User talk:SeanDeluge: Difference between revisions

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Project:
Project:
First build sound system capable of creating frequencies of 10 Hz to 30 khz  at 5000w of power each (20,000w total) in a quad 4x speaker system including subs using hydraulic servo activated drivers, 4 way crossover. Install system in large room 3000sf of open floor space or more. Including mixing boards and sound amps.
First build sound system capable of creating frequencies of 10 Hz to 30 khz  at 5000w of power each (20,000w total) in a quad 4x speaker system including subs using hydraulic servo activated drivers, 4 way crossover. Install system in large room 3000sf of open floor space or more. Including mixing boards and sound amps. Something I've always thought would be fun.


== San Francisco to Los Angeles on Public Transit ==
== San Francisco to Los Angeles on Public Transit ==

Revision as of 11:25, 22 May 2013

Sound Hacking

But really it's body hacking using sound. It's all about body cavities, standing wave forms and the effects on your bowls good or bad.

My goal: Build a sound system to melt brains, blow up bowls and shatter bones... Or at least make you want to fuck the person standing next to you.

Project: First build sound system capable of creating frequencies of 10 Hz to 30 khz at 5000w of power each (20,000w total) in a quad 4x speaker system including subs using hydraulic servo activated drivers, 4 way crossover. Install system in large room 3000sf of open floor space or more. Including mixing boards and sound amps. Something I've always thought would be fun.

San Francisco to Los Angeles on Public Transit

Just something interesting I found and thought you might like the info.

San Francisco to Los Angeles on Public Transit

MMORPG for Adults Plan of Action

////////////////// Project Organization - Brain Storming ///////////////////////

  1. Production
        1. Executive Production - Management & Vision Responsibilities
        2. Project Management - Effect production goals as set by Executive Production
        3. Dev Team
              1. SL Devices
              2. Web Components
              3. Database Management
        4. Quality Control / Testing
              1. Alpha Team- test & report prototype
              2. Beta Team - test & report release version(s)
              3. updates-patches - Follow up Methodology / Data Warehousing
  2. Information and feedbackMa
   * consultants
   * surveys
   * questionairs


     3. Sales & Marketing
         o Advertising
               + In World
                     # malls
                     # private sims
               + Search
               + Classified
               + Event promotion
               + word of mouth
         o Direct Sales
               + sim owners
               + weapons makers
               + furniture and accessories makers
         o Marketing & Sales Strategy
               + Channels Marketing
                     # Types of RPG audiences
                           * Gor - Roleplay based on John Norman's Sci-fi series. It includes a life style based on pre 1500 and includes slavery and domination.
                           * Fantasy - mostly magical style roleplay including elves, dragons, pixie, drow and other fictional types.
                           * Medieval - realism style roleplay with a need to stay within the time frame of the period.
                           * Western - Cowboys and Indians
                           * Historical reenactments - these are more likely to be created as a study of life and learning how social norms might of worked using live people. Could be started by Universities and other learning Institutions - Helping with design, clothing and cultural learning.
         o Retention
               + Keeping existing clients / lease holders using the service.
         o Government Services Division
               + Provides feedback and development opportunities to government services research.
   * Operations
         o Service and Support
               o Deployment
               o Account Management
               o Troubleshooting
               o client learning and problem solving


////////////////// Product Description / Detailed Summary ///////////////////////

1. Summary The main purpose of this system would to augment roleplay for roleplay owners and their clients. Many of the roleplay sims stagnate because players do not have the kind of limitations that normally happen in most online games and in real life. Limitation such as hunger or sleep, sickness, weakness, injury and more. By making a roleplay system were we build into it many of the automatic responses like those of a person in real life has and we can create dynamics into Roleplay giving the player tasks which create situations that filling out roleplay. Without these dynamics there's a lack of environment and fluid movement that most people are used to and these dynamics fill voids where otherwise a player needs to continue to come up with reasons and possible interactions. I've seen too many roleplay sims where the players stand around deep into IMs or just chatting or waiting for things to happen. This kind of behavior isn't bad but it can create stagnation. People get bored and leave to find more interesting places. Another reason and one just as important is all the current combat systems in SL have no or limited user/owner access to configure how that want it to work and those that do only provide rudimentry settings. All of the combat systems can be hacked and the very same sims griefted using those same combat systems. They create lag and many instead of solving player vs player problems often create them. There are those that use anything from walk/run speed boosts to shields giving themselves advantages or cloned weapons that are alpha so you can't seem them as they do double amounts of damage.

