Showing posts with label Alphaworld. Show all posts
Showing posts with label Alphaworld. Show all posts

Saturday, April 11, 2015

Extreme Builder Talent Show 6 Entry - "Razorspine Bluff"

I participated in the EBTS 6 throughout February and March, and would like to share my work with the blog.  The build is called "Razorspine Bluff", and features jagged terrain with spikes protruding from walls and exaggerated flora.  My goal was to fill the space with large and unique scenes while keeping detailing pretty minimal. This led to large objects in the scene, such as large trees and roots. This also had an unexpected benefit of keeping the framerate very acceptable, compared to other nature scenes I've completed in the past.

I may do another entry on a technique I used for detailing here, if there is interest.  This involved "layering" on the landscaping details.  Very roughly, I:

  • Placed flat wall panels around the cliffside
  • Added complex geometries with rock objects of a separate texture
  • Added vegetation
  • Added depth to nearby ground and flat surfaces by using different textures on slightly offset objects.
Maybe more on that later.

For now, some details on the actual build:

Important Locations:

Entrance 
"aw" 7619.03S 450.13E 0.60a 270

Waterfall
"aw" 7627.76S 470.77E 0.53a 61

Base of Main Tree 
"aw" 7621.04S 462.83E 4.70a 4

Photos:

At the base of the tree that towers over the bluff.

Waterfall on the backside of the bluff.

A shot of the waterfall on the backside of the bluff.

A shot of the large tree that towers over the bluff.

A view inside the cave.  I used water and steam effects
here, and also used some of the same tricks for the
 terrain spikes to create thin roots protruding into the
 cave.

A view of the many terrain spikes in this build.

An experiment with creating a mudpit with particle,
lighting, and sound effects.

I experimented with large roots using scale and
shear/skew in this build.  I think they turned out well.  I
 made a rule to only connect them to different spots of
 grass/terrain, which led to interesting connections
 between different terrain levels.

An experimental area in the caves, with various lighting
 and flora effects.

Some equipment in the mines.

Closer to the main entrance into the mines.

Overview from the front of the build.
 I enjoyed building this, and hope to maybe work on some similar concepts back in the Southern Highlands sometime in the future!  I especially like the spiky terrain and giant roots.

Wednesday, November 30, 2011

Masen Keep Commons - Photo Blog

Hey everyone... just stopping by to offer some interior shots of the recent updates at Fort Masen.  If you didn't catch the blog from a few days ago, there's some new content there... including quests and new digsites.





Wednesday, November 9, 2011

Event - Airship Tours to Visit Off World

TenYearsGone's Airship Tours continue this weekend, visiting Off World in Alphaworld.  Off World moved to Pata world and also America world some time in 2007 so I'm not sure if the tour will continue there or not, but the Alphaworld site should offer plenty to see!


Here's the tour announcement from the AWForums:

This week, Airship Tours is going to Off World. You will want to have your sounds on for this one, because this build is a feast for your ears as well as your eyes. Motion is everywhere, from traffic in the street to aircraft in the sky. The futuristic theme is consistant throughout, reminding me a bit of Blade Runner. I am particularly fond of one build , clearly inspired by Buckmister Fuller ( http://en.wikipedia.org/wiki/Buckminster_Fuller ). The work with primatives is incredible.

The tour will take place Saturday November 12th, at 8pm, VRT.


Gather at
http://objects.activeworlds.com/cgi-...4.00E_0.1a_180

Off World has a rich background lore and if you're planning on attending, I would encourage you to visit their storyline blog and immerse yourself in their universe.  The blog offers a fictional background on many of the builds that you will visit, and this knowledge will certainly enhance the quality of your visit!

Related Links

Monday, August 29, 2011

Noticeboard: Airship Tours Update

TenYearsGone's Ship Tours will resume on Saturday, September 3rd at 7pm VRT.

Locations to be visited:

More information can be found on the forums.

