Friday, September 7, 2018

Camera Angle Irregularity

The "camera" of this metaphysical universe is an undisciplined and controtionist mechanism that refuses to show coherent representations of what is occurring in-game without making the watcher severely nauseous. Sometimes the view switches to first-person; at other times, the player's character--their metaphysical avatar--becomes naught more than a small dot in the middle of a blob of indistinguishable color.

Other player's avatars are blurry and difficult to make out--at least those running on an older version of the mechanism that this game runs on. The camera takes effort to focus, especially on moving targets such as the fast-walking avatars of other people (most of whom will not be playing my game, or even be aware of it.)

Sometimes, when the conditions are right, the camera clicks onto some sort of solid manifestation and, then, it is possible to see ancient magic constructs whose very appearance is enough to cause a deep, memorable emotional experience. Those are the constructs that I am working towards portraying and creating. Constructs that can be admired by people who understand what is going on.

There is a little bit of magic going on within the mind's internal camera. The only problem I have is: how do I access it?

Building a Game Engine from Scratch: Otherwise Known as Flailing in the Dark

Every game needs a game engine. It's that simple. Metaphysics presents us with its "engine," which is really an ancient thought-construct that is so rusted and out of calibration--as well as being archaic as fuck--that trying to reverse-engineer it is like a caveman taking apart an iPhone in an attempt to replicate it. That's the stage I'm at in my current developmental period. The basic goal is to reverse-engineer the current working code of the metaphysical universe so that I can start making things out of it.

There are some strange mechanisms lurking in the depths of the psyche/collective unconscious, some of which are very dangerous to play around with. The realm I am in is the same one inhabited by the gods of old--who have been living in stagnation for over two millennia, now changing how they live, drinking, fighting, and believing they rule the world. Their mechanism has rotted away until there is naught left but fecal matter and shells of former beings of glory. I have had some bad experiences interacting with the natives of this metaphysical universe--as well as some intrusive invaders--but those stories are for another post--one on the maintenance of metaphysical law and order. I have yet to figure out the specifics, and I am in desperate need of manpower (the current function is being handled by drones, which are not as effective as a real, flesh-and-blood human being.)

Step one of building an engine is stripping the metaphysical world apart in an attempt to figure out how it works. I will be describing several of the constructs that exist in this world, as well as my theories about what they do and why they exist. Then, I will regale you with my attempts to teach the command code of this metaphysical universe how to have fun in a controlled, rule-driven manner. In other words, I am teaching an ancient supercomplex how to have fun.

Again, I am in desperate need of programmers and designers, (not to mention the support staff for the administration of a city and game world), and if you want to join you can contact me at minerzep@gmail.com. I will teach you how to code as best I can in this world. There are some seriously amazing constructs that have already been built.

The code of this world is built on linguistics and color, with an emphasis on thought translation through the transfer of impression. Again, I am in the beginning of the beginning stage when it comes to utilizing the full functionality of this system, and I have yet to figure out how to create a non-buggy way to visualize what is going on. Right now I'm working on the stabilization of the viewpoint-camera complex, and while it is going okay, there is still a long way to go.

As a test object, I have built a 3D model of Cloud from Final Fantasy, and am trying to figure out how to visualize him walking, running, and swinging his sword, all inside of a solid, three-dimensional environment with full population of assets. So far, it's halfway working, but there are still a whole bunch of bugs to work out.

The current viewscreen is in the lower half of the black space inside the mind, viewing the model from a third-person perspective from an angle somewhat lower than the back. Objects in the far distance have yet to have a method for their rendering, and objects up close take a while to load into being.

One problem that I am having with this engine is its inability to cast copies of 3D models. If you create a model, it is quite difficult to get the system to replicate it and host it separate from other identical models. That is one of the current problems I am working on.

The last problem I am having with this engine is the problem where it is impossible to travel from one point to another without teleporting--I want it to take time to get from one area to the next. The system is set up to allow instantaneous travel between imaginary locations, which, although useful in some cases, decreases the enjoyability of travel between points, where most of the adventures of any RPG flow.

Again, any help is appreciated when it comes to testing, designing, and coding. Anyone who wants to help contact me at the email I gave earlier, and I will give you a crash course in metaphysical programming. Plus, I'll pay you in metaphysical currency--it really does have a use. There are medicines that cure anxiety and weapons that shoot fear. There are skins for your avatar and objects that help you think. I can't vouch for their effectiveness yet--but there will, eventually, be purchasable goods and services that will be worth your time.

