occurring in the program, mods could define a certain checkpoint meant to break, some that do not, and others that are meant as portals within themselves (sliding back and forth in the scenario).

The unchosen will not tell a story. It will simply show, reveal, expose the things considered good/evil. ** mod devs need to choose a "good/evil" stamp for their mod. the initiation sets the active side "good" and makes "evil" the other side, which can change without their choice, so... mods need to be easily determined as being "good/evil" -

*i** - Initial Concept[August 31, 2019]

warning: You are about to enter a world that will never end. You may only enter it once. There isn't need for time, and your "score" will never matter. You need only choose a side, choose how to live, watch the other world, wonder of its purpose - always wondering of its end. You haven't any time to waste - the following choice will define your "gaming" experience from here forward. You cannot start again. It will never be the same.

X (right)Y(left)

Good? Evil? Choose.

An array of relative "Guides" fade in

Choose. This will be your guide from here forward. You may not choose again, nor may you choose to do this alone.

reserve warning for the very first time only - or, always accessible through a link

X/Y fades in

The unchosen side will flutter for a bit if good, and rage immediately if evil.

The unchosen will not tell a story. It will simply show, reveal, expose the things considered good/evil. ** mod devs need to choose a "good/evil" stamp for their mod. the initiation sets the active side "good" and makes "evil" the other side, which can change without their choice, so... mods need to be easily determined as being "good/evil" -

The chosen is a story told by the user based on obstacles faced during the "gaming" experience. They will need to be random, simple to connect to one another, and "plentiful."

The goal is to never repeat a scenario, the way it functions with or without certain elements more relative to its chosen attributes, as in the evil side needing the devil in the story exposed, and only presenting as an option otherwise.

We may need to replace "good/evil"... perhaps characters that represent, in trait, such qualities. Angels and demons.

Most important!!! Figure the logic behind an infinite "game"

bipolar disorder game

you must choose (right brain - left brain)

one side is controlled by the user... the other responds with opposites/distractions/surprises, but nothing that actually should affect the "progress" of the chosen side. It is meant to be "evaluated"

do something with pausing or snapshots or a "memory device" to assist a "recall" option/level/progress or "trait" of the "guide"

the side on "loop" will mostly randomly loop - should be able to have it "respond" to user input. Could also recycle content by changing with CSS: zoom, rotate, colors - sounds should be implemented.

This will not be a "tiny" game

it is a world that never ends

somehow, however, the whole thing cannot be scripted

with it being attached to bipolar disorder, it can change enough if given a seemingly significant addition, or if equally "changed" e.g. as the time sensitive issue is concerned - user side could be a "game" that requires you to "log" whats happening on the other side, could be the user need wait for something to happen on the other side, could be simply stated that if you stayed still for a bit, the other side would begin to diminish.

diminish the other side the longer the game sits idle

create "rules" or "responses" based on factual data concerning bipolar disorder - including obcene theories.

Mod ideas

use old comic books

bad videos - bot

images relative to what's being typed - bot

most anything can happen on the side that is simply being automated. Images/videos/sounds/stills/words. Any of these things could be independent of the users input or reliant on it. Need to make them one of a kind.

things that take a lot of a time - remember, this game has no destination or time constraints - overall time, though time in individual "experiences" may be limited.

things that take time because the user chooses to "stay." Experiences, at times, need only be.

There is nothing to gather for a purpose, though anything (those visual parts without function) can be stolen (removed) without "good" reason.

Good (angel)

Evil (demon)

A.I.[September 01, 2019]

Goal: Create an a AI able to randomly generate "games" based on the same 5 elements and a variation of "rules/conditions" relative to these elements.

