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    27/11/2009

    CAVW 论坛

    www.cavw.de
    美其名曰 德国魏德玛中国学生学者联合会,不过既然决定为奋斗过的地方做点什么,就力所能及地做做论坛吧

    「以下是普通用户组等级徽章」
      Lv.0 社区游民 
      Lv.1 正式用户
      Lv.2 中级用户
      Lv.3 高级用户
      Lv.4 铜牌会员
      Lv.5 银牌会员
      Lv.6 金牌会员
      Lv.7 白金会员
      Lv.8 钻石会员
      Lv.9 太极
      Lv.X 虚无


    「以下是特殊用户组/管理组等级徽章」



      学生会正式会员
      学生会特别会员
      版主
      超级版主 / 白金董事会员
      学生会常务理事
      管理员
      学生会主席

     

    「以下是用户组图标」

    学生会主席      
    白金董事会员      
    学生会常务理事     
    管理员     
    超级版主     
    版主     
    注册用户     
    等待验证用户    

     

    「以下是兴趣小组徽章」

    cheff.png  海食团(美食)
    kino.png  观影团(电影)
    tv.png  美剧社(美剧)
    电玩迷  电玩迷(电脑/电子游戏)
    filmcrew02.png  短片剧组(创作组)
    filmcrew01.png  短片剧组(摄制组)
    filmcrew04.png  短片剧组(演员)
    filmcrew03.png  短片剧组(后期组)
    光融摄  光融摄(摄影)
    tourist.png  暴走团(旅游)
    market.png  菜民营(菜市场)
      咔啦讴歌(唱歌)
      Heal the World
      琴棋书画(中国传统文化)
      汽车人(汽车)

     

    「以下是星座徽章」












    10/12/2008

    Man v.s. Second Life

     

    这是 VW 课上 Hans, Sean 和 Jesse 的 Final project

    05/12/2008

    YF-19sk SL Project 的最终截图

    Space 相册竟然跟 skydrive 整合了!
     
    所谓 YF-19sk,纯属个人改款。除了重新设计了头部面部之外,将很多人诟病的机翼变形后的位置由大腿移至了背部,形态接近 VF-25 的样子,好似“天使之翼”。这个改动的机械可行性经过我的仔细研究,是完全可以的。要说美观嘛……其实看惯了大腿上插俩机翼的 YF-19,看看这个新设计确实也有些不适应。得找些 Macross fans 来验证一下才成。考虑到这点,原版 YF-19 的形态我自然也有保留,以应付原版设计的死忠。
     
    虽说针对课程的项目完成了,但是这个项目的真正目标还没有实现,那就是100%的三形态变形。现在我还差些技术上的难题没有解决,还需要钻研一下程序部分来完成avatar的变形,不过也是指日可待了。毕竟建模部分已经全部完成了。
     
    如果考虑在 SL 出售的话,定价也是个伤脑筋的事情。上次我花了 L$ 2000 买了 ARMOED 的 VF-1 作研究用,结果那个 avatar 的质量实在是让我心疼花出去的钱。我的 YF-19 的精度是那个 VF-1 (SL中我找到的唯一的一个 Macross avatar)若干倍不止,我觉得绝对能让 macross 的死忠满意。定价既要体现我的心血,又不能让买家觉得受骗才成。当然,总体来说,现在这个 avatar 还只是个 beta,但已经很完整了(增加了喷射粒子效果,内嵌X-flight脚本)。我觉得可以将定价控制在 1000 以内,以后完成了变形之后,在提高定价,不失是一个好主意。
     
    04/12/2008

    Elevator! Elevator!