1a. Solutions Some solutions are simple enough to solve when combat is a problem. Such as setting how many hits can be taken on a player at a given amount of time. This solves double shooting and rapid fire weapons by ignoring hits that happen to quickly and only registering the set limit. Setting the amout of damage one takes per shot and even using a random number generator to create the place hit and how much damage. Some sims don't allow combat kills but instead have capture with kills only after the players are brought down. This is a common form of roleplay in Gor so should be something an Admin could choose. Many Gorean sims don't allow women warriors as a means to be true to the storys, a sim could possibly have gender selections and the data can then turn off the combat aspects for those playing women and bypass any issues with players and sim owners after such combat takes place.

2. Data Server based roleplay system. System connects with outside data server that is configured by sim owners and keeps data for each users. This allows information on each player such as kills and deaths and currency used in the roleplay. It also allows control over licences by checking scripts UUID to item creator. If creator is registered in data base for those scripts the items work. If they are stolen/passed on scripts and the item creator isn't on the list the scripts turn off making them useless. (this is a simular system already in use for Xcite partners)

3. Financials:

A. Production Costs

Scripting / Coders Graphic Design Web Site Design Trial / Testers Modeler / Modeling

B. Operations Cost

System Managers User Support Staff Executive Administration System Update & Tier II Support


C. Revenue Channels

   * Income from low monthly service charge for roleplay owners allowing them dynamic control over all aspects of roleplay and combat.
   * Licenses for weapon makers and accessory like food, beverages and other aspects of role play including sexual or bondage. 
   * Income from low cost componets  (otherwise not from the sim/roleplay owner but the roleplayers themselves) could include system HUD, weapons and accessories.
   * Sales or possible income from partnerships with creative builders who make items, weapons or other interactive things that need to work with the systems.


D. Price Points

Technology License

Sim Owners / System Partners End-User Add-On Components


4. Components

1. HUD

HUD will focus on four major aspects.

   1. Health
   2. Stamina
   3. Wealth
   4. Body
   

HUD will be effected by;

   * Hunger - eating *stamina then health
   * Thirst - water *stamina then health
   * Fatigue - sleep *stamina then health
   * Injury - combat *health then stamina
   * Disease - illness *health and stamina


   intoxicants *stamina and health plus effecting movement
   currency - funds *less stamina makes you easier to rob.
   currency - used to buy, sell and send to other players HUDs.
   weapons *ranged and melee both.
   
   The System needs to be able to prevent griefing from improper weapons set to that roleplay.
   A good way is to set how much damage a weapon can do and how often or fast that damage happens. In this way even weapons improperly scripted to hit faster or harder won't  effect how the system responds.
   Possible sensor system.
   
   Injury from falling or going below set height *water - drowning*

2. Meters

Meters show other players they are fighting their health and stamina giving them a good indication of effectiveness in combat. As this is only needed during combat it might be possible to turn this feature off outside of combat once a player regains health. This can also be something the sim owner/admin can choose in configuring their roleplay.

3. Possible Add-Ons

   * Chores and job scripts that can earn the player who sits at the pose over time earning roleplay credits.
   * Slave or free, male, female differences in how fast health/stamina are lost (good for Gor RP)
   * slave bondage functions such as leashing or restraining, stealing slave or sub.
   * Bare hand injury or death such as chocking or beating
   * Forced bondage, capture that puts the user into poses and adds pose/animation ball for attacker (less stamina = easier to force)
   * Level based play where players gain levels, power, defense and stamina.  


Additional scripts (can be sold/licenced to builders)***((Xcite ToKon system can read prim/s a creater makes and disables itself if used by those who didn't buy those scripts.))

   Possible scripts for:
         o     food
         o     water/beverages
         o     intoxicants
         o     sword
         o     knife/dagger
         o     bow/arrow
         o     guns
         o     furniture for sleep/resting
         o     bondage and slave items
         o     prim clothes


  • Some scripts could contain config note cards for descriptive reactions and other purposes.
   * [example] "Petite Pixie stumble around drunk after 3 shots of whiskey"
   * [example] "Emily Darrow becomes ill drinking stagnate water."


  • Many of these items will allow others to use the currency system of the HUD to buy, sell and earn income within the roleplay independent of lindens. This is important where players often don't wish to confuse Second Life currancy within a game. This feature can be configured by the admins. We might want them to be able to set currency based on their owner rules with value that can be set based on time = credits or another systems which can be discussed or a general system which will allow several roleplay places to interact.


HUD would display health points, stamina points, show if intoxicated, injured (bleeding?), tired, hungry, sick and amount of currency. When HUD is acted most information should remain hidden except to those interacting unless it's something that would be obvious in public. System should be able to have globel settings either from in world server box or from web URL. Every feature should be configurable and set up by sim owners.

