maandag 6 oktober 2008
maandag 16 juni 2008
Finished
PLAY LUCIDWORLD
This is a short explanation of the concept:
basic_concept.doc
basic_concept.txt
donderdag 29 mei 2008
Test 7.2
vrijdag 23 mei 2008
Test 7
Here's a first taste of the UI. In a few days I will have the first type of gameplay ready: collecting credits to work up your flying skill.

(There's a littlte bug in this one, you'll see. It has something to do with turnig it into a dcr file. Click here for the .exe)
woensdag 7 mei 2008
Test 6.2
maandag 28 april 2008
test 6

maandag 14 april 2008
donderdag 10 april 2008
woensdag 9 april 2008
Test 5.5

dinsdag 8 april 2008
crap
maandag 7 april 2008
happy
if you go up you will find air, if you go down you will find ground.

(this test as been removed, because it sucked)
crazy
http://www.feanor.net/z0r/shock/superZOOM.swf
maandag 31 maart 2008
Test
zaterdag 29 maart 2008
test
When you approach a shore the computer knows that the following sprites will have to be sea sprites (and the other way around).
donderdag 27 maart 2008
dinsdag 25 maart 2008
dinsdag 11 maart 2008
Interesting?
http://www.dirtymechanism.com/lgg/aboutlgg.htm
Idea for worldbuild and user generated content
Keep the grid system in mind. Untill now I have gone through a series of thought on how the world is going to be build:
1. First I thought that every gridsquare would be random until you approach/enter it. This meant that every grid was different. There was no cohesion.
2. Then I thought that every gridsquare should be more static when you gave it more attention, but still there was no cohesion. (see test 02).
3. Then I decided there should be intermediate forms between two (or more) random gridsquares. (see test 03)
But if you think from the perspective of 'gridsquare A' then the surounding random gridsquares (B, C and D) should only be random within a range of things that in somehow relate to 'gridsquare A'.
This could be called cognition, because the computer would only link things that relate to eachother. This is also what happens when you dream. In this way very strange things can be rendered. Example: in you dream your dad is also your teacher, because they are both a man.
So, for this you would need a giant database in wich everything has information of things that relate to itself. You could think of tagbased databases like flickr.com.
Some good friends of mine are currently working on a database called live.on.line. This system is a user generated symantic web of information.
In this system the user can travel through the information, generate new links and vote if they are correct or not. The system can also calculate which things are probably connected to eachother.
This 'thinking' can be seen as dreaming and the user response (the voting) as a dubble check to see if a connection is right.
This web of information can be traveld in billions of ways. It is multilinear, but the travel itself is always linear and from the perspective of the user...
-to be continued-
Test 03
I you give attention to the 4 outer squares they will become more static.

Sadly enough I had to program each square appart. The next test will be totally generic I hope, so I can build a bigger world, or a world that expands when you move to the edge.
dinsdag 4 maart 2008
Rogue
maandag 3 maart 2008
Mojoworld
Key and Lock Puzzles in procedural gameplay.
" Abstract:
This project is an attempt to model and simulate key and lock puzzles in the style of Shigeru Miyamoto games, specifically the Zelda and Metroid series. Much of the gameplay in these titles is oriented around encountering obstacles, and then locating an item that allows the player to circumvent the obstacle. The project is built on top of Charbitat, another project built on Unreal Tournament 2004, which produces procedurally generated space in response to the player's actions. " (source)
woensdag 27 februari 2008
Mojoworld
Idea for braintraining excercises
At first I had the idea of doing this exercises with a computer program on your PC, but I got inspired by a little game on my mobile phone called 'braintraining'. It is a 'Dr. Kawashima's Brain Training' copy.
This game gives you daily exercises that can only be played once a day. It also keeps track of your progress and saves the data in a calender.
I would like to use this kind of program for a few things:
-Training (reality check, prospective memory)
-Keeping track of ones sleeping schedule (by entering when you go to bed and with an alarm function which wakes you up. Also the use of the snooze function can be tracked.
-Using the sleeping schedule data for the stimulation of ‘mnemonic induction of lucid dreaming’.
-Giving the user the option to record his dreams (with sound or text) immediately after waking up.
The data of the program will be user specific. The program will generate codes(passwords) based on the user information and the progress he/she made. These codes can then be entered in the PC game to unlock new abilities.
In this way your mobile phone will keep you aware of the game and your dreams and will be a tool to help you get lucid dreams.
I think that this program should also work as a stand-alone program. People can download/order and play it. This could work as an advertisement for the game.
Kawashimas Brain Training:
maandag 25 februari 2008
Connection
dinsdag 19 februari 2008
idea for controlling dreamspace
The player should also have the ability to move the items.
zondag 17 februari 2008
Test
vrijdag 15 februari 2008
Concept update
The game will consist of two main elements:
1. A virtual environment that simulates a dream environment. This environment will consist of static, semi-static and random elements that are influenced by the player.
2. 'Braintraining'-like exercises that will influence the players influence in the virtual environment.
The virtual environment:
This part can be seperated in a few elements; The world structure, the players influence on the world structure, and the actual gameplay.
The worldstructure is the basis for the other two. The world is build up on a grid. every square of the grid is build up randomly. The square with the current location of the player is semi-static. If the player moves to a new grid this grid will become semi-static. The previous post with the test shows a possible way how this can be done. All the items and NPC's on the grid square will work in the same way.
The more attention a player gives to a certain place or object, the more likely it is to stay static.
The player will have to search for certain places to do a mission. The mission square will be at a certain distance. this distance is measured in 'number of grid squares passed' and not in an actual distance (like metres or miles). In this way it is possible a player returns to the starting grid to perform the mission. Of course this square will look totaly different. The mission square is also placed random.
If a player succeeds in doing the mission this mission square is more likely to stay in this place.
The excercises
There are a few different types of exercises that will be described here. These exercises will give the player more power. This will result in a less random world. Places that need to be reaced can eventually be reached directly, objects will stay static for a longer time, etc. also the player will gain other powers like flying, walking trough walls, creating elements of the world, shaping the worldmap, etc.
I will try to make a little test that simulates the worldstructure, so this can be tested and explained easier.
Test