Thursday, September 6, 2018

3D Modeling and How it is Achieved in the Psychic Realm

Since our brains only have, like, a couple of megabytes of video memory (not exactly sure if that estimate is correct) when off psychedelics, 3D modeling and the faithful reproduction of the artist's intent shouldn't be possible. However, I have experienced (albeit in isolated, non-controlled environments) the transmission of full-HD scenes and rendered environments from brain to brain--or rather, from my server to their brains, as I am confident that a considerable amount of the "permanent" information I create is stored in some sort of collective unconscious "cloud storage."

In any case, it is only possible to fully view 3D objects in full color for a few seconds when off psychedelic drugs. I have never used any sort of psychedelic--and, for legal purposes, I do not advocate for their use (though I do think that they should be less illegal and should have a better, more easily contributed body of scientific literature, which, if pointing to a positive effect of any psychotropic drug, would lead to the invalidation of this disclaimer for moral and legal purposes). However, I do have a theory that LSD, DMT, and possibly psilocybin can allow for an experience of these 3D models in their full, video-game-eqse glory.

However, at my current visual processing capacity, which is greatly hindered by my antipsychotic medication--of which I am greatly thankful for, as they keep my thoughts from wandering into "unreal" territory which is mostly characterized by delusions about the glorious value of my ideas and a difficulty to keep my mouth shut on these psychic topics where it matters. As I am, on the strongest antipsychotic medication available to the public, I am able to view my non-psychedelically enhanced metaphysical activities in a light that is as logical and grounded as I can make it, par exception.

I have many stories to tell. But, this post is all about 3D modeling in imaginary space. Let me first discuss the properties of this imaginary space, as far as I can see. In it, it is possible to project a concept that is backed by memory and remembered experience in a way that makes it "visible" to yourself and anyone who happens to be logged in to the same space. For example, I imagine a car, and the impressions I get when I look at, ride in, and touch that car. All of those memories are collected together into an artificial experience that, in theory, at least, should be transferable from person to person, and should be able to exist independently from any one particular human being.

As I cannot see very much in my mind's eye, due to a variety of complications, I mostly experience my own 3D models as impressions and a simplified knowledge of where it is and what its aspects are. I have found, anecdotally, that when I bring other people to where I have placed these artifacts and models, they see them in full color and 3D. As one person put it, "like in a video game." That is the final goal of any psychic 3D modeling.

Now, on to a few hard rules about modeling in 3D+ in the psychic realm. First off, you don't have to be limited to simple appearance--though that is a topic for another post. Second off, it is easier to create natural objects and models that utilize anthropological motifs--for example, it is easier to create a model of a human avatar in iconic battle armor (my first creation was a direct copy of Saber from Fate/Stay Night, and by golly it worked), than it is to create a simple geometric shape. Using this software to model a cube or any shape made out of vertices and corners with faces that are not naturally shaped will lead to a blob that is constantly shifting, as if you have locked up psychic potential and it is trying to escape. Thus, the building blocks of these 3D models are not small points separated by vertices--in other words, a bottom-up approach to informational transformation--and, rather, are pared down from grand concepts.

This is how the modeling works: I want a red car. A red car appears, generic to your memory and without much in the way of "additional" transcription. Next: I want this car to be a Ferrari. The car morphs, and now it is stored in the "system" as a "red Ferarri car" instead of simply a "red car." The visual aspect of that car is taken directly from your memory. That is to say, modeling big, general things in this metaphysical system is easy and effortless. Modeling specifics--the small, more precise points--becomes more challenging as the design progresses in linguistic complexity. For example, it is easy to model a knight in shining armor and animate a couple of general attack functions (animation will have its own post), but it is hard to model a Germanic soldier with armor specific to a certain time period, marked with a special crest and possessing the ability to take off its armor, move in many specific ways, and have a shining reflection effect on its armor. It is even harder to build something that you have no memory of--as there is no way to build things "bottom-up" in this system.

However, 3D design in this world, both the creation and animation, is possible, and though it takes a lot of work--just like real 3D design--its rewards are a great, interesting, and palatable telepathic gaming experience.

