Scenarios are the thing you play in Fledgeling. They are, in essence, a “what if” proposition. While the ideaspace holds all the possibilities of the setting, the scenario outlines the particulars. But even though the scenario will limit the actual state of the world, many particulars could be left open in order to offer the player room to customize and experiment.
We want to make it easy to design scenarios.
Anything not specified in the scenario will be filled in from the “parent” scenario.
Infinite time and energy, thinking about things as sub-characters attempt to embody your fancies. Spalling off sub-universes as you speculate on different archetypes.
Pausing in slow-motion trying to make a hard decision. While that is happening, a new high-growth crisis emerges (nano-tech fire), overturning the whole point of the decision in the first place.
Nodes, connected by straight lines (curves possible?). Pieces move one space at a time, simultaneous movement for all teams. Each piece has a momentum vector. Movement takes 1 momentum (plus vector effects). Pieces colliding zero momentum for both, higher momentum makes the move, lower momentum is removed from the game.
You may have noticed a recent drought of content for this blog. There’s a number of reasons for that, but the most pressing is that no one is paying us to do this, so we do it whenever we feel like.
So, how do we get paid to work on Fledgeling? We could just take donations, but they don’t work well. Patronage is just regular donations, and this model hasn’t worked well for us either. At least, not so far.
The classic approach is to charge for copies of the software, Continue reading →
In the case of the people talking, it seems that the surrounding nodes would need to broadcast their shatter conditions so that the node’s currently being simulated know what factors to calculate… Perhaps even, the only factors that need to be simulated are those that relate to shatter points of surrounding nodes… Like sarcasm, its not even thought about (thus not simulated) amongst those who don’t care. Has this been thought about already?
You raise an interesting point, and one I think bears examination.The idea of simulating only the bare minimum required by circumstances is a sound one. It avoids many of the problems of creating masses of extraneous information, and transmitting this information between characters. On the other hand, one of the core ideas in Fledgeling is that of imperfect perception, either by way of being incomplete, incorrect, or deluded. And, in real life, one of the characteristics of shatter points is that you rarely know where they are until you reach them. In other words, they are very difficult to perceive. Continue reading →
We’ve talked about how not to do graphics, how to not make them overly complex or deceptive. But visuals are important to games, especially as a communication channel. Here are some examples of what we expect the visuals to look like in Fledgeling.
A simplified motorcycle model, displaying the primary functional groups.
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If you’re interested, here’s the raw live recording with an extra twenty minutes of random chatter and dropping calls.
NOTE: The following is a dialog between a couple of friends of mine. I’ve talked with “A” extensively on the topic of Fledgeling, and he’s probably the world’s leading expert at this point (Certainly above me. I may be a “visionary”, but half the time I can’t concoct two clauses to rub against each-other). Participant “Q” is also an old friend, and a vetran of industry-critical software development, as well as high traffic web design. The dialogue has been edited for clarity, and I have inserted notes where appropriate to offer clarification. On the whole, I find this discussion fascinating and enlightening, and I hope you do as well. Enjoy!
Q: Do you think the whole “glorified social experience” is just a sort of fad that might pass? Or do you think games will continually develop that way?
A: Both yes and no. An interesting phenomenon to which crowd sourced funding and increased availability to starving developers has given rise is the rise of new, usually-single player, original game experiences. Things like Minecraft and Kerbal Space Program and Dwarf Fortress. At this point they’re generally focused on exploring an idea. Minecraft is basically “will people play a game that isn’t really a game?” in a java app. KSP is “will people play a game where the only rules are Newtonian physics?” Dwarf Fortress is “will people value integrity in a simulation over presentation?” Continue reading →
My dad is a salesman, and works from home fairly frequently. When we were little, he used to walk by while we were watching movies, on his way to or from his home office. We had a fairly small library of shows, so we re-watched them with fair regularity. I recall him asking with alacrity, “How’s it going to end this time?” It became a running joke.
Fledgeling will likely have an “unconscious layer” of information. Things the player can not view or directly change, but nevertheless influences the player character’s actions. Unlike most games, the player’s control over their character will be tenuous at best. Most of the necessary functions required for efficient functioning are trivial and unimportant for conscious decision. The player controls the character, by which we mean the character’s major decisions. But for everything else the character relies, to a great degree, on the subconcious.
Now, before you point it out, yes, I am fully aware that “unconscious” and “subconscious” mean two different things. Fortunately I intend to ignore both formal definitions. What I mean is basically anything that you don’t make a decisive choice about. Continue reading →
Not precisely your language, unfortunately. On the other hand, no one speaks anyone else’s language precisely. From an early age we both conform to others linguistic oddities and invent them ourselves. Thus arise “dialects” and “slang” and a host of other linguistic structures which continue to concern both young and old (though, usually, in different capacities) Continue reading →
My daughter came up to me with a book. It’s one of those “books” with four pages, entirely fabricated from impact rated cardboard and primary color paint. Within is depicted a house (Along with what seems to be a completely random assortment of other objects. A dog, a tire, a pond, what is this? It should be titled “A Child’s Guide to Pastoral Free Association”… But I digress.) with a front door, a couple windows, a roof. Common fare.
