Working on a new low-rise construction across the road from the last building I featured on the blog. It is still a work in progress
I like the folding wood structure, as well as the glass. I'm not happy with how the
roofing has ended up or with how bulky some of the brick sections of the building
are, so I may revamp those later.
The folding wood structure was created with primitives -- p1rec0200b.rwx for the flat horizontal sections, and p1rec0100g.rwx for the vertical sections. These were scaled to make them look thicker and deeper.
I'm particularly unhappy with the middle open space that you can see very well in the fourth screenshot. I wanted to make some apartment sorts of areas here, but it's really just coming out bulky and nasty. I'm also hitting a lot of cell space issues trying to accomodate it. That's probably going to be changed -- maybe extending the glass and just having three "floors".
More later.
Edit: Color helped! Recolored the black windows as cyan. Also removed one of the parts of the middle floor. May still remove the other...
Showing posts with label SW City. Show all posts
Showing posts with label SW City. Show all posts
Sunday, June 14, 2015
Saturday, April 25, 2015
Southern Highlands Progress for Week of April 20, 2015
So I don't have a creative name for these photo blogs/progress reports of Elkins Beach and the Southern Highlands, but the least I can do is group them by date.
Here's an update on what I've been working on this week:
Here's an update on what I've been working on this week:
- Created a transitional badlands area in the narrow, empty stretch following gutz highway (named for a user that built the highway in 2000, gutz). This area was previously flat and empty except for groundcover and the highway.
- On the side closest to the Southern Highlands raised terrain features, I've added some towering, rocky terrain reminiscent of the work I did at Razorspine Bluff.
- On the side closest to Elkins Beach, I've added low forests with smaller rocky features and SWI archaeology nodes.
- In Elkins Beach itself, I've added some rocky terrain features in empty lots to give the impression that the rocky terrain doesn't just abruptly and cleanly end as you enter the town.
- Capped off some incomplete areas in Rising Glen Retreat. In particular, a house I started in 2008. It isn't completed inside, but the outside at least doesn't have any floating panels anymore.
Monday, April 20, 2015
Facades - Designing Facades with a Minimal Number of Objects
I've been working to fill in some of the geometry placeholders for skyscrapers in Elkins Beach and would like to share a technique I've been using to quickly place believable facades. I do it because I'm lazy and would like to get these buildings done ASAP, but it may also be useful for conserving cell space.
Designing facades with a minimal number of objects generally follows this pattern:
For my main building frame piece, I selected Unit04.rwx as it is a cube with some depth. For some thinner detailing that could make a believable 'wall' and window ceil, I chose wframe01.rwx. For further detailing, I chose p1rec0100g.rwx for some simple beams in my facade.
With these objects selected, we can begin scaling them to be very wide, very tall, and very thin, and then attempt to assemble them into a believable facade. I scaled the Unit04.rwx to match a 10x10 meter space and scaled the wframe01.rwx to fit within that space. Once I had this scale set, we can begin to see the facade take form:
Done! With these final objects:
All it needs is some texturing and a window panel... and we can slap it onto a building! I chose a texture theme of topgrey for the panel and ctable2 for the window frames. There is a building near SW City Town Square Park that features these textures and I really like the colors that come out of it.
Here's an example of it in action. Not counting windows and other detailing, this is only 7 objects for a 20x10 meter frame!
And the completed tower:
Designing facades with a minimal number of objects is all about experimentation. Some things may work well, others won't. I've found that as long as the object sets I'm attempting to use have some depth, I can usually exploit them by means of scale or shear to look like believable buildings.
For example, I'm not a huge fan of the tan-colored building next to this skyscraper. The tan building uses quite a few flat pieces, which robs it of depth in some critical areas and really makes it look unsatisfying. In this project I'm going for completion, so I don't mind these imperfections in some filler buildings -- the more important thing is the process and the learning gained for some of the more prominent buildings in the area I would like to work on.
Designing facades with a minimal number of objects generally follows this pattern:
- Find an orthogonal object with some depth to it. If you want your facade to have windows, make sure it also has some empty space in the middle. Door frames, windows frames, primitives, and some furniture sets are good candidates.
- Scale this piece so that it is very wide and very tall, but also very thin.
- Layer other pieces into or onto your largest piece to give the image of building forms: Beams, posts, frames, etc.