"Games" means a simple set of elements governed by a simple set of rules. With placement, size, and a module-like chain of events, game possibilities are seemingly infinite. These "games" will, at times, seem/be impossible to "play," or very simple to "play." The goal is to feed the AI with a response to games it has created. While maintaining resources, allow the AI to create a game, quickly evaluate if the visual appeal is (indeed) still appealing, then gauge if the "rules" allow the game to actually function, if it cannot, "swipe" it away. The "programed" response to rejection by the AI is to simply never repeat the "rejection," and if encountered, to simply change one element at a time until different. This will never be obvious while size, position, depth, etc. is being changed along with "logic." For those games that are accepted, some should need work, while others should need only cosmetic work. In other words, attend to the visual appeal and the function to determine if one or the other is salvageable, and if not... swipe it away.

I expect to grow a simple AI - to decrease the average amount of time it takes between accepted and rejected games - then see how it responds to a greater array of elements, rules and conditions.

. Element organic rule conditional rule
Base 5 . . .
. Ball move collision
. Arrow static guide
. Arrow static guide
. Pin static collision
. Pin static collision
Relative '5' . . .
. Lane contains *
. A-line measures movement restricts collision
. B-Line restricts movement measures collision
. Gutter restricts/contains movement restricts collision
. Gutter restricts/contains movement restricts collision

Orphan Games[September 02, 2019]

"Orphans" are what I've referred to as the "little" games - starting to understand a growing list of functions from within these little games that may be useful in *i**.

Theory[September 02, 2019]

Game theory: a catalyst to eventually trigger our ability to "program" our consciousness, "activate" the history database in our minds. Mind travel = time travel. We need only condition our reality to be irrelevant, or not as real.

"SceneHub"[September 03, 2019]

Site like Git - finished/unfinished scenes - "community" scene - versions - examples - sandbox - voting system to determine completion (e.g. 62% = ready for release, but could be improved.

How Scenes Work[September 07, 2019]

Presentation - how scenes work - transitions/connections

Choose A or B

Each will branch to an undetermined depth, but the further form origin the evaluation strays, the shorter the chosen scene, as it is not as relative.

A and B's paths may cross, where an initial selection of A could eventually be relative to B's tree structure, and with this we can "loop" choices based on the degree of separation or difference - this could lead back to the initial choice where the scene should define whether or not to continue or be abandoned.

Easy check to keep from repeating - give a constant number to each scene/transition/etc. - add them - save - check against.

Audio Sprites[September 08, 2019]

Audio sprites - many variations based on time markers.

4 seconds = Mary | had a | little | lamb

  • Mary
  • little Mary
  • little lamb
  • little
  • lamb
  • lamb had a

Any variation of added noise (overdub) gives more uniqueness (birds/rain).

Brainstorm - *i**[September 09, 2019]

Tuts - How to...

  • MOD a video (create packaged scenes)
  • MOD another's video
  • create a Ken Burns like scene - a more elegant and appealing choose your own - IF can be static images or text.

Need to check string inputs against dictionary - cannot let devs create scene chains with specific strings - make them work for it (equate) - allow "word equations" to bypass the rules. User created word equations would be interesting - easter eggs.

Dosage - slow transition to nothingness, as a *i**'s effect.

Transitions for loading or switching process - first thought was a "Rockwellian" image of a man counting (like Becoming Stronger Than Man), but somewhat animated.

Late consideration for "guides" - bridge leading to living, uprooted tree [image]

Sound... with everything

Perhaps give "tickets" that may be spent at a "prize" wall - however, prizes are strange/horrific (even): unicorn hoof, suicide note (fill in the blanks). Perhaps allow users/creators/makers/subscribers to submit wall prizes (moderated?). Keep in mind not all things need moderated and some moderation will begin to appear as "accomplishment."

Minecraft has changed our perception - we no longer need realistic reality - objects/symbols - can simplify. A collective of simple things may become complex.

I do not understand how most games are structured and played. As a non-gamer, I believe my "invented" version of what the gaming experience could be may be unique.

A.I. (Right Brain)[September 10, 2019]

Right-brain AI (creativity/storytelling)

This is a learned process - log data, create patterns (images to words, words to images, sound to, etc.).