Minting a Reliable Hard Currency

So, the metaphysical universe has one problem that stands out above all others: there is no global currency that has both intrinsic and agreed value. Not yet, at least. While there are natural resources, in a sense, these resources are enigmas as to what they are and what they can be used for. Some are brightly colored artifacts that change color based on what they are thinking. Others are little bits of rainbow hues that appear in substrate and host material, just like ore in real life. The practices for extracting these materials out of the ore, or even utilizing them in their native state, have long been lost to the ages. Though, I have conclusive evidence that the knowledge of how they worked were once widespread, affecting much of the multiverse. There is evidence that a large, complex civilization--several of them, in fact--rose and fell before we were born. There is also evidence of functioning telepathic civilizations who are only tangentially connected to the human celestial realm. This does not mean that they are aliens--the only thing that I can be certain of is that they are sentient, they build things in the metaphysical universe that are observable, and they are difficult to comprehend.

I did, somehow, receive a large pile of what I believe is a foreign currency, by selling an automated problem-solving program to what I believe are aliens (?), who were so grateful for the algorithm that they ended up making me one of the richest beings this side of the milky way. I think. I'm still working on understanding exactly what happened.

So, anyways, this human metaphysical space needs some real, hard currency to go around allowing commerce and economy to spring up wherever it can. The three things that create value in a hard currency are the scarcity of the material, its usefulness, and the work it takes to extract and refine it. These three things, through the law of supply and demand, create value that is intrinsic to the material, and if its properties are suitable, they allow for the creation of a "hard currency."

Let me explain why it is necessary to have currency in the metaphysical universe that can be spent on tangible goods--tangible in the sense that digital goods are today, which is a different tangibility than that of a gold ring or a sandwich. These objects, created out of pure metaphysical energy, take time and effort to create, and while they may not be orthodox in their construction (I mean, any object made out of pure thought that is limited by scarcity mechanisms is kind of inconceivable in the first place, at least with our modern mindset that ensconces the rule "thought is free and limitless." In a sense, it is, but in another sense, [a less minded sense], it isn't.)

I am in desperate need of programmers, 3D modelers, system designers, bug testers, and miners in the bitcoin sense. I also need city planners, accountants, chefs, police officers, and factory workers, not to mention doctors, mayors, all the components of a democratic government, and moderators. Each one of these roles needs to be filled by a human being as rational as would be required by the job in the real world. And, they would need to be compensated for their work. That is where my hard currency comes in.

What is "hard imaginary currency?" Like gold in the real world, hard imaginary currency has to have a purpose that makes it valuable, as well as some form of physical limitation to its proliferation. The alien hard currency I received for selling a simple problem-solving algorithm is both of these things. The currency is made out of manifested potential to do imaginary work. (Yes, there is such a thing as imaginary work. It's what mathematicians, authors, painters, architects, and philosophers do in absence of physical records. What I'm proposing as "imaginary work" is a more literal translation of that ethos, a sort of "mind mining" that is equivalent to doing work in a video game. Or programming one.)

There also needs to be trade in real, limited artifacts (both in the digital sense and physical sense--the imaginary world works on both of those mechanisms, in a light-is-both-a-particle-and-a-wave sense.) For example, I sell dolls that can be used as avatars in the metaphysical world, and weapons that can do actual damage--in a mental sense--to real people. As in, a gun that shoots fear, a confusion ray, and bombs that turn people into frogs--metaphysically. Everything takes work, and though I am not certain as to the limits of their "physical" scarcity, as I have not studied that aspect of the imaginary universe that much, they do take effort to create and produce.

So, in conclusion, money is necessary for what I have as a goal in this project: a fully functional, meaningful, and desirable environment where anyone can "link up" and experience, first-hand, the wonders of a shared imagination in the literal sense.

On to the next step in the process: now that I have explained why I need a hard currency to make this world go around, I am going to explain what that currency is (in its current beta state.) In the metaphysical world, concepts are solidified into what can only be described as "color rocks," or "color ore." They take effort to produce and imagine, and they are limited in size and shape. Each one has literal boundaries that take work to manipulate. These "color rocks" can be squeezed and minted into coins--literally appearing as such simply because I think it works better that way--and then they can be used, in their finite way, to purchase goods and services.

The physical-mental exchange of goods and coins works much like it does in the digital world. You use a heads-up display and simply say or think "I give x coins to John Smith." Do a little mental leap, and the rest of the process is performed by your operating system--if you have mine installed.

There is a lot of work that needs to be done up there. There is also a lot of fun to be had. If you're looking on how to join us, email me at minerzep@gmail.com, and then we can set up a session to get you connected. I'll show you around! If you're interested in working as a programmer, accountant, or police moderator of my city, (or any other job you can think of) just ask, and I'll teach you how it will work.