For my main building frame piece, I selected Unit04.rwx as it is a cube with some depth. For some thinner detailing that could make a believable 'wall' and window ceil, I chose wframe01.rwx. For further detailing, I chose p1rec0100g.rwx for some simple beams in my facade.
With these objects selected, we can begin scaling them to be very wide, very tall, and very thin, and then attempt to assemble them into a believable facade. I scaled the Unit04.rwx to match a 10x10 meter space and scaled the wframe01.rwx to fit within that space. Once I had this scale set, we can begin to see the facade take form:
Done! With these final objects:
# Object Purpose Action
2 unit04.rwx large frames create scale 5 5 1
2 wframe01.rwx detail frames create scale 4.39 3.53 4
3 p1rec0100g.rwx horizontal beams create scale 0.5 1.85 1
All it needs is some texturing and a window panel... and we can slap it onto a building! I chose a texture theme of topgrey for the panel and ctable2 for the window frames. There is a building near SW City Town Square Park that features these textures and I really like the colors that come out of it.
Here's an example of it in action. Not counting windows and other detailing, this is only 7 objects for a 20x10 meter frame!
And the completed tower:
Designing facades with a minimal number of objects is all about experimentation. Some things may work well, others won't. I've found that as long as the object sets I'm attempting to use have some depth, I can usually exploit them by means of scale or shear to look like believable buildings.
For example, I'm not a huge fan of the tan-colored building next to this skyscraper. The tan building uses quite a few flat pieces, which robs it of depth in some critical areas and really makes it look unsatisfying. In this project I'm going for completion, so I don't mind these imperfections in some filler buildings -- the more important thing is the process and the learning gained for some of the more prominent buildings in the area I would like to work on.
Labels:
Alphaworld,
Building,
facade,
scale,
Shear,
SW City,
Townbuilding,
tutorials
Saturday, April 18, 2015
Sculpture, landscaping, and working around pre-existing content in Elkins Beach
Work in Elkins Beach continues with a lot of landscaping and detailing. I left this project unfinished years ago, and that was very visible before I started again a few weeks ago. For example, ground panels were incomplete and floating in the air at various points, there were empty fields alongside busy 4-lane highways, and artificial canals butted up against thin air.
I've spent much of this week 'capping off' the landcover by connecting varying planes, by filling in fields that I didn't intend to build on with trees and rocks, and by placing geometries for buildings that I do intend to complete.
There was one build that I did manage to at least complete initially: a sculpture that I've named "Monolith Rise". It consists of a grouping of glossy monoliths that increase in height and alternate in texture. The base of the sculpture is lit with a flickering gold light to better distinguish the sculpture from the ambient lighting of the surrounding world. The entire sculpture is surrounded by sheared sidewalk in a park scene:
Note that Monolith Rise is immediately next to the sheared truss bridge that was featured in my last blog about Elkins Beach. You can find it in-world at "aw" 2680.24S 4071.27E 0.22a 314.
The sculpture sits on a lot that formerly held plans for a cathedral. I felt that this lot was too narrow so I've scrapped that idea. Behind the lot was also originally a curved extension of a river that cuts out to the sea. I've expanded this into a small harbor and removed the curved concrete panels to increase the surface area of the water:
The rest of the work I did was primarily detailing. A lot of geometries for planned building and some landscaping. You can see that below:
There was one final area of interest -- I did some detailing around an older build (circa 2005) that was in the area before I was -- a military base built by Jaguar Hahn. Fun trivia fact: Jaguar Hahn was building a city with me in AWTeen around this time called New Arklay City, but I don't recall him ever sharing many builds in Alphaworld. Not this one, at least.
I've tried to help integrate into this cityscape that was built up around it by making sure it kept good road access and by trying to respect the airspace near a very short airstrip on the property. There's an unfortunate concrete fence that may be doing more harm than I am, though.
Some points about detailing around pre-existing builds:
I've spent much of this week 'capping off' the landcover by connecting varying planes, by filling in fields that I didn't intend to build on with trees and rocks, and by placing geometries for buildings that I do intend to complete.
There was one build that I did manage to at least complete initially: a sculpture that I've named "Monolith Rise". It consists of a grouping of glossy monoliths that increase in height and alternate in texture. The base of the sculpture is lit with a flickering gold light to better distinguish the sculpture from the ambient lighting of the surrounding world. The entire sculpture is surrounded by sheared sidewalk in a park scene:
Note that Monolith Rise is immediately next to the sheared truss bridge that was featured in my last blog about Elkins Beach. You can find it in-world at "aw" 2680.24S 4071.27E 0.22a 314.