Monday, August 15, 2011

Commands in the Wild - Color

'Commands in the Wild' is an AWBuilder Tutorial series that features common usages of building commands.  This series assumes the builder is familiar with basic building and offers specific usages and techniques related to specific commands.

Quick Links:
ActiveWiki - Object Scripting
ActiveWiki - Color
----------
Use color to make seamless curves in low-lighting conditions
Example 1: Curved Surfaces
Location: Obsidian Drive-In Theater in Alphaworld
Anyone who has ever built in Activeworlds is aware of the struggle between textures when they are occupying the same space.  This is called zbuffer, and there are several ways to deal with it when doing precision building.  When building curved surfaces, object collision is often unavoidable without considerable effort.  One of the ways to overcome the visual mess of z-buffering is to not texture the surface, but to instead color it.

With no direct light applied by nearby objects in a scene, colliding objects with the color command applied will not appear to be zbuffering.  As a technical note... they still are, but the pure color is similar enough for the collision to not be a visual issue.  This is why objects designed in this way should not be near light sources, because they will effect the colors brightness and induce enough difference for the zbuffering effect to be noticable.

Use color to easily create painted lines on surfaces by sinking the object

Example 2: Painted Lines
Location: Obsidian Cove Athletic Park in Alphaworld
Perhaps the most common usage of the color command is to represent painted lines that commonly appear outdoors on roads and grass.  Color is ideal in this situation, because it is clean and the objects it is applied to are often thin and can be sunk into other objects to create a unique condition. 

In the case of creating roads, better-quality roads are often created by using rectangular objects as 'road paint', which are then sunk into flat surfaces and repeated over the distance of the road.  This solution is also versatile, because the builder can simply manipulate the road paint to change which sort of intersection or exchange they would like to create.

Use color to provide additional details in the scene

Example 3: Expanding upon existing objects
Location: Southern Highlands in Alphaworld
A very helpful usage of the color command is to add component pieces to existing objects for the purpose of making that particular instance the object unique.  In the screenshot, the t_awhedge01.rwx object has been made unique by the addition of numerous red berries.

Other common examples of this are to add colored buttons to rectangular panels, colored decal to vehicles, and colored windows to building frames.

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!

Wednesday, August 3, 2011

Alphaworld Builders: Shear/Skew Petition

Shear/Skew have been disabled since the v4 rights bot stopped working, which has been troublesome for many builders who make use of the features for applications such as shearscaping (landscaping with shear/skew to easily manipulate 'terrain') and general building.  A poll has started in the AW Forums and has gotten some really good discussion going (including an excellent post by Byte) about the value of these commands and what a great asset they are to Alphaworld builders.

I'd like to join them in these remarks as I've personally used shear on a number of occasions in Alphaworld and AWTeen and the mathematic precision in producing angles is second-to-none.  Its much, much better than using three-axis rotation techniques and by using shear I've been able to streamline efforts in landscaping and construction projects, such as the Legacy Bridge in AWTeen.

Though I'm sure AWI Support would be more than happy to help you with shear/skew rights on an individual basis if you contacted them... I think it would be easier for everyone if these were just turned on by default. :)

Wednesday, July 20, 2011

Weekly Poll 1 Results

Sorry for the delay on this, everyone.  Here are the results from our first "Weekly" Poll:
  • Question: What should the status of V4 Rights be in Alphaworld?
  • Total Votes: 15 
  • V4 Rights should be available to all users -- citizens and tourists.
    • 2 Votes
    • ~13% of the vote 
  • V4 Rights should be available to all citizens.
    • 13 Votes
    • ~86% of the vote
  • V4 Rights should be available to users that have earned rights.
    • 0 Votes
  • V4 Rights should not be available in Alphaworld.
    • 0 Votes
Analysis
As you can see from the poll, our readership here at AWBuilder was very much in support of V4 Rights being extended. There were NO votes in support of the existing arrangement.  At the time, V4 rights were restricted to citizens who had earned them in building competitions.  Earlier this month, however, AWI released the rights to all users in the world -- including tourists.  I personally feel this was the more prudent solution for AWI, since the existing arrangement had been broken due to a bot problem, and was estimated to have takenat least a month to repair. This also frees them from the responsibility of having to maintenance the bot (and the rights list).