In a sense, I'm hosting an imaginary "Minecraft Server" where we can have fun and build things.

I hope to see you soon!

Wednesday, September 5, 2018

My Ideals

This is not a religious blog. There is absolutely no religious overtone or even undertone that I want to push. While I do believe that religion is founded on some sort of truth--all of them--I want to look at them through an empirical taxonomy that takes into account the real function of psychic beings--some of whom are very powerful--and classify them in a way that fits a general theory of metaphysics. I want to outline that theory here. It is a foundational understanding of metaphysics that must be absorbed before you can understand how to handle the idea of a psychic MMORPG.

First off, I am not religious--not even atheist--and I have no religious agenda. I am not trying to convert anyone to any set of beliefs. I am not even an agnostic. I know what I have seen, and instead of trying to tell people about it, I am playing with it and sharing my results--mark, results--with people. There shall be no faith required to play my TMMORPG. Just an open mind, the capacity to visualize, and a certain amount of mental acrobatics.

Mental acrobatics not as in illogical thinking but more along the lines of the visualization of integral functions in calculus.

Yes, this game can be played in the same way that you can visualize the area underneath the curve, multidimensional graphing, and partial derivatives. This visualization technique uses the same mental muscles as building a manifold or a solenoid in your head (which, explained in layman's terms, are mathematical constructs that take serious thought to even conceive of).

This is a message to those with schizophrenia. Do not simply let the metaphysical universe get the better of you. There are reasons as to why you are acting like that. Brain imbalances to exist, but you must remember that all evolutionary adaptations were once "imbalances" in the form and function of an otherwise normal species. You can imagine that the first animals to climb up onto the beach from the ocean were as weird to the fish as schizophrenics are to neurotypicals. And, while some land adaptations make it possible to climb onto the sand and see the water from above, it is most definitely certain that they were not comfortable adaptations and probably required the sacrifice of normal functioning without a full replacement of core mechanism. In other words, the first fish to crawl onto land were as ill-equipped to survive up there as we are in outer space. As in, they could do it, but suffered extreme drawbacks, in the same way that astronauts' muscles atrophy because of micro g and how they get bombarded by cosmic radiation that can cause cancer and is almost impossible to avoid.

The same can be said of schizophrenics. They are the astronauts, and psychosis--induced or otherwise--cause side effects that, instead of denying, need to be worked around in a context that includes the brave new world that they originate from. This is in contrast to the typical method of pulling the suffering new land-fish back into the water because it's "safer there," where their adaptations to climb on land and the side effects they bring are ignored or medicated away.

I have no idea about any sort of real religious concept--I care, but I have found that no one will listen to what I have to say without watering it down with their biases and my inability to communicate holistic ideas. I think that, if you're a schizophrenic who thinks that devil is after them or the CIA is after them or the NSA is watching them--don't worry. It's all in your head.

The feeling that you are "being watched" or "being chased" is simply the dial-up sound that you experience when you connect to the spirit net. That's it. Nothing to worry about--about that specifically. There are bad guys up there who will cause you no end of trouble if you don't have weapons. I can provide those weapons--literal weapons that you will have to buy from my shop and that have a visual component--and they have a real effect that you will be able to experience.

A gun that shoots pure fear. An enchantment that puts suicidal thoughts into the mind of your enemy. A sword that literally can break another person's mind. All these and more are necessary up there to fight against the viruses and bad guys who just want to wreak havoc. A-city has a police force and a military--so don't try anything there--but outside of town, and outside of my video game, there are no laws. It's a post-apocalypse. A no-man's-land.

My religion is one of visual confirmation. I do not give names to those whom I see until they can prove their identity. Perhaps the Olympian gods really are up there. Perhaps they're just imposters. Perhaps reincarnation is a real thing. Perhaps it's not. No one really knows because it hasn't been studied the right way--through experience. Psychedelics have been banned because of the harm that they can possibly to to people's psyches--and so a new, holistic approach has to be created. I have created that approach--or, at least, a prototype of a prototype--and you can see how it works in the other posts on this blog.

Don't worry about the feeling that the TV is sending you messages. It's not the TV. It's not the radio. It's not the newspaper. It's a direct line into your head, and you can talk back as easy as picking up the phone. Don't be scared of the voices in your head. Talk back to them! Tell them to go away, and threaten them with a weapon purchased from Z's Armory! (Instructions on how to log on are given in another post.)