The sculpture sits on a lot that formerly held plans for a cathedral. I felt that this lot was too narrow so I've scrapped that idea. Behind the lot was also originally a curved extension of a river that cuts out to the sea. I've expanded this into a small harbor and removed the curved concrete panels to increase the surface area of the water:
The rest of the work I did was primarily detailing. A lot of geometries for planned building and some landscaping. You can see that below:
There was one final area of interest -- I did some detailing around an older build (circa 2005) that was in the area before I was -- a military base built by Jaguar Hahn. Fun trivia fact: Jaguar Hahn was building a city with me in AWTeen around this time called New Arklay City, but I don't recall him ever sharing many builds in Alphaworld. Not this one, at least.
I've tried to help integrate into this cityscape that was built up around it by making sure it kept good road access and by trying to respect the airspace near a very short airstrip on the property. There's an unfortunate concrete fence that may be doing more harm than I am, though.
Some points about detailing around pre-existing builds:
- Respect how this build fit into the existing area. For example, this base connected to an existing road in the area. When I took the road over, I made sure the base still connected to it well and made sense in the overall scene.
- Contextual additions make it feel like it fits in better. One helpful addition I made was to add metal towers with reflectors leading into the airstrip. There are also no trees leading up to the airstrip. I think this complements the build by demonstrating that it has effects on the surrounding content.
- Don't be afraid to hide parts of a build when necessary. The backside of the base is closed off by a fence, so I can't add a road to it or really complement it in any way. I think the best thing to do here was to add some flora and rocks to obstruct its view from a nearby road that doesn't access it.
Labels:
Alphaworld,
Building,
elkins beach,
Jaguar Hahn,
Photo Blog,
Southern Highlands,
SW City,
Townbuilding
Monday, April 13, 2015
Touring Fort Masen with SW Chris and Syntax
While we're on the topic of not completing builds...
SW Chris visited ActiveWorlds last month to tour sites in SW City as part of a video series called "Before There Was Minecraft." This video series celebrates Chris hitting 1,000 subscribers on his YouTube channel by revisiting his roots in ActiveWorlds. Syntax and I joined him for a couple of hours to explore various sites in the city, including one that I spent a lot of time working on: Fort Masen and an incomplete dungeon underneath that was designed for SW City Interactive.
Some background: Fort Masen was initially built by SW Comit and is built in the style of a historical fort, complete with an old wooden ship and cannons. Some time after I became involved with SW City Interactive, I set my attention on Fort Masen as a potential site for a series of archaeology quests and digsites. Over the years, I've added a number of quests there and began an undertaking to build a cave/dungeon adventure under the fort. It is partially completed: there is a lengthy quest chain available to SWI players that actually gives you access to the dungeon, but after another sidequest it abruptly ends and doesn't let you progress further.
That would be the end of the story... except for SW Chris' video series. Chris, Syn, and I explored on past the end of the current game, and we did a complete video commentary on incomplete areas (including a partially-complete interactive boss!) and some puzzles further in the dungeon.
The commentary is split over two videos, #6 and #7 in the series. Fair warning for SWI players, there are tons and tons of spoilers in these videos:
So there you have it, some insight into one of my many unfinished projects! I might actually finish this one day, I'm a sucker for coming back to work on SWI stuff. :)
If you're interested in more video commentary, visit SW Chris's Youtube Channel! He's done a couple of series now on ActiveWorlds that you guys might find interesting.
SW Chris visited ActiveWorlds last month to tour sites in SW City as part of a video series called "Before There Was Minecraft." This video series celebrates Chris hitting 1,000 subscribers on his YouTube channel by revisiting his roots in ActiveWorlds. Syntax and I joined him for a couple of hours to explore various sites in the city, including one that I spent a lot of time working on: Fort Masen and an incomplete dungeon underneath that was designed for SW City Interactive.
Some background: Fort Masen was initially built by SW Comit and is built in the style of a historical fort, complete with an old wooden ship and cannons. Some time after I became involved with SW City Interactive, I set my attention on Fort Masen as a potential site for a series of archaeology quests and digsites. Over the years, I've added a number of quests there and began an undertaking to build a cave/dungeon adventure under the fort. It is partially completed: there is a lengthy quest chain available to SWI players that actually gives you access to the dungeon, but after another sidequest it abruptly ends and doesn't let you progress further.