     

    02/12/2008

    临近尾声,最新工作进度

    今天 SL 社群研究的 presentation 上,真让人打开眼界了。Steve 选择的是一个提供成人服务的 sex club,限制级的截图投影到大屏幕上,让人狂汗。当他描述他为了深入调查而第一次 purchase 一个跟踪采访对象的 sex service 时,真让人忍俊不禁。
     
    “当她说脱掉衣服的时候,我才感到多么的怪异”
     
    “那种时候我才想到,应该 attach 一个 penis 才对”(众爆笑)
     
    Dustin 的更加有趣,虽然苦于新版 Macbook 的视频输出问题,众人只好围着一个 12 寸 的笔记本屏幕。他介绍的是 SL 中的 Burning Life 活动,是 SL 平台上最有趣最强的数字艺术品展览。而 Burning Life 实际上是收现实中 Burning Man 的启发的在虚拟世界中进行的类似活动。当然我也受教育了,知道了 Burning Man 这个疯狂有趣的活动。具体请 wiki 吧。
     
    短片 final project 经过上周末的通宵达旦也算完成了(余下的 DVD 发行难度就不大了),下载地址:
    单人独立完成(算演员共两人),稍显寒酸。Random 一定要过目。
     
    今天晚上最后一节 Assets Production for Games 课,大家聚敛了食品,然后很 high 的联机 beta 测试我们的 game level。我们的 Happy Place 自然成为了焦点,取得了极高的反响。最终版将于一周后完成。你应该看看 Anton 正式见到我们 cell shaded 的 level 时候 stun 掉的神情——他知道我们要做 something different,但没想到能做到这种程度的 cell shade 效果。
     
    早就开始下学期的选课了,Anton 倍感惋惜地跟我说: Oh dud, I really hope you could be with us next semester! 下学期会有他的 Maya 进阶课程和 Machinima 课。下课后聊天时他又狂夸了我一番,说没见过像我这样 maya 学得这么快,刚接触一学期就能完成工作级别的作品。然后再惋惜下学期没有我在他的课上了。
     
    路边插上棒棒糖
     
    gaint happy sun
     
    没有房顶的屋子
     
    一盆快乐向日葵
     
    打扫房间的蜗牛
     
    xx 的乌龟
     
    上房的熊猫
     
    湖底的熊猫
     
    虽然整体效果不错,但其实并没有达到我预期的效果。但是 group working,有时也得学会妥协,毕竟不是你一个人做全部工作,总要给别人点发挥的空间。
     
     
    SL final project 要在周三完成并展示。这个项目我选择制作一个可变形的 YF-19 avatar,目前已经完成95%的建模和组装,仅仅差机翼和护盾部分了。明天最后一天除了完成简单的最后两个部件,最重要也是头大的部分就是解决变形的 script 编程(变形动画已经完成),我并不奢求能够连 UI 也能完成,但这终究是这个项目最终形态的一部分,毕竟以后这个 avatar 还要在 SL 中使用的,有可能的话把它商业化。建模部分我自己是十分的满意,就看怎么解决变形的技术难题了。这个项目的目标就是能够完成 Fighter - Battriod 的双向变形即可。Gerwalk 形态变形、UI、武器系统、飞行物理则是未来进一步完善这个项目的目标。
     
    截图是 1:1 的静态模型。Battriod 的 avatar 已经可以正常使用了。
     
     
     
     
     
     
     
     
     
     
     
     
    27/11/2008

    Happy Thanksgiving

    第一次要在美国本土度过第一个感恩节,却也不能安闲下来。这些就不牢骚了。今天总之是被邀请去吃感恩节大餐的。明天还有 Football 看。Project 的进度自然也不能停滞不前,过了本周那可就是 judgment day 了~~
     
    Happy Land 的新成员们
     

    太阳伯伯
     
    圈地图用的木头栅栏
     
    23/11/2008

    Working Progress

    没功夫多说,上几个图看看

    UT3 Level "Happy Place" Assets for Chinese House Roof
    UT3 场景“快乐营”中式屋顶部件
     

    VF-19sk (my own modification)
    detailed sculpted Skull/Head component in Second Life
    VF-19sk(自改装),细致成塑的头部部件
     

    With variant Paints, attachable version
    多种涂装,可佩戴版本
     
    06/11/2008

    Video Document of SL Architetural Project FLOAT

     