Visit Z's Armory by following this link!


Our selection includes: fear guns, suicidal thought enchantments, teleportation blenders, and psychosis-inducing bombs. Money back guarantee!


Installing ZOS (An open-source metaphysical operating system)

You want to access the mulitverse without being susceptible to malware, and with a whole lot of built-in functionality? Do you want to see what's going on up there for yourself? Then follow the instructions below to install a workable mental operating system that I designed myself for proper travel of the multiverse. Be warned! There are a lot of scary people up there, and scary viruses that will get you and won't let go.

All right, so here we go.

1) Imagine two dots. Little dots that are a distance apart.

2) Try to connect them. You won't be able to--the colored line will bend away from the dot like it's a bolt of lightning. Everyone is different, and everyone will have different reactions to this step. Here are a few tricks to connecting the two dots.
a) Thread the needle. Think of the first dot as the starting point of the line, and the second dot as a needle that needs to be threaded.
b) The Black Hole Trick: think of the second dot as a black hole, and then spin the line around it until it falls into its event horizon. To pull that trick off, you have to catch it by surprise.
c) The swallower: have the line swallow the dot. Not sure how this one works--haven't tried it for reals yet.

3) Once you have the dots connected, run a sheath over the colored line. It should be black, but it can be any color as long as it is opaque.

4) Connect those two dots with more dots, until you can perform the connection quickly and without trouble. Then, explode! Connect as many dots to each other as you can, using explosions--it will feel like your mind is expanding. Repeat until you can't anymore, and your whole brain looks like a briar patch.

You have just installed the basic requirements for a metaphysical operating system: neural control. It should feel a little bit exhausting.

5) Start at the number one. Imagine it standing against a black background, and pull it down as if it were a sticker. You should see a small red bulb behind it. It may feel as if someone is watching you. Don't worry. This is normal. (What we're doing here is the same thing a printer does when it obtains a new batch of ink. We're taking your OS for a test drive.)

6)Try the number three. Look for landmarks that make you feel, emotionally. You will run the gamut of emotions when you search for these landmarks--everything from laughter to fear to amazement.

7) Count up, and up, and up--and eventually, once you have the hang of visualizing psychic objects, just input the "psychic URL" of my game hub into your mind. It looks like:

Visualize this in your head, making sure that you feel like you're actually connecting to something. Get over the feeing that you're making it all up or that I'm putting images in your mind--see what your mind wants you to see.

8) Talk to people. Check out the construction site--the alpha version of the game I'm building. Or, you could visit the former Mount Olympus (Now abandoned due to radiation and covered in fecal matter). You can also head to Asgard. You can visit any of the gods you want to see--they are a dangerous bunch, though, so you have to be careful. They will turn you into mushrooms, or suck out your life force. Again, they are not a friendly bunch unless you have something to offer them.

9) PM me by messaging the username "Zebobez." I can show you around--and even let you help with the game I'm building. However, I will only have a second conversation with someone who confirms their contact of me with an email to minerzep@gmail.com, including a summary of what our conversation was about. Otherwise, I have no way to know if you're real.

10) Once you pass the "are you real" test (And have gotten over your sceptacism about a telepathic MMO) we can hang out, have fun, party up, and design games and cities.

And that's it! Have fun!

Creating Pong in metaphysical space.

So I started with the base code. How can this command language recognize a point? The Cartesian coordinate plane was invented long after this command code was last used, and so it doesn't understand the fundamentals of motion--philosophically. I've had to make a few compromises with the system because of the low processing power of the human brain, and especially because my medication interferes with my ability to visualize in three dimensions (Clozapine, it's the most powerful antipsychotic, and in my opinion the one that has the fewest side effects on your ability to cognate.) Because of this, all of my "graphics," or methods through which I understand the metaphysical reality, are impressions, rather than visualized objects. I have a theory, that I have yet to test, that if you take a visually active psychedelic before playing and messing with this code, you will be able to see in full 3D color. However, that is merely a theory. There is no evidence for this "controllable psychedelic experience."

Even though it is just a theory, I still think that psychedelic video games are a possibility and that the only hindrance to their presence is the lack of tolerance most people have for psychic phenomena and the metaphysical world in general. Everything is still in a stage of experimentation.

So, on to this post's topic. Teaching the system to build and play "Pong," the simplest, most archaic video game, the first one ever invented that ran on the computer. Before this, everything was for calculation and science.