That would be the end of the story... except for SW Chris' video series. Chris, Syn, and I explored on past the end of the current game, and we did a complete video commentary on incomplete areas (including a partially-complete interactive boss!) and some puzzles further in the dungeon.
The commentary is split over two videos, #6 and #7 in the series. Fair warning for SWI players, there are tons and tons of spoilers in these videos:
So there you have it, some insight into one of my many unfinished projects! I might actually finish this one day, I'm a sucker for coming back to work on SWI stuff. :)
If you're interested in more video commentary, visit SW Chris's Youtube Channel! He's done a couple of series now on ActiveWorlds that you guys might find interesting.
Capping Off Content in Elkins Beach
Since I've come back, I've been slowly working to cap off old builds that I left incomplete. It is really jarring just how much I left unfinished. This weekend, I've been working on the oceanside area of Elkins Beach, a medium-density town area in the Southern Highlands.
My priority has been on getting the roads and landwork capped off first, and I've started to set placeholders for the geometries in the area. There's an area set aside for a cathedral I had planned... but will probably scrap because the landwork around it would make it pretty stumpy in length.
Another embarrassing build that is unfinished in this area is where my Cy Award for the ActiveWiki rests:
I intended for this to be a skyscraper that featured ActiveWiki content, but never got around to completing or even really starting it. Whoops!
Hopefully I'll get some of this capped off before I leave again.
The bridge in the image above was fun to slap together. It is reminiscent of another project (that I actually completed!), Legacy Bridge in Cypress Hollow, AWTeen. That bridge was quite a lot better, this is just a small bridge over an outlet.
This entire bridge is sheared by z2 = -0.5 because the road in this area is sheared to connect two areas of the town that are offset by a few coordinates. Since I've gotten comfortable with the shear command, I much prefer it to manually rotating long-pathing object groups like roads because there is a lot of power in being able to maintain the length along one axis while manipulating another. This can especially be seen in the beach-side road in the images below, where shear helped me to cleanly extend this weird, windy road down the length of my beach.
My priority has been on getting the roads and landwork capped off first, and I've started to set placeholders for the geometries in the area. There's an area set aside for a cathedral I had planned... but will probably scrap because the landwork around it would make it pretty stumpy in length.
Another embarrassing build that is unfinished in this area is where my Cy Award for the ActiveWiki rests:
I intended for this to be a skyscraper that featured ActiveWiki content, but never got around to completing or even really starting it. Whoops!
Hopefully I'll get some of this capped off before I leave again.
Labels:
Activeworlds,
Alphaworld,
elkins beach,
Photo Blog,
Shear,
Southern Highlands,
SW City
Friday, December 9, 2011
Southern Highlands - Photo Blog
Did some work in the Southern Highlands tonight with Cactus Jack... also toggled on my visibility to 500m, so I decided to take some screenshots. Some areas are new, some are old... check it out. :D
Teleport: Teleport to Southern Highlands
Teleport: Teleport to Southern Highlands
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| Overview of our work tonight. A new bridge spans a valley to allow access to Cactus Jack's train that runs all through SW City and the surrounding towns. |
![]() |
| A close-up of the bridge. |
![]() |
| A rocky outcrop. |
![]() |
| A waterfall into Highridge Fjord, which outlets into the Irenic Ocean. |
![]() |
| Ferruccio's Mobius House overlooks much of Rising Glen Retreat |
![]() |
| The same area from a different perspective, this time looking up to the high cliffs overlooking Rising Glen Retreat. |
![]() |
| The Emerald Strand -- the area nearest to the Irenic Ocean. |
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| Further to the right. |
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| Overlooking the peninsula north of Obsidian Cove. Very secluded, almost entirely woodland. |
Labels:
Building,
Cactus Jack,
Photo Blog,
Southern Highlands,
SW City
Saturday, August 6, 2011
A Successful Outing
TenYearsGone hosted a successful 'Airship Tour' of SW City in Alphaworld this evening... screenshots courtesy of Bach Zhaa can be found on the forums. TYG has been trying to get this going for a few weeks and finally got a good turnout of ~15 today, which is really strong for a tour. :)
I was doing some other things (read: steam games) on my laptop when I got a PM from an AW friend to come in and join in on the tour, if that gives you any indication of how hoppin' it was on the ship. Followed them up on it and ended up having a good visit with friends.