The addition of tourists V4 rights was a surprise, and there still seems to be some debate on that.  The argument against tourist V4s generally follows that if anyone was to abuse it, it would be an anonymous user under a Tourist account.  There is some precedent for this, and I suppose if it does become a problem tourist rights could be restricted in the future.  For the time being, at least, allowing tourists to play with this powerful feature could be a boon for retaining new users.

Tuesday, July 19, 2011

BTW I'm on Break

In case you hadn't figured it out from the lack of activity here. ;)  School is very busy and there looks to be a whole heap of drama in AW at the moment, so I don't expect that I'm missing out on a whole lot.

While I've been away, Byte has released the latest version of the ActiveWorlds SDK .NET Wrapper on the forums. I'd like to dabble with this a bit once my summer classes have come to an end in early August, and if I make any progress I'll be sure to post it up here on the blog. :)

Another note... v4s were enabled for everyone in Alphaworld a couple of weeks ago.  Good news, right? :D

Wednesday, June 29, 2011

Weekly Poll #1: V4 Rights in Alphaworld

For some time I've wanted to integrate viewer opinion on the blog, and I've suspected that the easiest way to do so would be through polls... but indecisive me, I never quite decided on how I wanted the polls to be formatted on here.  I did some tooling around today and I'm pretty happy with where they're at now.  It's not eating up too much of the page there. :)

I'll try to make this a regular thing, changing the poll topic every week or so.  Readers will have the chance to vote and comment on the related posts.

Weekly Poll #1: V4 Rights in Alphaworld
With the ongoing absence of Tom comes also the absence of his many services, one of which being the bot that managed special rights in Alphaworld.

The bot was well known for its dramatic setting at Pamozo Island -- where it would cycle through citizen numbers in the rights list upon request.  This is necessary because of a technical restriction in the rights list that only allows so many characters (and consequently citizen numbers) to be included in the list. The bot helped us to get around this by adding a citizen number to the end of the list when they wanted to use v4 rights, and then bumping the first person on the list off.

There's currently a debate on the forums about what should be done now that this bot is currently offline... because its been reported that it would be at least mid-July before AWI could restore the bot.  Many users feel that the right should be open for all builders, while others want a line to be drawn. What do you think?  Is what we have the best solution?  Feel free to vote, and if you're not represented in the poll... feel free to leave a comment!

Friday, May 20, 2011

AWG Download - Basic Ground Zero

Basic Ground Zero (2 AWGs)


  • Basic Ground Zero
    • A small (2x2 coordinate) park that features pathways in the four cardinal directions
    • Pathways are centered on edge of coordinate grid for optimal expansion along the cell grid
    • Custom signage that demonstrates the parameters of the sign command.
    • Landscaped with trees immediately outside the GZ structure (includes a second AWG with no tree objects)

DOWNLOAD: Click here to download HA_groundzero.zip

SEED OBJECT: Centered on AWG.  The ground zero has no preferred direction!

COORDS: AW 7963.516s 1504.395e 2.0a 270

Just save the .zip file to your Activeworlds > Presets folder and you'll be good to use the AWG in Activeworlds.  Good luck!

Monday, May 16, 2011

AWG Download - Kingmaker Interactive Game

Kingmaker Interactive Game (4 AWGs)


  • Kingmaker Interactive Game
    • An interactive card game where the player must pick one of three cards; if the card is a king, the player wins.
    • Timer sequence includes a card alternator so that the result isn't always the same
    • Timer sequence includes a reset for players so they can play as many times as they'd like
    • AWG includes a custom logo for Kingmaker
    • AWG includes a 2-coordinate wide pavilion for the Kingmaker game

DOWNLOAD: Click here to download HA_kingmaker.zip

SEED OBJECT: Centered on AWG, facing North

COORDS: AW 7950.428s 1492.491e 2.0a 178

Just save the .zip file to your Activeworlds > Presets folder and you'll be good to use the AWG in Activeworlds.  Good luck!