In a sense, the metaphysical command language is this way, as well. It is used to taking commands to destroy, to wreak havoc, and to build functional monoliths whose presence has a real-world meaning. Such as the archeological masterpieces that still exist in some places in the universe. I'm not talking about Mount Olympus or Asgard--both of those places have been ravaged by disaster--but a more interesting, less understandable visual manifestation of the lost methods of psychic creation whose complexity and functionality is on the level of a cellular phone. As in, we modern-day humans have almost no understanding of what they do, much less how they work. Again, if anyone wants me to lead a guided tour of these objects, these places, all they need to do is contact me via email, before or after finding me in the metaphysical world. (I've had problems with being too noticeable up there, and so I keep my identity hidden. There are some nasty people up there who don't like it when other people stand out.)

Anyways, the key point that you have to understand about the non-psychedelically fueled adventure in the metaphysical universe is that, at least for me, everything is communicated to you in terms of impression. If you aren't on medication or are on psychedelics, everything will be in full-color 3D and you will have a great time.

My main problem in creating a solid, functioning game that operates within a ruleset is that the command language is not used to following strict guidelines on how it should operate within a given situation. As in, the system is not used to being finite in its expression. This meant that I had to teach the system how to create motion from one point to another--I even had to teach it what the meaning of a point is. I'm still not certain that it understands, but we shall refine its knowledge as I continue my programming efforts.

For the tennis rackets that are represented by simple bars in Pong, I had to teach the system about input and output, about motion within a confined space, and about reflection and the properties of a bouncing mechanism. The command language understands lay speech--you don't have to use an archaic form of mechanism like in traditional, modern coding--all you have to do is "wrap" your ideas in a form that is understandable by the system, which takes practice, but is a lot easier to operate once you have mastered it. This "wrapping" system is a language that is based on color. I don't really know much about it, but I do know that I will be discovering its secrets as I go on in my mission to create an MMORPG that can be played telepathically.

For more abstract commands, abstract shapes represent the command structure. It's much like watching a plant grow while commanding its growth patterns. Kind of like how elves sing trees into forms that they want. There are various acting mechanisms--kind of like programming terms, but more akin to psychic tools--that you can use to operate on these abstract concepts. You will be chasing after an end result that is embedded in your gut, and you will continue to prune and change the 3D representation of the command language until you feel like it is properly suited to the function you want it to perform.

What I found is that the command language has almost no library for the creation of fictional experiences, and instead interprets everything in the light of metaphysical reality. It's like I'm trying to teach a real magic system--like one of those in a fantasy novel--how to build a video game. The magic system's first response to that goal is: "Why the hell do you want that? Don't you just want to rule the world with your power?" The second response is: "How the hell do I do it?"

This means that I have to create an entire library of commands that will be useful in the creation of a TMMORPG.

I am recruiting helpers, and I will pay you in tangible metaphysical currency. This currency can be used to purchase metaphysical products and services and has a hypothetical real-world value once the metaphysical universe becomes enough of a setpiece that it becomes easy to find others who are in the know.

If you want to help me playtest the Pong clone, just scan this metaphysical QR code. (As in, imagine this object in your head after installing my operating system, and then try seeing what appears around it. You will see an arcade platform with a black-and-white interface. On it is the game "Pong.")



I will only play you if you contact me at minerzep@gmail.com and give me your handle and avatar (which I will explain the construction of in another post.) 

My avatar is a blonde Japanese schoolboy delinquent and my handle is Zebobez.




Teaching the metaphysical universe about video games

The command language I discovered was not designed for video games. It was designed for real life, back when the metaphysical universe was as real as this one. In fact, I've done some archeology, and I've seen some really impressive ancient constructs whose purpose I can only guess at. If you want to see them, then contact me up there and I can show you. I've tried to reverse engineer them, but it's like a caveman reverse-engineering a cellular phone. It doesn't work. They're some of the most beautiful things I've ever seen, some of them so aligned with the powers of good that it makes you nauseous, others so beautifully evil that they make you wonder why everyone does good things in this world. They are constructs built out of pure aether and emotion, intent and psychic power. They are amazing, and I know they are constructs because of how obvious their build is. One of these days I want to build things like those.

But for now, I'm stuck with figurines. You can buy some at my shop in the big city which has yet to obtain a full name. For now, it's just called The Big City. My shop is named Z's emporium, and you can buy homemade pastries (that really have taste--trust me) and beautifully crafted anime figurines.