    24/10/2008

    闭门造枪


     
    本周的作业之一是设计制作一把射发型武器(projecile weapon),用 Maya 建模(1000 poly 限制),然后输出到 UT3 引擎,并为这个武器设计一个场景(game level)。我本人是更喜欢实弹型武器的,但是思维实在无法跳出当代的武器设计,于是还是选择了能量型武器。画出了草图,开始建模了。
     
    3D 看来还是 Windows 的天下,并不是说 Mac 没有软件,而是没人给 Mac 版做破解。软件还好说,Maya、C4D 等等,这么有分量,总还是有人破解的(不过很多注册机啊什么的还都只能在 Win 下运行),但到了插件可就不是那么回事了。例如 Maya 的插件 Mac 和 Win 版本格式全然不同,不能通用。显然没人给 Turtle 渲染器的 Mac 版做 crack;显然 UT3 模型格式的 Maya 导出插件只有 Win 版。于是乎我只好又在 Windows 下再装一遍,NND。(PS. 炫耀一下,我是全球唯一拥有 Turtle 最新版 crack 的三个人之一)再说 PS,要用到了 Nvidia 的DDS+法线贴图(normal mapping)插件,竟然也只有 windows 安装版。自从用了 MacOS 之后,我潜意识的总是认为什么东西有 Win 版,就也会有 Mac 版吧?现实还是残酷的,用 MacOS 就不会像在 Windows 下那样用软件一样招风唤雨了,先要看有没有 Mac 版,再看看有没有人给你破解……卧槽/泥马/勒戈壁(sorry,引用一下玩玩)!
     
    好了,不闲扯了。

    http://byfiles.storage.live.com/y1pSz7HjLRfZST4hqWncyWzGQDmgTDgXVSTozdGgUEzZef-W-Douf58jww3yvRxe4VN
    http://byfiles.storage.live.com/y1pSz7HjLRfZSQjl_oBAP1lvs39ygqDrtUyAxaia3kWWcyY8yL8d0ocbPAWpEQBa3Zj
     



    18/10/2008

    SL Architectural Project FLOAT

    The FLOAT is an architectural project in SL, which is a modern designed virtual exhibition hall and art gallery. It is a 2 storied building plus an underwater hall. The sum practical area is approx. 10625 square meters ( F1: 3100 qm; F2: 4325 qm; B: 3200 qm), so that it is large enough for holding a medium large exhibition in SL.

    :: Design ::

    1. The Triangle Shape and Floating Balcony

      The first floor is basically a triangle shape, the goal is to make a large balcony expanded out of the land and floating over the sea. The balcony is just on the sharp angle of the triangle.

      The second floor with a unregulated shape overlaps the first floor at 45 degree angle. Some part of the second floor go over the outline of the first floor, and it make them floating on the ground.

    2. The All Glass Coverage and Double Wall Structure

      The whole building is almost completely built of glass in order to keep an excellent transparency. The Wall is double layered, the inner wall is a half transparent glass, and the outer is vertical shutter or louver shaped wall. There are 2 reasons for this design:

      A. The default 3rd person view sometimes causes display issues when an avatar is too close to the wall indoor - the camera goes outdoor and you will see the outside face of the wall full filled your screen. The double wall design keeps a safe space between inner and outer walls, so that the camera won't be able to penetrate 2 walls by error, the transparent inner wall makes sure that you can always see your avatar in default view in this situation.

      B. The outer wall design is mainly for decoration, meanwhile, it becomes a selective transparent medium, which prevent from seeing through at specific angle range.

    3. Glass Floor and Roof

      The transparency of floor and roof are in purpose of letting visitors enable to see anything at anywhere of the building, so that they can find exhibits that most interests them. On the other hand, they can never get lost because of this. Meanwhile, all the glowing effects can be seen anywhere in the building, it makes the decorations on the fassade not only be seen outside.

      For the floating part of the building, thanks to the glass floor, visitors is going to go through an experience of walking over water or walking in the air.