Brainstorm - *i**[September 11, 2019]

Pace of game option - with this, option for how "deep" evaluations reach when connecting scenes.

Consider encoding/decoding to protect the user - make it seem personal.

Take your *i** - get away from people for a while, be a ghost. Who wants to be dead? ETC.

In "no people" mode, throughout entire game, "random" audio (common sayings, emotional, etc.).

Anyone can contribute - very small "snapchat like" concept - labeled, tagged, called on throughout.

Brainstorm - *i**[September 12, 2019]

Need to create 8 "complex" scenes, 8 difficult, 4 "Ken Burns" style - easy, and 4 IF (interactive fiction) - super simple.

Rather than choose a theme for the game, find a way to make any theme (any further) work with the same resources.

  • A world movie made/played
  • You are a ghost?
  • Dead - in limbo?
  • In another world?
  • Alien?
  • Godly?
  • Good/evil?
  • Not likely - you may not even be human - you are no longer human.

Regardless, a one-player game in a world of one-player games - no interaction - only witness or witnessed.

Without being able to validate every package (manually), would need to moderate with AI - again, some real moderators and a flagging system, along with a remedial (even) AI, should be enough. Without any real restrictions, this should be easy - it's only a matter of how honestly the scene is being delivered - e.g. in a scene where dogs eat you alive, a particular game key (entry or exit) should not allude to the scene being kind or fluffy or filled with kittens; however, even the lies could create an interesting and organic string of connectivity that (at the least) should be entertaining.

*i** - Waiting Room[September 14, 2019]

  • Intro - no guides - spoken dialog "guiding" your choices
  • Initiate in a 3D "waiting room" - no split screen
  • Opt (rather than force) to split the main screen
  • If split, random action (move in/out, spin, change light, trigger... anything)
  • Waiting room is the "blue sky future"
  • Kept things are always placed were last abandoned and can be moved/removed (killed, burned, etc.)
  • Patch in a forum and "game status" (homepage) within the waiting room

Dream Sequences[September 14, 2019]

"Dream sequences"/left screen - allow user to upload gameplay to be actively displayed as a "dream sequence."

Try recording in-game - save in the background - deliver/display later as dream sequence.

"Plugins" - stop trying to invent everything. This is also good practice when considering communal credit and participation.

Guide/Timeline Function[September 16, 2019]

Skip guide framework. Focus on function - "guide" files and selection/fetching process.

How do you load guides?

What is their function?

Focus on "hows" of content and delivery (not the container).

Create hidden schedules - choose from an array, reference number of scene - show the future, know the past, grow for now. Timeline may become more important than I understand.

Brainstorm - *i**[September 17, 2019]

The reason Minecraft works so well is because its "TV (world)," its production crew (users), are only being held by something called Minecraft, surrounded by a "set" scene.

With *i**, what's being sold is the "TV." I am not responsible for what's being played - scenes may reference pop culture - like FB not being held responsible. It's another box to transmit (in a different fashion).

Users can choose from 5 guides (spirit), but, guides are infinite - try not to repeat.

Allow users to create guides from which all may choose - users simply cannot create their own.

Allow users to create "characters" that may be "mapped" onto "skinless ghosts" made by others.

Since scenes can be changed (recoded), it is up to the maker to keep it similar or change drastically, as if the maker would make 60 shorts based in the same environment/scene, but only be able to deliver 2 minutes at a time or as separate scenes - cannot be connected to self - allow time before updates are allowed - refer to as sequels.

This can be structured and pitched as a psychological (cerebral) game, or as a "death" game - force the idea that this reality is how the afterworld appears and functions.

Since scenes can evolve, we must allow pre-releases to update often and without restriction - from the first stage (names, credit, etc.), to polygons and meshes, to true and honest development (evolution).

Launch with the "big bang" - makers are allowed to launch "trailers" of the scene.

While makers may choose to remove their projects, make clear that something of their contribution must remain - in this, the trailer is fit. Trailers will be retained for the game world (deleted scenes) - only observed.