I'll keep tabs on these and tag them on our noticeboard as they come up in the future!
I was doing some other things (read: steam games) on my laptop when I got a PM from an AW friend to come in and join in on the tour, if that gives you any indication of how hoppin' it was on the ship. Followed them up on it and ended up having a good visit with friends.
I'll keep tabs on these and tag them on our noticeboard as they come up in the future!
Labels:
Airship Tour,
Alphaworld,
SW City,
TenYearsGone
Monday, May 23, 2011
Interactive Building - Nougat Cave Hunt and the Key/Door Example
Last Thursday I spent a couple of hours overnight setting up a very simple (as far as game mechanics go) game in the SW City Airpark Pavilion. The game, called Nougat Cave Hunt, is a simple seek-and-find where the player is prompted to collect and return 10 items (nougats, a creature of the SW City lore) within 120 seconds.
The mechanics for keeping count of the items and the time elapsed was done with SW City Interactive, but similar applications can developed in Active Worlds using only action commands. There are certainly some limitations, but creative design can usually overcome them.
The Simple Hunt
When designing a game in AW, my experience has been that its best to think about the game mechanics first, and then work from there. This is because there are a lot of things that object scripting leaves to be desired, and sometimes you have to tweak your concept a bit to get everything to line up. In this example, we'll run with the concept of a hunt for an item, but since AW doesn't really do counting instances very well we will switch things up a bit.
This is a simple game concept that has been executed in Activeworlds many times, but it is a good place to start because it gets builders thinking and creative and multiple uses of building commands. With this in mind, lets introduce our objects.
So now we have our two objects. See? Simple. Basically, what happens here is that the activate trigger applied to the key causes it to disappear from the scene (visible no, solid no) and it also causes the gate to rise 4 meters because the move command has a name parameter that is applied to the gate (name=gate, create name gate).
It isn't difficult to expand on the complexity of this interaction and make it into a challenging mini-game. For example, you could set more keys and more doors, and require the player to pass through the gates before the wait parameter expires. You could also set a hard time limit using a timer command.
There are many possibilities for hide-and-seek style gaming with object scripting, and if you'd like to share any examples... feel free to post them in the comment section!
![]() |
| Pesky little critters them. |
The mechanics for keeping count of the items and the time elapsed was done with SW City Interactive, but similar applications can developed in Active Worlds using only action commands. There are certainly some limitations, but creative design can usually overcome them.
The Simple Hunt
When designing a game in AW, my experience has been that its best to think about the game mechanics first, and then work from there. This is because there are a lot of things that object scripting leaves to be desired, and sometimes you have to tweak your concept a bit to get everything to line up. In this example, we'll run with the concept of a hunt for an item, but since AW doesn't really do counting instances very well we will switch things up a bit.
CONCEPT: Player has find a hidden key, and click it to open a barred gate.
This is a simple game concept that has been executed in Activeworlds many times, but it is a good place to start because it gets builders thinking and creative and multiple uses of building commands. With this in mind, lets introduce our objects.
KEY OBJECT ACTION LINE: activate visible no, solid no, move 0 4 0 time=3 wait=10 smooth name=gate
GATE OBJECT ACTION LINE: create name gate
So now we have our two objects. See? Simple. Basically, what happens here is that the activate trigger applied to the key causes it to disappear from the scene (visible no, solid no) and it also causes the gate to rise 4 meters because the move command has a name parameter that is applied to the gate (name=gate, create name gate).
It isn't difficult to expand on the complexity of this interaction and make it into a challenging mini-game. For example, you could set more keys and more doors, and require the player to pass through the gates before the wait parameter expires. You could also set a hard time limit using a timer command.
There are many possibilities for hide-and-seek style gaming with object scripting, and if you'd like to share any examples... feel free to post them in the comment section!