    4. Dive Underwater

      There is another hall hiding under the floating balcony in the water. It is purely for cool, and making full use of anywhere. The glowing neon is the outline of the underwater hall, just like the foot neon on other floors, it is a sign of the limitation of walking area, letting visitor know that hitting their head on the glass wall is not fun at all, even in SL.

    5. Fassade and Decoration

      As mentioned above, the outer walls do the decoration. They variant themselves at some place, glowing with colors. It improves the visual effects, especially with the reflections on water surface.

      Another thing is the rotating "wings" on the top of the building, they are a good decoration too.

    6. Entrance and Exit

      At first floor there are one main entrance, and one back entrance. The back entrance leads to the stairway to the underwater hall (The start of this stairway is on first floor). There are also stairways for going up to second floor or go down to underwater hall. And it is always possible to fly in/out through the skylight or from the balcony. And the complete roof of underwater hall is phantom so that visitors don't have to go down/out of there through stairway if them don't want to, just use the fly ability. The two wings are phantom as well, so it won't bother while people flying.


    :: Data ::

    • Project codename: FLOAT
    • Project type: Architecture
    • Used Prims: approx. 730
    • Practical Area: 1st Floor         3100 qm
                                    2nd Floor       4325 qm
                                    Underwater  3200 qm
                                    Total              10625 qm
    • Floor Height: 7m
    • Usage: Exhibition, Gallery

    04/10/2008

    Modeling Slee Hall

    Modeling is easy, mapping is hard.... Luckily I gave up doing Abbott Hall or Center for the Arts, which are originally my target. This time I drew almost all the texture by hand, UV them, adjusted them, and tested them... I've already lost patient to do the glass windows at entrance separately, So I left them like a wall painting. Anyway, I'm going to sleep now...


    29/09/2008

    DMS534 Homework: Subculture/Group Research in SL

    The group that I am doing research on is a Chinese community called Jianghu.

    Jianghu is the milieu, environment, or sub-community, often fictional, in which many Chinese classical wuxia stories are set. The term can be translated literally as “rivers and lakes”. Jianghu is an alternative universe coexisting with the actual historical one in which the context of the wuxia genre was set. (see more in Wikipedia)

    The Chinese Jianghu fiction is actually very similar to the western sword and magic of Middle Ages fictions. It refers from some aspect the ancient Chinese culture and history. Therefore this group brings some Chinese traditional culture to Second Life.

    1. Locations

    The first place I visited is the design studio of the owner. Because the time difference I didn’t meet anyone there, but still I could find the cultural mark of the group.

    <<YanYi>>Design  chinese  china , Tenjin (124, 51, 40)
    http://slurl.com/secondlife/Tenjin/113/51/41

    Here seems to be a personal place from the group owner FlyKnifeModelsDream Oh( FlyKnife for short). Obviously the building is a half Chinese half modern stylish house. FlyKnife owns some fashion and construction business in SL, YanYi is just a place to show some of his works and of course people can buy some for themselves.

    2. Group Members

    Although the group welcomes people all around the world who are interested in chinese culture, I think almost all of the group members are chinese, and most of them are living in China. The member number is 318 when I just join in. It is probably one of the largest chinese groups in SL.

    3. Aesthetic Memorials

    As I mentioned above, FlyKife owns his SL business, and he made lots of stuffs about chinese traditional culture.

    There are traditional dresses from different times in chinese history, some of them are remarkable and already famous all around the world, like Tang Dynasty Dress, Han Dynasty Dress, Qing Dynasty Princess’s Dress and the most famous Qipao, which is considered by the world as the traditional Chinese female dress.

    Beside clothes, traditional furnishing, architecture and even some very famous ancient characters (avatar) are exhibited in YanYi, extremly recognizable. Some of them are available to purchase.

    4. Hierarchy

    Actually I didn’t find any hierarchy in the group. Instead of ranking titles, there are lots of factions, which are the key elements of the Jianghu society.

    There’s an old saying: There comes a Jianghu, where there are people. So everyone joining the group is entitled “People in Jianghu”. In Wuxia stories, “People in Jianghu” are normally people who can Wushu/Kungfu or have some very unique abilities.

