Timsup2nothin
Deity
- Joined
- Apr 2, 2013
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A common present may be for loved ones to have themselves professionally recorded for AR/VR reconstructions to give to loved ones.
Nagging from beyond the grave...that'll catch on.

A common present may be for loved ones to have themselves professionally recorded for AR/VR reconstructions to give to loved ones.
Holograms of me telling my wife and kids how to live their lives and clean the bathroom!!A common present may be for loved ones to have themselves professionally recorded for AR/VR reconstructions to give to loved ones.
A common present may be for loved ones to have themselves professionally recorded for AR/VR reconstructions to give to loved ones.
Reminded me of the Black Mirror episode "Be right back"...
I was reminded of Caprica, the Battlestar Galactica spinoff. In that, a fully-realized doppleganger of a dead character was created using the vast array of digital "footprints" she'd left behind. The idea was that there was so much data available in the form of social media posts, selfies, videos, online purchases, web searches, etc, that a sufficiently sophisticated analytical program could crunch all of it and produce a believable reproduction of the person.Reminded me of the Black Mirror episode "Be right back"...creepy stuff...
Phrossack said:The other game is more broad, and may well be two games, but I want a game where I can master woodworking, wood joining, rope walking, reading the tides, sounding depths, boarding actions, setting up lighthouses and buoys, and more. Start out as a lowly fisherman or carpenter's apprentice and work your way up to harbormaster, shipwright, or admiral. The game could work in any setting with sailing and rowing ships of war and trade--the Golden Age of Piracy, feudal Japan, ancient Greece, a fantasy setting, whatever. Ruling the sea takes a lot of effort and decisions but is a lot of fun.
I had an idea for a AR experience but people think it's disrespectful.
I think it would be incredible to get on a boat at Pearl Harbor and put on glasses that overlay computer generated imagery. You'd ride the boat around the harbor and watch a re-creation of the attack as you go between the massive ships as they are under attack. There would be no interaction other that of course the overlay of the ships, planes and other computer generated imagery will shift naturally as your head moves about and the boat takes you around the harbor.
I think there could be a lot of other AR experiences from history that people would pay to see happen in the real world and perhaps have some limited interactions in some cases. Some of these experiences will be entirely fictional and purely narrative rather than informational.
There were two games I remember playing as a kid that had a lot of this going on... One was, as you mentioned, "Pirates!", which eventually became Pirates:Gold, then Sid Meier's Pirates... Pretty much the same game but with progressively better graphics.I love this idea. Would definitely spend $50 on it. Not sure if it was Sid Meier's Pirates, but there was a pirate game in the late 1990s that had a pretty solid career path in it. You had to pillage smaller ships to gain loot that you then used in ports to solidify a bit of a personal crime empire. Obviously that's the macro view of what you're talking about.
As a woodworker I can appreciate how profound the accumulated knowledge of shipbuilding had become by the time iron plate and steam rolled around. You had people who knew how to harvest trees from specific microclimates in order to ensure the desired engineering properties of the wood. You had clockmakers who would fashion gears from laminates of different species harvested at different seasons of the year to reduce moisture movement. Almost all that knowledge is now gone, it disappeared in a remarkably short period of time. Some of it remains in the wooden boat restoration community, and among luthiers.
in any case, I really like this idea.
Thanks, it's become a dream of mine!I love this idea. Would definitely spend $50 on it. Not sure if it was Sid Meier's Pirates, but there was a pirate game in the late 1990s that had a pretty solid career path in it. You had to pillage smaller ships to gain loot that you then used in ports to solidify a bit of a personal crime empire. Obviously that's the macro view of what you're talking about.
As a woodworker I can appreciate how profound the accumulated knowledge of shipbuilding had become by the time iron plate and steam rolled around. You had people who knew how to harvest trees from specific microclimates in order to ensure the desired engineering properties of the wood. You had clockmakers who would fashion gears from laminates of different species harvested at different seasons of the year to reduce moisture movement. Almost all that knowledge is now gone, it disappeared in a remarkably short period of time. Some of it remains in the wooden boat restoration community, and among luthiers.
in any case, I really like this idea.
Most 3d engines can be used to make 2d games too. Unity is probably the most popular and well documented with Godot in the rise now. I was playing with Unity and Unreal Engine for some time and there are tools for making 2d games with Unreal too. Hell, even CryEngine can be used to make 2d games but it would be a bit of an overshot.Btw, by now there a few free game building programs around, so you can try making your own gameseg i already have two free adventure games (though it is too much work for me and thus the result wasnt good
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For 2d there is ags, and for 3d there is unity and godot.
The ancient but entirely free adventure game studio (ags)Most 3d engines can be used to make 2d games too. Unity is probably the most popular and well documented with Godot in the rise now. I was playing with Unity and Unreal Engine for some time and there are tools for making 2d games with Unreal too. Hell, even CryEngine can be used to make 2d games but it would be a bit of an overshot.
BTW, what did you use for your adventures?
I'd never heard that word before today, and that's the second time I've seen it. The other was an interview with Tom Morello. Is this a "Nelson Mandela syndrome" thing, or am I just an idiot?luthiers
I'd never heard that word before today, and that's the second time I've seen it. The other was an interview with Tom Morello. Is this a "Nelson Mandela syndrome" thing, or am I just an idiot?
Baader-Meinhof phenomenon--you learn a new term and start encountering it everywhere.Not an idiot nor unduly ignorant. It's a fairly specialized and technical term, right? Is the Nelson Mandela syndrome thing the same as the syndrome with a German name? It's totally escaping me right now.. Bader Meinhopf or something?
I've wondered for years whether an RTS with more-realistic-than-usual (not to say completely realistic) command & control and battlefield awareness systems would be fun to play and not just frustrating. Several games have had some sort of morale system, although those still had "God view" of the battlefield, and your units always received, understood, and implemented your orders to the best of their ability. Communication between the commander and subordinate units is always flawless, the player can always see whatever your units can see, etc. Games that want to limit battlefield awareness will often implement a jarringly artificial "view range" system. In World of Tanks (not an RTS, but some similarities) you can't see enemy vehicles sitting in the middle of a flat field on a bright sunny day if they're a meter beyond your crew's view distance; but then those same enemies will magically spring into existence if one of your teammates either gets closer or has a better view range than you do (to the game's credit, you can shoot enemies you can't see - you can fire blindly into a spot you suspect an enemy is hiding, and if he's there, you'll hit him).I want an RTS with intelligent subordinate officers you can delegate tasks to.