Labels:
Airpark,
Interactive Building,
Interactive Games,
Nougats,
SW City,
tutorials
Sunday, May 15, 2011
SW City Interactive - The Keep of Fort Masen
I've completed a long-term project at Fort Masen in SW City, and have taken a short video to promote it. You can view it below:
Learn more about SW City: http://www.swcity.net/www/landing.php
Learn more about SW City Interactive: http://www.interactive.swcity.net
Information about Fort Masen: http://www.swcity.net/pmwiki/pmwiki.php?n=SWC.FortMasen
Learn more about SW City: http://www.swcity.net/www/landing.php
Learn more about SW City Interactive: http://www.interactive.swcity.net
Information about Fort Masen: http://www.swcity.net/pmwiki/pmwiki.php?n=SWC.FortMasen
Labels:
Activeworlds,
Alphaworld,
Fort Masen,
Gaming,
SW City,
SW City Interactive,
Video
Sunday, May 1, 2011
Silly Parties...
Let's see how many people we can fit into Hot Hairsquares... you can find it at 2341s 3625e in Alphaworld. It's really a rather bizarre place. ;)
Just having a good time on a Saturday night. :)
Just having a good time on a Saturday night. :)
Labels:
Active Worlds,
Activeworlds,
Fun,
Funny,
Hot Hairsquares,
Saturday,
SW City
Tuesday, April 12, 2011
Back For More
Hey everyone, and welcome to a rather late start to April! I apologize for my extended absence, but here's to hoping that my Calculus test grade will reflect the time away! (Don't count on it.) At any rate, that's in the past, so let's see what's been going on lately...
- The forums seem to be going through a pretty dry spell. Events too. If I recall correctly things are typically pretty quiet this time of year until late May when the summer crowd comes in, so that's no surprise.
- I did manage to sneak some time in to attend the town hall meeting last Sunday, which was held in SW City. I was only there for the first 40 minutes, but during that time I got to share and direct some users to SW City Interactive and there was some interest in getting some SWI tours set-up. That sounds like a good idea to me. :)
- I would like to get a new tutorial up, probably one concerning the ActiveWiki. I may do that as early as tonight depending on my motivation. I'm pretty drained from the Calculus test, to be honest.
And that's where I'm at. Hopefully I'll get back into the swing of things soon. Later!
Labels:
AWTours,
College,
Life,
SW City,
SW City Interactive,
Town Hall Meeting
Monday, March 28, 2011
From my Teleports List: AirSpeed
Alphaworld - SW City - AirSpeed
Builder: SW Chris
Teleport: AW 2417.74S 3444.94E 22.70a 263
Jump Point: ^jump AirSpeed
AirSpeed debuted during AWReunion 2010 last year to tremendous reception and has since... well, what exactly happened to it, anyway? Nobody talks about it anymore. The same goes for the GameFest games... even the hit Weir City from the GameFest doesn't garner much traffic, and it won a Cy Award!
I'm not sure what it is about games in Activeworlds that causes them to meet relative obscurity, but I'd like to do my part here to at least tell you all about AirSpeed! AirSpeed is a wonderful presentation that uses v4 objects to maximum effect, lifting the player off their feet and into a high-flying obstacle course! Players sail through the sky dodging objects and collecting bonuses that can remove obstacles further ahead. The game has been masterfully divided into three 'stages' that become increasingly more difficult. Because of the game's design, the backdrop can provide as much of a challenge to deal with as the obstacles directly in front of you -- I want to catch all of the action!! :)
Anyway, upon completing AirSpeed SW City Interactive players can receive a small reward for their troubles. The game is a fun distraction and certainly worth sharing with others. Give it a try!
Friday, March 25, 2011
'Facebook Questions' Released
Facebook Questions was released today as a new update option on Facebook profiles. Similar to status updates or link sharing, users with 'Questions' enabled can quickly select the option and begin creating a poll that other users can respond or even contribute to. Questions hasn't been enabled for all-users yet, and as of this writing is an opt-in program that you can join by visiting facebook.com/questions.
A couple of our Activeworlds related Facebook Pages have wasted no time in getting set up for this new feature. Check them out!
Official Activeworlds Page
SW City Page
I'm sure there's a lot more to come, but so far it seems like a good start. The questions themselves aren't any more intrusive to your wall than other updates that people make, so hopefully it won't cause too much of a stir. The @tagging that you can make in status updates can also be made in poll options, which is a really cool feature and I can see some uses for getting the word out that way. Feel free to visit the links above and give it a try!
A couple of our Activeworlds related Facebook Pages have wasted no time in getting set up for this new feature. Check them out!