    A member can then freely choose a faction he inteseted to join in. The factions come from the most famous Wuxia stories, and most of factions actually exist in history. Some are very famous, like Shaolin Monks, where all Wushu/Kungfu originated from; Begger faction, which were the largest faction of all time, and all its members were poor people who was begging in street.

    I think it should has separated hierarchical systems in each faction, so that the whole Jianghu is more like a complex sub society. Then the group could function more like a RPG.

    5. Activities

    Because of time limitation, I haven’t had any research result about the actual activities. One thing is simply clear, that most residents in SL are westerns, they build things belongs to their own cultures. Because of this culture difference, the Chinese residents need a cultural environment that they are familiar with. If say, western fiction background are always about Middle Ages like Knights and Castles, Fantasy like DND, Sci-fi like Star Wars and etc, Chinese fictions are all about Wuxia and Jianghu. That’s just simply why people are here, they want to be a hero of their own culture.





    27/09/2008

    E90 升级 M3,贴图完成

    如果我被允许能用更多贴图,而不是仅限制于一张 1024 x 1024 解析度的贴图的话,结果一定会更好(毫无疑问)。

    贴图部分的不足是,当初没有考虑导细小部件细节的表现,例如车鼻和车尾的 BMW 徽标。于是你看到的轮胎、轮毂、头灯、尾灯等都有足够的解虚度,可车标(包括 M3 的徽标)却是低解析度并模糊不清,尤其是与其他部件对比。

    不过毕竟,作为我 Maya 的第一个作品,我自己已经对这个结果很满意了。再接再厉吧!


    [DATA]

    BMW M3 E90 2005

    Low-res modeling for real-time rendering
    No interior modeling

    1930 polygons
    single UV texture with resolution of 1024
    no bump mapping
    real-rendered in Maya

    i



    26/09/2008

    WIP BMW E90 2005 (Modeling)

    建模算是完成了,也做完了清理(以下截图并非是最终结果),总共使用了 1930 个 polies,离限制紧差一点点。本来想至少把刹车盘做出来的,但光镂空车轮的背面就要多花费上百个 polies,最后只好作罢。其它细节根本想都不要想了,2000 polies 的限制啊~~

    正跟老师说的一样,建模的时候其实大把的时间浪费在检查和清理工作上了,不实践真是没有感念啊。整个过程中一直冷不丁地发现隐藏的错误,而这些错误,多少都是不能避免的;如果刻意去查错的话,就如同在柏林的废墟中搜索狙击手一样困难,以至于现在我仍然不敢保证已经完全清理干净了。

    明天就准备开始UV贴图了,也是工程浩大啊~~

    话说回来,在国内上过 3DS Max,在德国也上过 Cinema 4D 的课。虽不能否认之前已经有了不少知识的积累,但是我觉得在美国听的这个 Maya 课是那么的清晰明白,授课结构和引导性都很强,很多当初学的至今还比较含糊的概念,现在一点就通了。以前一直认为在课堂上学软件还不如自学呢,这次则一改我的这种看法。

    接触过 Maya 和 C4D 后,我越来越鄙夷 3DS Max 了, 很大程度上是界面上的差异造成的──3DS Max 的 interface 应该算是三者中最不人性化的了吧。俗话说事物的喜好都是先入为主的,但 3DS Max 在我心中的地位早就动摇了的。

    有空的时候再去研究研究 Modo 和 ZBrush。





    20/09/2008

    Maya 作业:限制多边形建模

    作业 3 - 9月22日提交

    厨房器具和电器

    绘画部分:细节绘制 + 正面、侧面、顶面、透视速写

    建模不分:两个版本:50 - 80 个多边形,200 - 300 个多边形


    我其实并没有飞利浦的 Senseo 咖啡机,但我就是喜欢它的设计,所以就选它了。

    当开始建模的时候就发现了,圆柱体的外形耗费了几乎全部的多边形数量,于是我只好放弃主体上的细节部分了,尤其是低质量的版本(限制最多80个多边形)。不过做这个咖啡机总比做微波炉、电冰箱或者一个碗要好玩的多,毕竟300个多边形限制的版本还是表现出了它的大致外形的。

