Monthly Archive for November, 2009

Isotope

I have been redesigning my isometric engine from the ground up. I decided to move away from the overcomplicated system I was using before and streamline the interface. I’ve dubbed it “Isotope.”

It makes more sense to me to have the rendering engine utterly decoupled from everything else. The rendering engine should do one thing and one thing only: render the scene. All event handling, scene management, etc. should be done completely by the client.

On the other hand, convenience beats purity nine times out of ten. In the interest of convenience, I’ve moved things which only make sense in the context of the isometric rendering engine (like the map file format and map editor) into the core.

At the moment, Isotope can:

  • Load a map file.
  • Save a map file.
  • Render a range of tiles to a surface.
    • Terrain tiles and static props are supported.
    • Actors (animated, mobile props) are in development.

That’s about all the functionality I want out of it. Right now the design is to scroll in whole-tile increments, but I am considering changing that. The problem with scrolling arbitrarily is that is it opens up a huge can of worms for optimization, clipping errors, and all kinds of other junk. Frankly, I don’t think it’s worth it.

I’ve decided to go with the more standard 26.565° angle of projection (in truth, a 2:1 pixel ratio) instead of the Ultima Online style 45° angle (1:1 ratio) I used previously. This provides a nicer look. I’m hoping to be able to figure out a cleaner tile picking algorithm, because I suspect my previous method might have been overcomplicated and adapting it to the new 2:1 ratio would probably not go smoothly. I don’t even remember precisely how I derived it. It’s fast, but it’s not exactly ideal.

I have a test scene consisting of some grass and a fence (oh, so exciting) which I’ll upload a screenshot of when I get home.

Not bad for four hours’ work, eh?

Delgar Bestiary – Cwara

Yesterday I mentioned cwara. Today I’ll expand upon that in what is to be the first in a series of bestiary entries.

Cwara are somewhat like turtles and somewhat not. They are amphibious reptiles, though more at home in the water, whose backs and heads are armored in thick plates similar to those of dinosaurs. There are many species of cwara across Delgar, from the small tropical varieties known for their bright colors and long spine-like plates that inhabit the epeiric seas of the equatorial islands of Aun Ceartu to their large, squat cousins who dwell in the caverns of Narthrall, known for their dark hues and remarkable tolerance to Void Aether, for which their toxin, capable of conferring that benefit, is prized.

While some species of cwara are poisonous, such as the Narthrallian cave-dwelling uocari, most are not. The tropical varieties form a staple food source of Aun Ceartu, while the eggs of the migratory shallows-dwelling adiapa are a seasonal delicacy in Araxia, when they come to nest on the beaches in southern summer.

All species of cwara are relatively commonplace, with the extreme exception of the uocari, which have been hunted to the brink of extinction by the draphen, who, in calling Narthrall home, are constantly in danger from their poison as well as dependent on it for protection against the voidborn.

Uocari are also eaten in Narthrall, though the practice is forbidden by the Ascended due to the value of their toxin. Their skin, dried and smoked, while all but inedible, is desired for its hallucinogenic properties. Their salivary glands, where the toxin is produced, are used to brew the tea that forms the core of the Ascension rite.

The last species of note is matarca, the so-called giant cwara. These massive beasts are more common than uocari, though less often encountered as they live in the deep ocean. The sheness are said to domesticate them, but what the sheness do or don’t do has always been the realm of wild speculation. Matarca are famed for bringing down ships at sea, but most folk prefer to view such fish stories with skepticism. Matarca rarely come within viewing distance of a landmass.

I apologize for all the italicized words, but Delgar is, of course, not Earth, and so its names for things are, understandably, not from languages we would recognize. I have consistently used Delgar’s common tongue, Araxei, in rendering this. It is a brief summary of the cwara of Delgar, true, but I think I hit all the important points.

I have introduced a lot of new topics here which I will expand on in the coming days. I hope some of these have piqued your interest.

On the Nature of Delgar

Delgar is like a room with no doors and many different windows. Inside are a few basic tenets which are absolutely true, but the different windows provide a variety of ways of looking at the same things.

In this post, I’m going to try to illuminate those core truths as well as touch on one of the manifold ways the diverse societies of Delgar approach them. I will switch tenses quite often, as my words slip in and out of character depending on whether I’m recalling something or analyzing it. Hopefully this won’t cause too much confusion.

The Loceri

Delgar is a world of many cultures, and each of these has its own way of looking at the one reality laid out before it. For centuries, the forces of the world were described in various mutually exclusive contexts. To one people, the morning star Ao was the flaming shield of a great deity, taking its name from his. To another, the continents were heaped up on the shells of massive cwara adrift in a boundless ocean, driven on by the earth-mother Lakaia. To yet another, the moon Eua was the savage realm of the dead, governed by its eponymous mistress of the hunt.

