Tuesday, September 23, 2014

9/23

7:30p0- Woke.
8p0- Internetted.
9p1- Exercised.
Efficiency 5/10
10p2- Exercised some more. Ate.
Efficiency 2/10
11p3- Ate.
12a4- Came up with an AD3 unrelated game design. Cliffnotes version: A virus disables humans from having a consciousness, due to a problem with DNA. Anyone that comes into contact with the airborne virus becomes essentially brain dead. Before it manages to wipe out all of humanity, people get into stasis vats that stops mitosis. The only thing that's not frozen is a part of their subconsciousness. Scientists controlled robots with their subconsciousness and eventually created clones, or "Lives" for people to control within the stasis vat. The Lives allows everyone to live again. The experience of controlling a Life is not perfectly the same. It's a dream-like simulation. What the Life sees is remotely transferred to the Host, and the Host experiences it with a vague resemblance based on the host's past experience(funny enough it also would explain the reuse of textures and animations). The consequences of death are lower now, because as soon as you die, you can simply control a fresh four year old clone that has yet to experience consciousness. Hosts must also concentrate on every Life they occupy. While you can genetically modify a Life to be as strong as you want, the bigger the disconnect between Host and Life, the more concentration it will require. The more concentration it requires, the larger the partition. Each Life you control takes up a permanent partition of your brain to concentrate on. So this is like a huuuge way of explaining that the number of lives in this game is limited, and the player is given the choice of giving the Life superior attributes/genetics at the cost of a lower number of lives. You never get the partition back, even if the Life dies, because the dead Life just continues to send blank stimuli, and sometimes even flashbacks. In terms of gameplay, it allows for the player to die, but not essentially have a game over. You don't restart from a save. You lose a life. Life is cheaper for everyone. In terms of characters, you'll probably kill the same characters again and again, and even form rivalries that can last multiple lifetimes. The design solves the problem with many TV serials where the hero kills the villain and we never see from the villain again. It's kind of like how Batman throws the Joker in jail a hundred times rather than killing him.
1a5- Worked on trailer.
Difficulty 8/10 Efficiency 2/10
2a6- Worked on user interface elements.
Difficulty 4/10 Efficiency 10/10
2a6 to
7a11- Made a nifty .tff font file for gameplay purposes, worked on battle user interface, finished black hole power.
Efficiency 10/10
8a12- Worked on something embarassing
Efficiency 3/10
9a13- Ate.
9a13 to 12p16- Worked on some trailer stuffs... reaaallly slowly. So I put in about six or seven hours of quality work in. Every time I wake up, I say to myself "I'm gonna do all the things", and by the end of the day, I say "well shit, I did a decent amount of things"...fack. Look, I made some pretty cool looking squares and rectangles today. Like, you wouldn't believe how much these squares are going to add to your hentai experience. That's it for me today.
Efficiency 2/10

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