    实际多边形数量:
    A    80 Tris
    B   284 Tris

    (控制多边形数量,是为了在即时渲染的时候降低显示负荷。用最简单的结构来表现物体,细节则留给贴图完成。)

    17/09/2008

    DMS534 VW Research: OGame

    OGame is a text-based, resource-management and space-war themed MMO strategy browser game. It was created and maintained by a German company since 2002. Until now it already has 28 different language versions and an English international version.

    Each version of the game has several independent servers, which are called Universes; Each Universe has 9 Galaxies, each Galaxy has 499 Solar Systems and each System has maximal 15 Planets. Instead of a “virtual world” I prefer calling it a “virtual universe”.

    :: STORY

    The background of the game is nothing special. Just like the most space science fictions, it’s about the space odyssey in the near future of humanity.  Resource exploiting, technology advancing, colony development and then the endless war are everything in this universe.

    The player start out with just one undeveloped world and then later turn it into a mighty empire.  Improve his economy and military to support the technological spring. Meanwhile lend a hand to his weaker alliance as well as to receive help from other stronger ones.

    :: DESIGN

    The World

    Like I mentioned above, it’s an enormous universe consisted from galaxies, systems and planets. Each player starts with a mother planet, and later has his own colonies, each of which has a unique coordinate from 1:1:1 to 9:499:15 (Galaxy : System : Planet)– the great number of planets offers a large space for great number of players. So there is where everything begins. Because of this grand scale of the world, there’s no particular character, since it is not a RPG after all. Player stand for all his people on his planet and colonies, and of course he is his empire itself.

    The Elements

    Like other traditional strategy games, economy, military and technology are three key elements of the whole game. Player establishes the resource production at first; with enough economical growth to build naval fleet and planet defense; with advanced technology researches to reinforce both economy and military power.

    Resources

    There are actually 4 kind of basic resources and another resource for premium player.

    Metal: the basic resource for almost everything, especially for constructions of buildings and fleet. At the beginning of establishing economical production, metal is always needed.

    Crystal: mainly used for technology research. When you begin to develop your technology, you need large amount of crystals.

    Deuterium: needed for fuel of fleets and some of technologies.

    Energy: supply all buildings that need power.

    There are different constructions to produce each kind of resources.  You need to upgrade them in order to product more resources. Besides you can collect resources from fleet debris in orbit or have some surprise discoveries in adventure to outer space.

    Dark Matter: this is a resource to recruit officers, which can add some additional functions or abilities. Player can get very few of them during game, but mostly need to buy them with real money.

    Units

    Buildings are constructed for different purpose: resource production, military production, production assistant, resource storage, technology research, missile launching, and alliance depot. There are also different kinds of defense buildings helping to defense the planet.

    Fleet can be also produced in specific production buildings. There are cargo ships, colony ship, espionage probe, recycle ship and lots of military ships. They play different roles in the game.

    Technology

    Technologies help to raise production rate, help military actions, and some are the requirements of new buildings, new units or new technologies. Technology becomes very important in later stages. It affects almost all aspect of the game.

    Real-time Counting

    It is the funniest part of the game. I actually played OGame before EVE Online so it astonished me when I first saw this concept: everything is counted in real-time, no matter you are online or offline. Building construction, units production, technology research and fleet activity, they all need time and the do their work in real-time. In later stage of the game, you will find a higher-level building or a higher-level technology takes days to construct or research. Basically you can only wait exactly long in real-time for its setting done.

    Formulas

    The game are all set based on data, then data with tons of numbers are depending on mathematic formulas. For example a level 1 building takes you only about 1 minute and hundreds of resources, but the upgrading time and spends of the building grow geometrically duo to a specific formula. Say, a level 20 of same building may probably cost you hours or even days and billions of resources!