While what makers do with *i** will organically be interesting, initially we need "guide" them - explain that rules do not exist, destinations are meaningless, physics is not physics - essentially, while not meant to become strange, scenes will initially be confusing when relative to the those before and after - those that connect. Parallel worlds become interesting.

The user is a ghost being guided by death through eternity - allow makers to define some control over the guide (dialog, what happens if/do this if).

Minecraft players can't suck at gameplay. Need to be certain the makers (production crew), all the world, won't "suck" while walking around the afterworld.

Maybe pitch as the ultimate movie made by all, over time, without end, as TV once was.

Could market versions: Death *i**, Movie *i**, TV *i**, etc..

Makers must rank their scenes on the "Zen Scale" - 1 being calm, and 10 being insane - this can be an option in gameplay (e.g. you choose a middle ground at 4, which should "set" the stage for what 10 could mean - this will not be up to me, eventually. With this, need to implement a flagging system.

Allow streams and recorded scenes to be apart of the "dream left."

Allow scenes to be open-source so others can "adapt" or step from (through) the ready-made environment.

Brainstorm - *i**[September 19, 2019]

Transitions could also be user created - or (better) required, as in the opening animation. At the least, transitions need to fade out or slide to the other view - play itself out again as a memory.

When webview is not being used, remove.

Pitch like Minecraft but for those who have been introverted in a virtual sense and (now) desire, at times, certain seclusion... a dream.

Consider "guides" as mutable, and the people in scenes as ghosts (user is a ghost?).

Keep track (stats) - steps, actions, numbers-numbers-numbers!

Cinematic App: scenes (linked) make an "endless" movie.

"commercials" as scenes

transitions as commercials

Scenes must be submitted and evaluated before release.

  • Act I
  • Each need start with a 1-2 minute "animation" to "set the scene."
  • Act II
  • The scene. Once the animation is finished, some level of interaction or "*defined time" need be set.
  • Act III
  • Followed by transition or closing scene - at the least need fade to black and no longer than 30 seconds

* Defined time: Act II is set in length, an allotted time that may be fulfilled in larger stretches of responsive time - the "game" responding to the gamer - an "empty" time that needs "filling" or moved (infinite).

Pandora like system - thumbs up/down, will or will not play again - possible forward/reverse.

Forward/reverse is an interesting concept within the movie experience, and in a relative gaming experience becomes more interesting with the addition of replay with different results.

Something should always be moving (UI), or appear to be moving - e.g. the slow revolution of light or depth.

Levels for creators - free to make, pay to play.

Host partner? Modules could potentially become very large (animations, images, audio, video).

Ratings - A for adult ... {B} ... {C} ... {D} ... E for everyone (children)

ToDo - *i**[September 19, 2019]

I need a small todo list:

  • save functions - auto/manual
  • Time spent (as a whole, each module, etc.)
  • A MOD "editor" - establish templates for MOD (scene) creation
  • Timeline/bookmarks/favorites
  • VR? Ummm... YES!
  • Fonts/UI
  • Waiting room - ghost in the machine
  • Remove Guide
  • Packaged scenes (standards)
  • Proprietary extension if offered locally
  • Manage code

Octavius Framework[September 21, 2019]

Began creating the basis for a more elegant and personal framework (Octavius).

Have to insist "what works" does so for a reason - a new function - e.g. a game intentionally doesn't make sense, insisting the user should "make" sense of their experience. We never really questioned why Mario was in such a world and (more importantly) why the world(s) initially seemed separate, needed separate ends - while, in the end, it was just one big world and we needn't try to figure the reasoning behind its dysfunctional reality. Developers knew that pizzaz would sell better than purpose, but the function of such a game was only effective for its time. Today we seem to need much more depth, more complexities without puzzles to solve. I intend to present the need for emptiness - birth a twisted horror for not having more.