Ideas and Discusions

  • There maybe some interest in superpower/magic/vampire or other additional scripts however having them as full features may be problematic and confusing. A possible method would to offer additional scripts for those who make wands/fangs/wings that would interact with the systems. This could be a way to bring in more roleplay sims after the first release and other roleplay sims have already been approached.
  • A couple of people have suggested roleplay dice to determine outcomes on roleplay events from combat to sickness from food and other aspects of roleplay that are simular to old board games and while this is an interesting idea having actual dice in the HUD or in the game might not work or make it easy to understand the game or rules. We can however build some kind of random number generator into the data base and display that outcome number on the HUD. I doubt it would be accepted as a means of combat where people feel skill as a player should decide. It could however be used for other reasons like drinking and eating something risky or questionable. This would give an level of risk otherwise not present. Other ways to use the random number event would be in scripted items like a creaky bridge and getting injured from a board breaking, swimming across a body of water filled with possible dangerous creatures and more. The script would only need to trigger the event and send a message of the outcome. I.E. "Light Bender was severly bitten by a poisonus snake while crossing the river and recieved 67% damage and will die if doesn't get medical attention." Once they get to a clinic they just need to either click on a cure or there would be a roleplay healer who would administer one.
  • One possible sticking point is going against current combat systems. Now most people want a better systems but few would be willing to give up their weapons they've already paid for and most are no mod so adding a script to them would be impossible. There are several approuches we can look at to solve this.
  1. Have the system be able to work with pre-existing weapons (sim owner configurable)
  2. Give out or sell add-on scripts to current weapons makers to update their weapons with. (Might make some angry feeling forced to buy scripts and many who make weapons have a lot of pull with sim owners.)
  3. Do both and slowly work towards a integrated system.


  • Possible banning players for abuse by sim admins which would turn off that players system making it impossible to use or even a system wide ban in case of a hacker/griefer.
  • Editing players stats and or strengths/weaknesses through configuring by owner.
  • Having a choice of standards for clients to choose from based on other similar roleplays. This would allow a client to have cooperative roleplay with other sims or to have completely customized configures. One issue though might be currency and how it is used from one sim to another. It might be prudent to have one currency standard for the whole system. Because the currency system is game money it will be interesting to see how an economy can develope from this but in no way should it be seen as a trade item for real dollars or even lindens and such interactions to lindens or real moneys should be discuraged.

Use of system for research like disease control, social interactions, family, couples and more. Emergency response testing and evacuation testing.

From Bad to Worse Role Play tactics

Unlike single player computers or even multiplayer computer games Second Life isn't pre-scripted. That is there's no set roles and ideas you pick and then go with that for the rest of that particular game or until you create a new character. Second Life is and can be far more diverse and dynamic than any RPG or action game. The characters people play are much closer to how they would really want to be if given the chance. So taking that into account there are some bad habits some of us do (yes even me if I don't think) that can be changed to make everyone's roleplay much better and more entertaining. Here are some bad habits and some even worse ones.


1. Reading Name Tags.

Bad: Reading their name and using their name and character before you even meet them.

Worse: Assuming you know everything about that person's character from the limit information of their tag or humping (viewing) their profile for even more limited information and assuming just how they are or are not.

Can't avoid them, everyone has a tag and even some have combat meters with charater information. Reading these to make character judgements on how you will respond to people isn't only bad for them in role play it's taking away your own entertainment as well. Forget the tags and floating texts. Introduce yourself to people you find interesting in how they dress, talk or even the weapons they carry. You'll get the real person behind the AV and not just a 2D character.


2. Newbies aren't worth your time.

Bad: Ignoring someone because they have default shape, skin ect...

Worse: Assuming they are stupid, attention seeking or griefers.

Newbies get a pretty harsh treatment from some of the older players and for the most part this just drives off some possible good roleplayers who are curious and probably there because they liked the sound of the very same roleplay you like. If you can, take time to say hello. Ask some questions. It's pretty easy to find out if they are there to learn and are willing to do what it takes to join the game. I've met and helped some newbies who've turned out to be not only very creative roleplayers but are now some of my best friends in Second Life. Remember you were a newbie once and I bet you may even of had someone show you some kindness and helped you get going.


3. Battle, Battle, Fight and kill

Bad: You make me soooooo very very angry!

Worse: You asshole! You cheated! I'll never talk to you again!

Oh how I can go on and on about this one..... Common DUDE! We are not the sum of our keyboard punching... TAP TAP TAP I so own you!@ (AKA Pew Pew)


4. You've decided.

Bad: You don't understand where I'm going.

Worse: If I don't like your response I'm not playing.

Coming into a roleplay with everything already written in your head on how the roleplay is going to happen is not only arrogant but it's stupid and complete bullshit. Nothing pisses me off more than some jerk (women can be jerks too) bent on playing out their idea of roleplay. Don't assume everyone is going to play along with you then when it doesn't go your way you walk off as though someone did you a wrong. If you want to try something and see how it plays out find willing people who know where you're going and will play the roles you want them to play. Otherwise you never know where it's going and to me that's the fun part.