But it is not common to her. To her, this house is a place of infinite mystery. Continue reading →
You are going to need some imagination to enjoy Fledgeling. It won’t be all in your head (or will it?) but just like a lot of other games the presentation and interface only tell you enough to get you started. You have to (get to?) fill in the blanks yourself.
But this is the norm. A certain amount of imagination is required for any activity. Continue reading →
Fledgeling is not what you expect, nor what you are familiar with. Fledgeling is not like some other game you’ve played before. It is not generic. (Just a note, I’ll be talking about what “Fledgeling is” in the definitive existential sense, despite the fact that it has certainly not been implemented yet (except to the extent that it is a mimicry of the real world and the mind, both of which seem to have been implemented quite handily (but not by us)). This is mostly for clarity and simplicity. If it bothers you, simply replace each occurrence of “Fledgeling is” with “we haven’t quite figured out what we’re doing yet, but by the time we’re finished it’s quite possible that Fledgeling is going to be”. My intention is to communicate, rather than offer prophecy or misleading present tense declarations.)
Fledgeling is not Minecraft, or COD, or MOO2, or Starflight, or Dungeon Siege, or Missile Command, or Spacechem, or Trine. It draws from these (and many others) as a source of inspiration. It is not really like these at all. Continue reading →
One of the most frustrating things about computer games is the common focus on graphic fidelity without matching high fidelity mechanics, interface, and characters. There’s a good overview of the problem over there. I’d like to add a few points.
Graphics are like paint. A good coat of paint does wonders for a project. Paint can really solidify a design, whether code or concrete, into something stunning. Paint takes “machined” parts and turns them into “finished” ones, ready for assembly. Paint can turn a car into a statement, an expression!
Why create Fledgeling? What is so special about this concept? And why this and not something else? Why take time from my friends and family and invest in idea which, truth be told, will likely never succeed?
We all believe we understand the world, more or less. But there are also mysteries. For me, the mystery is pretty much everything. I’m not able to confidently predict all of it. I’m curious. I want to know if I understand things properly. Creating is a way to check that, to compare the internal world with the external one. Fledgeling is a model of the whole world. I’m curious how accurate it is.
Things come in different sizes. That’s the premise here. A given. Most games deal at least a little with scale imbalance. Fledgeling will deal with objects and organizations on vastly different scales.
But what does it mean that something is bigger or smaller? Does size really matter as much as we think? Can a difference in size amount to a difference in kind? I would say, respectively: Larger things are more difficult to work with, but also more useful. Not really. No. A single set of flexible rules should be able to account for the behavior of large and small alike.
What does scale mean? Like any distinction, scale means relative motion along several gradients. Here are five to get you thinking. Continue reading →
Fledgeling is a numeric role playing framework with integrated Simulated Intelligence and nested fractal structure.
Fledgeling is a computer game. Sort of. It is also a game engine.The TableTop RPG analogy is probably the best. Fledgeling is an attempt to fabricate a computer program that can act as both mediator and storyteller, with the ability to adapt to player actions. So basically we’re trying to make an AI DM.
The overview page says the same thing in more words.
Fledgeling is, at its core, a game about your mind.
No, not the character’s mind, the player’s mind.
The mind that is reading this sentence right now.
Your mind is dumb. I want to build you a better one. Construct something new with the rubble that is left, once you have seen what I have seen.
Oh? Your “sanity” is strong? Perhaps it is. Perhaps it will withstand the blows, the rocking shift beneath your feet, as the soil turns to sea. Can your philosophy survive at twenty thousand feet underwater? Perhaps it will.
You may be blind to the implications. Perhaps, both unseeing and unhearing (or lashed upon the mast) you will sail past the sirens. You could come, unaltered, to familiar soil, and eat the same bread you ate before.
But then, if Fledgeling does not change you, why would you play at all?
Some credits up front, most of the ideas that Fledgeling was drawn from are not my own. Many have been drawn from other computer games, or things other people have said. Mostly, however, the ideas have come from God’s creation (which is to say, from experience of the world) or from God’s word (which is to say, the Bible). In recognition, here’s a short psalm.
in his name, from the seat of his personality
for what you have known, the things proceeding from your understanding
right things, the firm knowledge
give glory to the origin, ascribe to Him the just Honor!
when doubt assails you, when your hope grows dim
then make your foundations firm, search out the sound basis
with Him is the right way, in Him can be found the sure path
though you may have good ideas, your reasoning understandable and convincing
all good things come from His hand, the free gifts flow without bounds
take from the Glorious One, receive the good things without shame
rejoice in firmness and health, and make good use of your powers
without Him we are nothing, lacking the Source all streams dry up
continue in His mercies, make sport in the good paths
It doesn’t do Him justice, but I hope it does Him proud. Thanks to all of you who have helped through the years. I really appreciate it.
What does this have to do with Fledgeling? Well, the philosophy of the designer works its way into everything that a game is. It affects what is put in and (more subtle) what is left out. I believe that God made the world good, and understandable. It’s going to come out in anything I do, and especially an everything-sim like Fledgeling. If you want to make a nihilistic ode to destruction, go visit some other series. I serve a different spirit, one that has blessed creation.