Friday, September 7, 2018

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.

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