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

Friday, May 13, 2011

AWG Download - Primitive Road Set

Primitive Road Set (38 AWGs)

This custom set is compatible with the street1.rwx set; it plugs right in!

Many different pieces are available!

Differing road types are also available.

Nice curves!
  • Two Lane Road
    • Includes N/S/E/W orientations for easy placement
    • Includes an intersection with another four lane road
    • Includes 5 variant road paint types
      • None
      • Middle Dash (Default)
      • No Passing Zone
      • Right Lane Passing
      • Left Lane Passing
    • 1 cell road curves in several directions
    • Dead end pieces
    • Shallow (0.05) inclines
    • Steeper (0.1) inclines
  • Four Lane Road
    • Flat Roads going N/S and E/W
    • Intersection with two lane road
    • Intersection with another four lane road
    • Transition piece to convert a two lane road to a four lane road
  • Road Signs
    • Custom stop/street sign piece in N/S/E/W orientation
    • 'SLOW CURVE' sign
    • Default Alphaworld road sign set



DOWNLOAD: Click here to download ha_roadset.zip

SEED OBJECT: Most pieces are centered on the AWG at ground level; incline pieces are centered on the piece at the base ground level (so the piece will spawn in the air where it clicks into another inclined piece)

COORDS: AW 7968.744s 1527.264e 2.0a 179

Just save the .zip file to your Activeworlds > Presets folder and you'll be good to use the AWG in Activeworlds.  Good luck!

Tuesday, May 10, 2011

AWG Download - Open Air Pavilion

Open Air Pavilion Set (4 AWGs)



  • Open Air Pavilion
    • Includes N/S/E/W orientations for easy placement
    • Open space between support structure and ceiling
    • Unfurnished interior space

DOWNLOAD: Click here to download HA_openairpavl.zip

SEED OBJECT: Centered on AWG

COORDS: AW7954.02s 1494.926e 6.0a 90

Just save the .zip file to your Activeworlds > Presets folder and you'll be good to use the AWG in Activeworlds.  Good luck!

AWG Download - Community Pool

Bach Zhaa has started a community AWG yard and I've donated a poolset to the effort.  My contribution is a pool and related groups that I built for Dash567 in her Phoenix Coast subdivision a year or two back... the pool was v4s enabled and the site of a good number of parties.

There are 10 AWGs in the pack, which includes some toys and furniture.  Here's some screencaps below:

Pool front view

Pool accessories
Community Pool AWG Set (10 AWGs)
  • 3 types of pools
    • BASIC: 3x4 pool - landscaped, includes pool ball and diving board
    • BASIC V4s: 3x4 pool - all features above + v4 enabled diving board and water
    • LARGE V4s: 3x6 pool area - all features above plus a service building and avatar objects
  • Pool ball set
  • Diving Board Set
    • BASIC: Diving Board
    • V4s: Includes a negative gravity zone for jumping
  • Hoverchair Set
    • Includes N/S/E/W orientations for easy placement
DOWNLOAD: Click here to download HA_poolset.zip

COORDS: 7940s 1512e

Just save the .zip file to your Activeworlds > Presets folder and you'll be good to use the AWG in Activeworlds.  Good luck!

Friday, April 29, 2011

Weekend - Events for the Weekend of 4/29/2011

Hey everyone!  The weekend is here and I'm one week closer to being out of school for about a month! :P  Let's take a look at the events for this weekend.

Note:  If you're looking for events or looking to advertise your event, I recommend that you register with AWPortals, because you will have access to view and create events on the AWPortals Events Calendar and you will also receive a weekend newsletter.

