Showing posts with label Airpark. Show all posts
Showing posts with label Airpark. Show all posts

Sunday, October 30, 2011

Gaming - BuildCity Updates

Hey everyone, if you've followed me for a while you'll know that I manage the BuildCity Gaming World in AW.  I've been meaning to get things in order there for a while (meaning that they'll mostly manage themselves) so I took some time this weekend to do some maintenance.  Here's what's new:


  • Off-season play rules are still in-effect.
  • Abandoned/Incomplete plots have been maintenance and are available to new builders.
  • Tourist building has been disabled.
  • The global bot is ONLINE 24/7... this grants access to global chat and jump points for ease of reference. It will also save your last in-world location so you don't start in the tutorial when you enter the world.
  • Players can earn Airpark Achievements for completing certain tasks, such as completing their first build or earning a certain amount of credits. Check the signs in-world for more info on that.

I am still maintaining the world so telegram me if you want to play, but expect a 1-3 day turnaround time as I'm not active daily anymore. Alternatively, you may reply to this thread and receive a quicker response as I am active daily on the forums.

Saturday, October 29, 2011

Noticeboard: Millionaire in 30 minutes @ Airpark

Millionaire event will be starting in 30 minutes at Airpark in ActiveWorlds for any interested.  They're usually a good bit of fun.

Users already showing up for the event, 30 mins prior
GSK has gotten a new HUD set up in the world and people are already showing up.  Looks like it will be a nice event, and its certainly nice to see things going on!  Come on in for fun and prizes!

AIRPARK: http://network.airpark3d.com/
TELEPORT: http://objects.activeworlds.com/cgi-bin/teleport.cgi?airpark

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.

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!