5. This ain't Halo, WoW, Guild Wars.... Ect. Ect. Ect.

Bad: It's how it's done in that game.

Worse: It's all I know.

Again, don't bring your preconceived notions of how others might play because of what you know from other games. Forget those games, clear your mind. This is a new thing and you are part of making it new and interesting. Don't use the force.


6. I'm not an Admin but I want to be (RP Police).

Bad: Dude, you'll get banned for that!

Worse: I'm going to have to report you to the Admin.

Trying to help others who may not of read the rules (not everyone speaks your language) is a noble affair and very helpful but sometimes it's taken as an attack on that person. (I've done it and it's been done to me.) Try saying hi first to someone, say something nice and then let them know they might be breaking rules that will get them into trouble. People are more willing to listen if they don't think it's just someone being nasty to them. And Admins are just as guilty as anyone (including me) for doing that. And for all you petty tyrants.... It gets old even to the most submissive.


7. Saying nothing.

Bad: .....

Worse..................

Ok, yeah we've all seen this..... Either people just spend time in IMs or AFK or they just want to stand around looking pretty. YAWN! If you're there to roleplay ROLE PLAY. If you have lots of IMs try asking your friends to come roleplay or if they are there create some fun. Or you might even tell them "hey I'm playing and too many IMs are making it impossible to really do some serious role playing".


8. Entertain me.

Bad: I'm bored

Worse: Why isn't anyone doing something.

Hey don't blame others for your bordom. Make something happen. We ain't TV kiddies. You're smart and creative, you know your character so go talk to someone. I have a saying that I think for the most part is true. "You're only bored because you're boring!"


9. He/she Killed me!

Bad: Getting revenge.

Worse: Never Ends.

If you die after a roleplay you're out. You can't go back and battle them again for the same reasons. If you think the roleplay scene should go on, let your family-friends-group confront them for the murder of you but...... You're dead!


10. Giving a them a way out.

Bad: You only have once choice.

Worse: You have no choice.

When roleplaying an opponent or just about anyone you have conflict with leave them a way out of the conflict with a semblance if dignity and self respect. Too many times roleplay ends up in a corner with no out and people feel wronged personally when the character they created is no longer valid or what they want to be seen as. This can get really ugly.


11. OOC vs IC

Bad: Out Of Character chatter all the times.

Worse: Mixed In Character with Out Of Character values and ideas.

The is another biggie, So many people bring ideas and value and even cultural taboos into roleplay. Even when the theme of the roleplay would actually have values and ideas that conflict with the real life ones they may have. This gets very confusing and can cause drama. Hardcore roleplayers want to stick to the theme but often when someone brings into that roleplay values that conflict it breaks down the expereace of living that role. A good example is in the gor books a kajira or pleasure slave enjoys the sexual attentions she or he gets from those who control and own them. The people who own and control pleasure slave don't see them as disgusting or evil or in need of some moral values but many roleplayers who don't read or understand the values of Gor will treat the pleasure slaves as gross. sick and morally corrupted. It taints and even ruins it for many who do follow the roleplay. Really what it comes down to is this. If your real life values conflict with the roleplay and you're unable to set them aside you need to reconsider whether it's the right role for you and what you're doing to others by trying to live up to those value in a fantasy. I am not the character I play even if that character acts and plays something that's disturbing or acts like they are being hurt it doesn't mean my real life I like that or feel that way.

12. Your Mind to My Mind...

Bad: she "thinks" to herself...

Worse: He "knows" you will...

Thought projection is annoying at best, we can't respond if we know your thoughts because if we do we are mind reading. It can be a source of drama. What's even worse is when those thoughts are hints to what those who read them are supposed to do. This is not only arrogant but in many cases manipulative. I've seen it go so far as dictating the weather, lighting, how things look and feel to the touch or how even I'm supposed to feel or do next. Thought Projection sucks, Don't do it and find another way to show feelings like body language and facial expression.

13. There are no stylist.

Bad: My Roleplay Style is better...

Worse: My RP Style is the only valid style!

Everyone has their own style of RP, one isn't better than the other. People try to RP like they talk and think whether that's one line or a paragraph both are fine and work. Each can contribute to the RP. Longer emotes can be more informative and shorter ones allow for faster dialogs between people. On the other side of things people have used paragraph emotes to meta game and god mod and short emotes can be used to keep things unclear so the player can deny their intent. It's goes both ways. Be respectful and listen. Allow for retort and if something isn't clear ask in ((OOC or IM )).