Events for the Weekend of 4/29/11
Events are listed by order of occurrence. VRT time is GMT (-2)
Please leave a comment if you know of events that have not been posted, and I will add them!
  • Sunday, May 1, 2011
    • Active Worlds Town Hall Meeting
      • 6:00 p.m. VRT - 8:00 p.m. VRT
      • Location TBA

Thursday, April 28, 2011

A Retrospective Look at the Public Building Worlds - Yellow (Part 1)

It recently came to my attention that many of the dozens of articles I submitted to AWNews still exist thanks to Gmail, and I've been thumbing through them because I'd like to find some of the good ones and repost them here. The first of these articles is a topical series -- A Retrospective Look at the Public Building Worlds -- where I visited and built in several of the big public building worlds towards the end of 2005.

To give this some context, my interest in writing this series was because every public building world except for Alphaworld and AWTeen had become derelict and neglected.  Community interaction with AWI was practically non-existent (Flagg was still away during this period) and the biggest developments on the public building front were happening in AWTeen.  AWTeen had been experiencing a cities boom, and I wanted to open the door to other worlds and see what sort of potential they had for builders.

I will post an article from the series each day in their entirety (including original images), with minor corrections for grammar.  After the article I will write an addendum paragraph that compares the worlds then to the worlds now!

Today we will take a break from the series to post an e-mail sent to AWNews in January, 2006, in response to the ongoing series.  A citizen by the name of Casay who had been a member of the Yellow community during its original heyday sent a very long e-mail in response to the series and asked us to share it.  If you'll recall, the state of Yellow world was indeed very dire before Digigurl's efforts to restore it.  The e-mail has been posted below in it's entirety, and really captures the disappointment of one of these community members who had seen a beloved location fade into obscurity.

As an aside, it should be noted that I personally don't necessarily agree with all of the views presented here.  Some I agree vehemently with and others not so much, but in the interest of impartiality I won't elaborate on that. ;)  What I do really respect from this is the insight into this past era in cyberspace (Casay describes a time in her message up to about late-2002) and as such display it here for viewing.

There's also a hidden anecdote concerning one of our esteemed readers here today!  Try to find it ;)
---------------

(Note: this e-mail has been slightly edited from its original state, to correct spelling/grammar and change formatting to better suit the blog format.  The content of the post has not been altered.)


January 10, 2006
Hello Hyper Anthony,

As one of the original people in AW, a member of that Yellowstone community, and a long term member it breaks my heart to see how the whole place has gone down hill. Yes, Yellowstone was a very close knit community as was even GZ in Alpha World. I had a pretty nice house in Yellowstone, Winter and a few other places. I can honestly say that PK's and GK's and the like was one of the main downfalls of AW along with charging a monthly fee for access to basic avatars and building. Two Avs? come on...  Oh, the gate overall... well... is terrible and Alpha GZ should be the entrance to AW. You're not 'anywhere' at the gate and have to load another place... at Alpha GZ you're everywhere and can go for 'miles'.

I don't know how long you've been around in AW as I never met a "Hyper Anthony" that I remember, but 'in the day' there were thousands.. yes, thousands....  more people at any given time of day or night than there has been for years. I and several others tried to convince the 'new' owners that they need to get advertisement and let the worlds be free to use, have many avatars for users, allow them to build freely in the main worlds and such. A long time ago there was a Coca Cola billboard at Alpha GZ. How many people saw that? Thousands back then. Now with the advent of DVR's and such advertisers are stumbling over each other to get people to see their products since people like me just skip the commercials. The user base back then was mainly professional people, lawyers, doctors, students, a few just plain geeks and the like. I'm a chemist. Hmmmmmm.... wonder what kind of advertisers that demographic would bring???? Think about it.