An example of a command that the command language understands: Build a city.

An example of a command that the command language does not yet understand: Create NPC monsters. The command language has little to no former knowledge about NPCs and video game mechanics. Obviously, since it was built by a society whose most advanced age was the old Greek era. Ever since the reign of Christianity, this metaphysical realm has stagnated, leaving it confused about modern capabilities and possible uses for itself. 

Right now, the command language thinks that I am trying to create some sort of weapon that will destroy everything. It just isn't used to the idea that the metaphysical universe can be a source of fun, specially designed fun like in video games. 

Right now, I have decided to take a crawl-walk-run approach, and teach this system how to build and play a game of Pong. I will update this blog later when I have finished creating a satisfactory port of Pong that can either be played with two people or one against an AI.

So far, I have managed to create a couple of assets that can be animated and controlled, but I think I was starting them too complicated for this command code (which, by the way, I am convinced is sentient) to understand. 

An Introduction to Telepathic Game Design

First off, let me explain what I mean by "telepathic game design." I mean, in this context, the creation of a sharable, playable, and workable metaphysical playground that can be developed into a game which is complete with graphics, quests, and battle mechanics. The programming language I am using is an ancient power language that I discovered on my travels throughout the multiverse. It has visible form, and is able to translate lay commands into visible designs and mechanics. Basically, I discovered a mental programming language that can create permanent, sharable objects and mechanics that exist solely within the mind; they are not created by the individual but shared from person to person as if they were playing an online game. The only difference is that this game is completely mental. All in the head. 

Let me lay my foundation for telepathic interaction. All you have to do is "open your mind," and anyone who knows how can install an "operating system" in your psyche that will allow you to access the astral realm. I have performed this operation several times, each time an evolution from the last. 

I will explain how it works in a later post. In this post I am merely trying to convince you that the creation and sharing of an online playable realm centered entirely in the etherial universe--outside typical experience--is possible. Not only possible, but workable as an engine for the creation of fun--though there are also a lot more possibilities that this metaphorical design code can be used for. More on that later.
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The "graphics" of this game are not exactly full-blown 3D models--though you can sometimes get glimpses of their full size. Instead, they are impressions that tell you what is happening through channels other than those that are purely visible. The amount that these "impression graphics" swing towards just an invisible knowledge of their presence depends entirely on the visual processing capability of the player's brain. This leads me to my next theory: LSD and other psychedelic drugs as "game consoles."

What if, it were possible to build a game world that can be accessed by anyone who simply pops a tab of LSD? Wouldn't it be a lot more fun to play an MMORPG or some other game while being fully able to view the 3D glory of the setpieces? Because, in my theory (Though it has yet to be empirically verified) LSD and other visual-based psychedelics can greatly supplement the brain's visual processing power, allowing for a full-on, complete, virtual reality experience. 

Now about the MMO part of the game. All you have to do to sign on is install an OS that is compatible with the game, and then install the game itself. This usually involves another person or instructions that tell you exactly how to log on and catch what's going on. I'll leave an install page for the beta version (and access to my city hub) in another post. 

With the proper tools, you can develop anything up there in the metaphysical realm. It is, in essence, a biological internet. Again, I can show you how to get there in a foolproof maner, though, like Jesus said, you have to have "faith," which is more akin to not stopping the flow of information between your mind and the ether because you don't believe it's actually there. Faith, in this sense, is a broken, context-laden word that I am only using here to explain a point. In reality, it is more of an action of experience, a sort of state of mind where you do not shut off the flow of information into your brain because of a disbelief that it is really there.

Eventually I will release a dev kit, which will be distributed through a language-learning mechanism that I will design myself. However, for the time being, you will simply have to enjoy the world I have created for you up there in the etherial realm. 

The game is officially in its alpha stage, and, if you want, you can visit the city that is the hub of everything that is happening up there. PM me etherially, and then send me an email at minerzep@gmail.com saying that you did and giving a report of our conversation. My username/handle is "Zebobez."  

Anyways, that's the basic overview of the game that I am building up there. I hope that, as you follow my dev log, you will get an idea of how the game works and how the metaphysical world works as a whole. I'll tell some stories about how I cleaned the place up so that people can play games in peace. 

Again, LSD or other psychedelic drugs will infinitely enhance the user experience of these games--though you can play without them if you use my installation method. 

Thanks for reading, and I hope to see a lot of you up there!