Official Activeworlds Page
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| How did you find out about events in Activeworlds? |
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| Who would win in a fight? |
Labels:
Activeworlds,
Facebook,
Facebook Questions,
SW City
Monday, March 14, 2011
Progress in Arklay World
Hey everyone! Thanks on all of the comments for the new utility! I'll update it again tonight with your feedback. :)
Droog began in-world testing for his new paintball bot in Arklay World last night. If you'll recall from the forums, Droog posted a thread about creating a new bot and people were overwhelmingly interested in Paintball. After some discussion I saved the current world -- the Besieged Map -- as a propdump and wiped the world clean, and now I'm in the process of building a desert-themed map suited to paintball. The map is based in a gorge, and will have two bases -- one on some cliffs and one on the opposing side in some caves. In between this will be a valley that features some rundown industrial buildings. I used to build paintball maps in AWTeen and the work for the Beseiged Map gave me a lot of ideas for building insular areas.
Droog began in-world testing for his new paintball bot in Arklay World last night. If you'll recall from the forums, Droog posted a thread about creating a new bot and people were overwhelmingly interested in Paintball. After some discussion I saved the current world -- the Besieged Map -- as a propdump and wiped the world clean, and now I'm in the process of building a desert-themed map suited to paintball. The map is based in a gorge, and will have two bases -- one on some cliffs and one on the opposing side in some caves. In between this will be a valley that features some rundown industrial buildings. I used to build paintball maps in AWTeen and the work for the Beseiged Map gave me a lot of ideas for building insular areas.
Labels:
Active Worlds,
Activeworlds,
Arklay,
Droog,
Forums,
Paintball,
Paintball Bot,
SW City
Wednesday, March 9, 2011
Why do we pursue Realism in the Virtual World?
By request, I'll be delving into some theory tonight concerning my thoughts on the spacial architecture of our virtual world. Depending on how I feel about this post by the end, this may become a series. ;)
As prevalent in our virtual experiences as it may be, Architecture is a topic that's not often discussed. Even though Architecture as I know it is being experienced daily, only the most rigorous builders concern themselves intellectually with any sort of architectural theory behind their work. These people are also (often, but not always) concerned with pushing themselves and finding new applications and new techniques for creation. On the other hand, most everyone else -- everyone who is actively engaging Architecture -- gives it a passing glance... checking to make sure that they are adhering to arbitrary guidelines of realism or at the very least making sure that their walls aren't z-buffering.
I'd like to note that I'm not making this contrast because I'm some sort of architecture snob, but rather to begin a conversation on Architecture in our virtual world. If you think about it from a purely pragmatic standpoint, it's a rather odd thing that we would engage in creating any sort of realistic architecture in a virtual environment. For what use does a virtual avatar have for a doorway? Why do buildings need to be on the ground!? We can fly and shift through objects in our environment, yet the large majority of us have taken to conventional structures and only use our abilities to fly and shift when it is convenient.
This is something I find absolutely fascinating about our experience in Active Worlds -- especially in the public building worlds where this phenomenon is most prevalent -- because I don't think that is what most people had in mind before virtual reality existed. Even environments Snow Crash, the inspiration for the Active Worlds technology, loosely followed laws of physics at best. Check out this description of the popular Black Sun bar:
Probably not. The difference is in that we create in such a way because it is comfortable for us, and intuitive for other users. When I create a doorway in the virtual environment, it isn't because people can't find another way in... but rather because I want a visual cue to direct visitors on how to enter the building. In much the same way, I place (most of!) my buildings on the ground because if they were high up in the air, most people wouldn't find them because a building is expected to be on the ground. These are conventions that most builders have identified without much thought, and follow for convenience. In fact, I think that -- for most, this goes beyond convention and is actually felt as necessary for user interaction. We've touched on how the convention of the doorway exists for a visual cue. The cue isn't unnecessary, and in fact does serve a very practical purpose by directing users on where to go... and what would its alternative be, exactly?
What would replace a doorway?
This question really hits it home. Why do we pursue realism in the virtual world? It's not just because it is what we know, but rather because it is what everyone knows! Most builders aren't trenching themselves knee-deep in theory and declaring a manifesto: they don't have to! Some certainly do and I think they derive a good deal of satisfaction from that, but most builders you'll run across just want to make a nice house. A nice house that they've tried their hardest to make easy to navigate, aesthetically pleasing, and enjoyable to visit. When it comes down to it, a house with no doors or windows that is a few hundred meters up in the air is, well... it's awkward. We're conditioned to reality, and for better or for worse, it is our easy and common solution to mimic reality the best that we know how.