Delgar, in fact, is not one world at all. It is a word that means “the world” in the sense we use it in ours. It refers to all that is, was, and ever will be. It is not so much the world as it is the entire universe. To the most influential of ancient peoples, the Loceri, Delgar was the word for everything in existence – but not, strictly speaking, the spaces between them. Delgar was not the bits and bobs from which the planets and stars and all life are constructed, though – not atoms, though the people didn’t know of those, of course… Delgar was, as the word is held to have meant, the pattern of these things. Just as our same twenty-six letters can be plucked judiciously to wright words of hate or of love, so were all things merely a consequence of the way their components were connected.

To the Loceri, they were Delgar as surely as the earth, the moon, and the stars.

It was in this state of mind that the Loceri laid down, so long ago, those thoughts that led to the foundation of magical theory. It is true that only recently has that term been coined and its precepts set down, but these are the inheritors, not the progenitors, of great truth.

The sun, Ao, the Loceri postulated, was no great god wielding fiery shield. It was a force of nature. It served, however, as a profound symbol for certain realities of Delgar, and most keen among these were Fire and Light.

The moon, Eua, they went on, could not possibly be the resting place of the dead. The dead were observed to go nowhere except back into the earth, so clearly this too must be symbolic. In that vein, Eua served quite handily as an icon of two other concepts, Ice and Shadow.

Lastly, dispelling the obviously ludicrous notion that the landmasses lay on the backs of cwara, the Loceri suggested that Lakaia, the earth, was a symbol of the last two primal realities, Earth and Air.

But what, then, was the ocean? The Loceri had not set out to assign to every domain a symbolic anchor, but the question simply demanded an answer. The oceans were places of incredible violence without cause: storms and waves drowning the coasts and crushing vessels at sea, incredible monsters, and torrential downpours. They were also, conversely, thought to be the place where life had originated. The Loceri had long studied the fossils of things long gone from the world, and that study had made it manifestly clear that life had changed over time, originally from oceanic forms, becoming increasingly complex over time and eventually moving onto land.

The oceans, the Loceri decided, were the domain of Chaos, that entropic spark which foamed at the boundaries of all orderly things, evinced in the wearing down of rocks in a stream, the origin of life, and the essence of all things where inertia gives way to activity.

In opposition to Chaos, the Loceri observed the reality of Order, that contrary condition deep within the confines of solid things, the impregnability of diamonds against the reckless march of time, and those necessary constants of existence, like the timeless rules of mathematics, logic, and physics.  Order had no true place in the physical world, so its domain, they said, must be the space between things. In the ultimate nonexistence between this and that, Order finds its most comfortable state. Nothing, the Loceri figured, could be more orderly than the absolute nothingness of the Void.

The six realities of the more familiar world – Light, Shadow, Fire, Ice, Air, and Earth – were seen to lean to one side of the Order-Chaos continuum or the other, even as they shared a respectable balance. Light, Fire, and Air are, of course, more chaotic forces than their counterparts, in order, Shadow, Ice, and Earth.

Naturally, Ice is not so much ice as it is cold, as is Fire not really fire but heat. They are opposite extremes of a similar nature, for which the best examples were arguably fire and ice. This polarization had clear echelons of strength. The least polarized were thought to be Earth and Air. These two realities are different very inertly: one is solid while the other is vaporous. More strongly opposed were Fire and Ice, which actively compete. Stronger still was the opposition between Light and Shadow, which are physical opposites, and strongest of all was the disparity between Order and Chaos, which are mutually antithetical.

It is from these prolific forebears that we inherit the most central of our ideas of the nature of reality: that we are as much a part of the world as is the sky or the sea, that profound order can come from utter chaos as surely as immaculate peace can erupt into unimaginable violence, that the whole of existence is built up of rather few and simple concepts, and that, perhaps most critically, the only thing separating us from the stars is a twist of the pattern that is Delgar.

New Directions

I’ve realized I just can’t make myself care about these comic things because it’s not my passion. In all these pursuits of mine – game development, authorship, cartooning – the ultimate goal has always been to render a world I’ve built. World building, and not any of these other things, is my passion. It’s not that I don’t like doing game development or writing or cartooning. I do. I’m just more interested in crafting worlds than in any of this other stuff.

To that end, there will be some major changes here. At the moment I’ve disassembled the comic and redirected the root directory to /wiki/, where I’ve set up a MediaWiki installation for working on my projects. The blog will remain here, where I will continue to occasionally remember it exists and update it.

I’m thinking that the next step is going to be to move this blog to the fore and use it as a staging ground for my ideas as they come to me, with robust tagging and categorization to organize my thoughts.

I don’t know if this is going to work. I believe it can, but I also know that this medium – text – is not terribly well-suited to what it is I’m trying to do. I can supplement it with drawings using my tablet, but WordPress’s media management isn’t exactly what I have in mind.

I’m also not convinced that a single stream of essentially random crap is really what I want. Maybe parallel feeds of linkable blobs of information would be more appropriate. I guess that could be an early project.

I definitely want to do this on the web, where it is easy to share my ideas. Ideally collaboration would be an option, but that can sit on the back burner at least until prospective collaborators, um, exist.

Actually, I think the best tool for something like this might be Google Wave… we’ll see come its release. Until then, I’ll have to make do with kluging together my and others’ inventions. That will take me pretty far.