    The something happens to the fleet travels. The further the fleet travels, the longer it takes.
    Some technologies can speed up these things, because they are factors in these formulas. That’s why technology research is so important in later stages of the game. You probably have lots of resources, but you can’t buy time.

    Things like battle depend also on formulas. What you have is the type and numbers of the units, after both fleet meet each other, a battle result pop up immediately, which is calculated base upon specific formulas.


    Social Content

    The personal social activity is base on simply text message and a buddy list duo to its browser form. Of course off the game you can use whatever you want to contact other players.

    But what a player can interact with others in game is that you can basically attack their planet in order to raid their resource. As a friend you can trade with one kind resource for another or just kindly give your friend a financial aid. What you do is just to send out your fleet for different missions: attack mission, scout mission, transport mission, explore mission, recycle mission, or colony mission.

    Another thing is alliance function. Joining an alliance doesn’t mean you decorate your planet and colonies with a tag on them. It affects you and you take advantages even in the early stage of the game. Theoretically you get far less raid by others after you joining an alliance, especially a stronger alliance, which is famous and with higher standing.

    Basically alliance works like in real life, the relationship between alliances is not restrict by game, but follows the rules that player gave them. Signing a friendship lease, peace lease between alliances, making internal rules for members, are all made by players themselves, usually the leaders of the alliance. Everything would be fine if it doesn’t violate the game rules. Only declaring a war between alliances needs to be announced publicly in game official forum.

    There is also some in game function designed for alliance joint tasks. The alliance depot is a building that supplies fuel to friendly fleets in orbit helping with defense. In early version of the game when there was no alliance depot, defending a single planet against a massive alliance joint task force was an impossible mission. The alliance depot gives a opportunity to defend alliance joint attack with alliance joint defense. It balances game, and makes alliance more useful to its individual members.

    :: GAMEPLAY

    As a browser game based on mainly texts, the Gameplay process of OGame can be summarized as clicking, waiting, calculating, clicking, and waiting. The interface is so stupid compare with common games, but it clearly and simple to operate.

    Since time is a main factor of the whole game, so waiting is the thing that every player experiences the most both in game and off game. You won’t notice this because at the beginning everything is counted in minute. But later time grows, and will be counted in hours, and even days.  But at that time, you should have plenty of things to do during that wait time, scout some other planets, make some plan, or manage other colonies.
    In mid stage of the game, resource production will not meet your demand for fast development. Then you need to build your fleet to raid other planet, mostly weaker than you. Because there are plenty of abandoned planet, whose owner gives up his account or leaves game for too long. They will be marked with an “i” stand for inactive for 7 days, or “I” for inactive for more than 14 days. These planets are the main targets by low-level players, because they normally don’t need convoy, and take no risk for revenge.

    But after you become stronger, the recourse production on these underdeveloped planets will be not enough for your appetite. Then you probably need to begin some real offensive actions to real people.

    Consider of the reputation of the alliance, you won’t attack members of allied alliance, alliance with peace lease and stronger alliance. It’s not you can’t do, just you’d better not. The trouble will be big if you do, it probably causes a universe total war, or at least you will be punished by alliance if there’s slight dispute.

    Most time the best target would be player who is offline, because they won’t have time to react to the attack. (Attacking fleet takes time to arrive the destination) If they react, like evacuate his fleet with all his resources right at the time you attack the planet (which called FS, Fleet Save, in the game), you won’t get much reward and lose much time and fuels. Not worth it. Of course there are other tactic for defender to ambush (called Ninja, defense fleet arrives right at the moment when attacker reaches the planet, with great advantages to defeat attacking fleet, and then collect debris in orbit as reward) or counter-attack. They need lots of calculation, and of course with the help of higher technologies to gather information.

    To prevent from terrible things like above, contact before attack becomes more and more common. Normally attacker will send a message to defender, politely inform him the attack action. If defender replies to prove his online status, attacker will probably abort attack to prevent time and fuel loss, or even worth result. But of course, both sides are possible to trick each other. That is another funniest part of the game.