We policed ourselves by using peer pressure and such. It worked and it worked very well. We did a 'door' check in Yellow. Someone was always watching to see if someone new entered and we'd stop our adult conversation if was the case to check out the new comer and change our conversation as needed. We usually told jokes but were always aware of children being around. It's just how it was.... not enforced, not made to be that way..... just the basic rules of cyberspace at the time. Peer pressure..... that was the key. People didn't swear.... it wasn't socially acceptable..... unless part of a joke or something but then still rare. A lot of flirting though...... and the adult stuff that did go on was well hidden. I wasn't even aware of it for a long time as I never 'participated' in it. Then there was Gor.............. sigh......and PK's and GK's and...... then ....what you have now. :-(

The presence of the PK's and GK's seem to get people to try to push their and everyone else's buttons, esp. young kids. The mute was powerful in the day as there was no 'boot'. Usually when someone would come into AW and be a jerk, we would ignore them, tell them we were muting them and 99% of the time they would apologize, change their behavior and then have fun because they wanted to be accepted and a part of the group. If they didn't, we'd ignore them and eventually they would go away....... sometimes come back..... and usually then change their behavior. That all stopped once there were GK's and PK's..... and so did the fun.

Alphaworld GZ as it appears at 0n 0e.


At any given time there were many people at GZ Alpha World so that when someone new came in, the people there just helped them, welcomed them and almost always there was someone anxious to show them their build! There were always people almost begging someone, anyone, to come see what they'd built! New people were always exciting and having other users help as opposed to GK's was much better as the honesty and excitement was contagious. This real community has been lost. My first time in Alpha, I met a young man by the name of ByteMe that was very excited that I, a new person, was there. He then showed me his build and introduced me to a guy named Grover. ;-) I also met Wascally Wabbit, Lucretia, HenrikG and many many other people and Guilds. Yes, this was a real community of friends, learning, showing off our abilities and such. What brought us all back? We believed in its potential and future. How many years ago was that? To just sit back and see it all ruined? To watch is disinterested into a bunch of Gorian worlds?? sigh..... even ol' Eep was right at times although he had no social ability to properly state it.

Just think, a huge company like Adobe actually paid to keep their stupid Atmosphere going for awhile. Why? Not because it was good technology, but because the overall idea was there, the potential was seen. That was even after the developer of VRML had hoped and stated it should die out. Atmosphere at its best was only as good as the origional AW and still not that good. AW could and should be one of the largest communities on the Internet. It was at one time and so far ahead of it's time......... it still could be if only the owners would truelly open up their eyes to the long term and run it like it should be. Oh, they sooooo missed the best business opportunity when going to 3.0. They needed to NOT make it backwards compatible and go forward. We begged them to just go forward. Keep the old as was and let the new go on and scream from the highest mountain this is Renderware 3, the same as the 'new' Sony play station...... how many people would have came? How many awesome worlds would have been built???? How many game programmers would have developed for AW just to have a chance to show their stuff????  How could have Rick and JP ignore this possibility??? How could they not have listened?????? Not have really seen it?? Now with the advent of broadband and faster processing I can only imagine what I could do there now when I could do a lot with 64 verts and notepad! ....remembering the day 256 verts were allowed...... wow! The AW Mall..... good idea done very wrong.

Yes, the communities are gone and never will they come back if AW keeps running the way it is. I still believe in the potential of AW to be one of the most successful browsers around. It needs real, long term vision and not quick bucks off of the users, but money from advertisement and such. One example: Years ago I mentioned to Rick and JP about a 'newer' place called Pogo.com becoming very popular for the games. Bingo in AW eventually came about and for what it was at the time was pretty darn popular. There was no reason that a part of AW couldn't have been a Pogo.com with many game worlds. Look at Pogo.com now (over a quarter million users + at most anytime, advertisers, prizes given by large companies.... yes, paid access to 'better' games.... but free for most) and maybe they can think that some of us knew what we were talking about back then and still do. I can think of many many other ways for AW to make money hand-over-fist but the first step HAS to be that it's free to enter and build in the main worlds. It will never, ever, ever work any other way.

Why did people come back to AW in the day? Because they learned to build something and then had  something 'tangible' to come back to. Oh, and it was FREE to do that. Those people were the community. They loved showing off what they'd built or done. Others, like myself invested in our own worlds as we wanted to do more. Would I have ever bought a world if I entered the place now? Probably not, and I'm certain I wouldn't have stayed like I did. Look at SimCity! Oh..... AW was the original SimCity...... another
opportunity missed........