Never The Same[August 02, 2019]

**** - The game that's never the same

Perhaps accumulated "tiny" data (some input) creates the final game or is remembered to create the next round of 8.

A game (as a whole) of accumulated and useless, unique data concerning the user's experience.

Game Concepts[August 03, 2019]

Tic-tac-toe: replace the X's and O's, change grid (shapes), change grid size, allowed directions. This alone could yield countless variations if no real challenge is needed, as in TTT.

Like Yahtzee, card and dice games could easily be simplified (e.g. Yahtzee has only 7 challenges rather than 13.

Games can be anything - randomly chosen based on the users initiation. Process means to initiate chaos over and over (8 stages), to build a pattern of outcome, or "lined-up" randomness.

Approached, at times, as a test question, or series of questions that needn't make sense or leave correct responses; or, they could be simple, hard, obvious, strict etc..

Connect 4? Why not connect 100, 4, or 2 more? Why not disconnected? Again, many possibilities. These variations need to be randomly generated - never repeated.

Board games could be adapted, perhaps focus is on the required "last" move, or "get of jail free," or spin the wheel of ________.

All games, no matter the order or "challenge," need to have consistent and somewhat reasonable chains; and, the scoring system need "add up."

Try converting 3D games, side-scrollers or top view. Anyone for a top-view-darts, or side-scrolling-bowling?

Don't want to create an obvious scrolling, "bowling" game. So, we allow the bodies, the "collisions," and "measured" environments to be drastically different (imagine bowling in the desert).

"Side scrolling bowling" - base game

[diagrams ^]

LOGICz[August 03, 2019]

More on LOGICz

A gaming philosophy. In the process of "8" stages, there may be many stages that "build" the "logic" of the scenario. This could be as simple as tic-tac-toe without the X's and O's.

How can a cookie appear different if given shape from the same cut - cutting tool?

  • Tool has changed shape - used/intentionally changed.
  • Tool's application has changed: speed, direction, force (reason)
  • The cookie falls apart, or is overcooked, had touched another, was dropped, was bitten of or consumed.

Game progress - process - "follows the cookie crumbs" and wonders of the whole. Modulated cookie clones.

Z8 - Early *i**[August 03, 2019]

A game challenging perception, for inclusion in the Z8 program - a logic-task-force aiding in the prevention and containment of all non animal/man entities; namely, aliens, ghosts, and demons. The Z8 program was developed for simple evaluation and placement. Z8 does not designate the time it takes for one to achieve enlightenment; though time is rare and used only to gauge your relative value - if constant or striving.

  • UI is military/future like
  • Dialog needs spoken - more variations

Before we begin, please answer the following two questions (this is your key for today). Randomly generate to never be the same, make sense and not require a large DB. Key - one time use - one game per day?

  • From test file, no answers can be exactly the same - allowed.
  • Trajectory of game play will be determined by the characters, user input.

Question #1 - In one word, how are you feeling today.

Question #2 - Of the following, what best describes (presently) your experience with ghosts/aliens/demons

  • User input/options/selection
  • Everything needs to seem overdone, yet minimal. This does not always mean "more options."
  • Alternate realities - G.A.D. (Ghosts, aliens, demons)
  • LOGICz - puzzles, like ZED (the game) prototype, where games are like Yahtzee, but only familiar. Take an element away. Eye exercises? Perhaps some are not games more than "tests" with no clear response as to a grade. Psyche tests/mindgames?
  • Refer to page z11 (appendix) for how repetition in scenario can be "illogical."
  • From here, "game" play is progressive and linear. If certain criteria are not met, you are told to start again (one per day?), but the experience is never the same. Only familiar processes and imagery.
  • Once the determined depth (8 levels?) is complete, a very official ending suggests your placement, randomly (past/present/future), if... some scenario, some person, some place, etc..
  • You are given a very official sounding "score" that is not a simple accumulation, nor a grade, or a "value" even. It is a key - use when needed, when needing to believe or needing something to believe.

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