In my opinion everything in a dream is random untill you look at it. It is a bit as with quantum mechanics. An electron decides what form it takes at the moment it has interaction.
maandag 11 februari 2008
progress
http://feeds.feedburner.com/Lucidgame
So it's easier to keep track of my progress
donderdag 7 februari 2008
woensdag 6 februari 2008
Progress
-The techniques for getting a lucid dream. (Can this be implemented in a certain gameplay?)
-The functioning of dreams. (Can this aspect of the human brain be simulated by a computer?)
I already have many thoughts on this and I will try to summarize these over here.
Every time I have something new I will update the file and post to this blog.
More inspiration
dinsdag 5 februari 2008
More inspiration
video 3/6:
More inspiration
This is brilliant!!! I've found a paper on procedural game design that exactly covers the questions and problems I have like 'how to integrate play and world creation?'.
" In order to integrate space generation and gameplay, one has to become part of the other. Charbitat is an experimental single-player game prototype in which the player creates the world as s/he plays through it. There are no points to win or records to break but the gameplay is a goaldriven exploration and generation of space."It describes a game called 'Charbitat' in which the player creates the gameworld while being there.
Screenshot from 'Charbitat' and tech
More inspiration
This is a scene from 'Waking Life'. It's a realistic view on lucid dreams. Not a stupid spiritual one
More inspiration
Instructions
Movie
There's also a program that is called i-doser that stimulates the same alpha waves with sound that slowly interferes. The program clames to be able to reproduce the effects of several types of drugs, lucid dreams and other halucogenic states of the mind.
Programs
-Vue 6 (see Trailer)

-Processing (see exhibition)
More inspiration
www.wefeelfine.org/ - A cool site that harvests feelings from web logs and shows them as little bouncing dots.
artport.whitney.org/commissions/thedumpster/ - same concept but about 'breaking up'.
Kronos Projector - A great video/image vj tool thing. play with time and space.
www.youtube.com hyve search. It is a virtual world with endless input taken from places of your interest.
www.stumbleupon.com This site suggests nice sites of your interest. you can say if you like it or not. The more you use it the more suitable sites you will get (based on your own input and thousands of other users)
www.Last.fm - same sort of project but for music.
web3.highfeather.com A great project of a friend of mine. It's a symantic web system based onm users input, moderating, voting. It works great.
www.flickr.com A great photo site/ tag based database.
vrijdag 1 februari 2008
Concept
Untill now I only have a vague Idea of what i want to make. Here I will describe what I've come up with:
(Work)title: Lucid
Product: Game
Genre: 3D adventure sim
Abstract:
The game 'Lucid' is meant to learn people about lucid dreams. In a lucid dream one has - to a certain extend- control over a dream. This can be trained. 'Lucid' will be designed to train people having these kinds of dreams.
The gameworld will be inspired by the seemingly randomness of dreams. Therefore it will be a procedural design which will be influenced by the playeres actions and movements. The longer the player plays the game, the more clear and static the game will become. In this way the player will construct his or her dreamworld in a very intuitive way.
Inspiration
www.electricsheep.org "Do androids dream of electric sheep'
This is a program (a screensaver) that creates random moving images from a 'DNA' code. A user can say if he likes an image and this particular DNA code will then make chilldren with other liked DNA codes (from other users). In this way the computers share a 'collective dream' that gets prettier and clearer all the time.