For this reason, we have a ground plane, though it is only a flat simulation of a true ground. We've created sunlight... even though our virtual plane orbits no star. We strive to make sure that our creations make 'visual, physical' sense, even though that floating object will never suffer the effects of gravity. It is a peculiar habit, but it's a very poignant example of how our virtual forms can interact with function.
Form and function. Now that's a big topic in architecture! I'll have to discuss that further in my next entry. :)
As prevalent in our virtual experiences as it may be, Architecture is a topic that's not often discussed. Even though Architecture as I know it is being experienced daily, only the most rigorous builders concern themselves intellectually with any sort of architectural theory behind their work. These people are also (often, but not always) concerned with pushing themselves and finding new applications and new techniques for creation. On the other hand, most everyone else -- everyone who is actively engaging Architecture -- gives it a passing glance... checking to make sure that they are adhering to arbitrary guidelines of realism or at the very least making sure that their walls aren't z-buffering.
I'd like to note that I'm not making this contrast because I'm some sort of architecture snob, but rather to begin a conversation on Architecture in our virtual world. If you think about it from a purely pragmatic standpoint, it's a rather odd thing that we would engage in creating any sort of realistic architecture in a virtual environment. For what use does a virtual avatar have for a doorway? Why do buildings need to be on the ground!? We can fly and shift through objects in our environment, yet the large majority of us have taken to conventional structures and only use our abilities to fly and shift when it is convenient.
This is something I find absolutely fascinating about our experience in Active Worlds -- especially in the public building worlds where this phenomenon is most prevalent -- because I don't think that is what most people had in mind before virtual reality existed. Even environments Snow Crash, the inspiration for the Active Worlds technology, loosely followed laws of physics at best. Check out this description of the popular Black Sun bar:
"The black sun is as big as a couple of football fields laid side by side. The decor consists of black, square tabletops hovering in the air (it would be pointless to draw in legs), evenly spaced across the floor in a grid. Like pixels."Did you catch that? In this example, the interest isn't so much in realism (although it is played on later), but rather in what is pragmatic and beneficial for the computer. The author later describes also that the club is matte black, because it is easier on the computer. He didn't even touch on an exterior description. In a world where you can teleport to locations and shift through objects... is an exterior even necessary?
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| SW City's Nimbus Land is actually a hybrid of two opposing lines of thought: a cloud city (which is inherently unrealistic) using realistic visual cues such as doorways and pathways for the benefit of the user. |
Probably not. The difference is in that we create in such a way because it is comfortable for us, and intuitive for other users. When I create a doorway in the virtual environment, it isn't because people can't find another way in... but rather because I want a visual cue to direct visitors on how to enter the building. In much the same way, I place (most of!) my buildings on the ground because if they were high up in the air, most people wouldn't find them because a building is expected to be on the ground. These are conventions that most builders have identified without much thought, and follow for convenience. In fact, I think that -- for most, this goes beyond convention and is actually felt as necessary for user interaction. We've touched on how the convention of the doorway exists for a visual cue. The cue isn't unnecessary, and in fact does serve a very practical purpose by directing users on where to go... and what would its alternative be, exactly?
What would replace a doorway?
This question really hits it home. Why do we pursue realism in the virtual world? It's not just because it is what we know, but rather because it is what everyone knows! Most builders aren't trenching themselves knee-deep in theory and declaring a manifesto: they don't have to! Some certainly do and I think they derive a good deal of satisfaction from that, but most builders you'll run across just want to make a nice house. A nice house that they've tried their hardest to make easy to navigate, aesthetically pleasing, and enjoyable to visit. When it comes down to it, a house with no doors or windows that is a few hundred meters up in the air is, well... it's awkward. We're conditioned to reality, and for better or for worse, it is our easy and common solution to mimic reality the best that we know how.
For this reason, we have a ground plane, though it is only a flat simulation of a true ground. We've created sunlight... even though our virtual plane orbits no star. We strive to make sure that our creations make 'visual, physical' sense, even though that floating object will never suffer the effects of gravity. It is a peculiar habit, but it's a very poignant example of how our virtual forms can interact with function.
Form and function. Now that's a big topic in architecture! I'll have to discuss that further in my next entry. :)
Labels:
Active Worlds,
Activeworlds,
Architecture,
Building,
Nimbus Land,
SW City,
Theory,
Virtual Worlds
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