I'll get off my rant but it truly does break my heart to see it all so ruined. I haven't been a member for a few years now and my last membership was payed by another person in AW as they didn't want me to leave. That person was Daphne, God rest her soul..... That last year I was hardly there anyway. I still pop in now and then as I have friends there still that let me use a spare account if I want. It has changed too much, the fun is gone even though I am able to make objects, avatars, textures and even custom seqs. The community is gone.........the gate is terrible.. Alpha GZ is empty.

So, places like Yellowstone will never be again. Pretty sad isn't it? The communities and friendships, the builds, the builders..... all gone. Rick and JP..... please take a hard look in the mirror and see that you don't have the users that were there before you took over and ask yourselves why????????????? You needed us and our ideas. It's to bad so many great ideas were ignored as your company would be totally different today. I personally like you both, that has nothing to do with it. I just honestly think you really don't understand how it should and could work. You have to make it free to use..... give people avatars, places to build and it will succeed. You will then have the tens of thousands of users at any time of day or night that you need to attract advertisement and so much much more............. jeese...... it was an International community to boot! How
many years ago was it we built IHI???? Now talk about ahead of its time.........

I know I speak for many many talented, origional community builders, users and developers of AW. Why do you think we're no longer there? I know what would work. It's to bad it's not seen. Yes, Rick and JP, AW can make TONS of money.... if only you'd see.......... Why do you think so many of us invested our own time and money into it? We believed..... then it died...... If you want it to work.... I know how and so do many others. Just do it!!!

They will come...............

I'd be happy if this email was passed around there........
Casay

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!

Tuesday, March 22, 2011

KnowledgeLand - My First Experience in Virtual Reality

While growing up I had the great fortune to be given the (now classic) JumpStart game series.  The games occupied a good deal of my time when I was younger... I think I played them out of order but I really enjoyed them.  Anyway, through this series I was introduced to KnowledgeLand -- an early online game that incorporated many of the JumpStart properties into a virtual world where you could interact with other players and collect trading cards to upgrade your 'character' -- or avatar.  Here's an image of the back of the cover:

Windows 95!?  Get lost, we don't serve your kind here.
Quite the throwback, isn't it!?  To my great dismay, I lost the KnowledgeLand disc when my family moved when I was 10 and I never recovered it.  A few years after I had discovered Active Worlds a few people I spoke with remembered the program, and I wanted to find it again.  A quick google search reveals that details about KnowledgeLand on the internet are pretty scarce -- as of this writing, it doesn't even have a Wikipedia article!

Frustrated, I gave up the search until very recently, when I found a lone YouTube video from another nostalgic user who -- by chance -- still had a copy of the game.  I've included it below:  it's a 10-minute long demo of some of the game's basic functions.  Mostly character creation, dealing with the trading cards, and some areas that I have very vivid memories of.

As far as I can tell, KnowledgeLand was released in 1996 and I was playing it when I was still in elementary school... which is about at that same time.  You may also note that this is contemporary with the early years of Active Worlds.  KnowledgeLand was quite different from Active Worlds -- or perhaps AlphaWorld if we're going back in time far enough.  There was no built environment, and the game is quite obviously marketed towards children, though I'm sure there was a fair mix of interested adults as well.

Though I was still a very young child, this was my first experience into the virtual world and I'm sure some of you may have had similar experiences in other such worlds.  As far as I can tell, the internet was wide open for these sorts of developments in the late 90's -- there's quite a comprehensive list in the book Avatars!, by Bruce Damer, which features Active Worlds and Alphaworld.  Some names that I recognize include WorldsChat and The Palace.

So I'll leave you all with a question: what was your first experience into virtual worlds, or maybe just online game environments in general?  Was it Active Worlds, or another virtual reality environment?  Was it an MMORPG?  Let me know by leaving a comment! :)