    Because there are a lot of calculating works in games, and lots of intelligence work in further stages, players made lots of off line tools to help calculate, for example the upgrade cost of a specific high-level unit, the fleet fly time from A planet to target planet, or a possible result of a battle. There are also tools for keeping espionage data used for personal or alliance intelligence. There used to be some powerful tools to help player ease the operation of the game, but later they were banned because they broke the balance of the game, and they contained some premium function of the game.

    Actually OGame is quite addictive, in mid-stage of the game, when you are offline for study or for works, you’ll find yourself completely fallen into the game and no matter when and where you will always think about when your technology will be finished, if you have done FS today, and what’s your next plan and etc.

    :: PRESENTATION

    The visual presentation of OGame sucks a lot compare with other games, because it is a text-based browser game. But the illustration helps a lot to make people have visual imaginations. With help of pictures and lots of detailed data, sci-fi geeks and strategy fans can build their own illusions in their head.

    OGame supports skins modification, so that players can create their own game interface with pictures made by their own. So it is possible (actually it exists already) to have a Star Wars theme skin to make OGame universe become a long times ago in a galaxy, far far away…

    Since OGame is one of the very first MMO strategy browser game, and almost the most famous and successful one. It inspires lots of new MMO browser games with the same idea but different backgrounds. With the simplest form of a browser game it offers the wonderful strategy gameplay and interesting social experience. It is not a perfect form for future development of virtual world and MMO games, but it a masterpiece and defines the concept Virtual World from another aspect.

    16/09/2008

    Maya 的第一个习作

    话说这回可好,继 3DS Max, Cinema 4D 之后,我终于又开始学 Maya 了……

    第一个作业的要求很简洁,仅用立方体和三个基本修改工具(移动、旋转和缩放)来建模一个物体。

    我最开始是想做一辆车的,但是太平常了。然后决定做个 U-Boot,不过好像有些奇怪,毕竟潜艇体积较大且细节不多。最后想起做坦克来了,于是 Tiger I 当然不让是首选——但后来考虑到 Tiger 仅用立方体制作较为复杂,尤其是它炮塔的曲线,于是换成纳粹模式战车 Maus,更多棱角,更富巨人的气派。

     


    02/09/2008

    DMS534 Homework 2: Back to SL

    (http://adiyahu.wordpress.com/2008/09/02/back-to-sl/)

    I remember I probably registered my SL account about 2 years ago, when I knew the concept of SL at the very first time. But that was the time when I just came to Germany, I had only this poor laptop which can’t run SL properly. Then I didn’t continue to explore the SL world until now.

    But sadly I have the same laptop as poor as 2 years ago, because this time I just came to the US. My old account is still there, but when I logged in I found my avatar was a girl… That is not the only reason that I registered a new account, I just need a fresh new start, since  last time I probably have already done with orientation island.

    Therefore I began with a new avatar named Indigo Braveheart. And do everything all over again.

    After finisching the orientation island, I just followed a billboard to begin my exploration. Then I was teleported to a place, where I didn’t remember the name. Going around the small town and I found another billboard, which had a sexy girl in bikini on it. Aside there were 3 pandas in different sizes.

    No wonder why I came to a bikini shop when I opened my eyes again. Unfortunately I am a guy with no money in my pocket. The shop is located here: http://slurl.com/secondlife/Sistiana/109/216/29.

    The next stop I used ingame search engine. I found an exhibition of our master program Media Architecture in Bauhaus University Weimar. It located in European University Island, and is hold in an unfinished main building of Bauhau University, where made me felt so familiar. The unfinished building has only the lobby, spiral stairway, Oberlichtsaal(skylight hall) and another unfinished room, but it was still amazing, because of the appearance of this famous historical building in SL (although not completely). Here is the coordinate: http://slurl.com/secondlife/European%20University/40/104/25

     

    After visited Bauhaus Uni, I jumped to a Sci-Fi Mall called SCI-FI WORKS, where people can purchase items from famous sci-fi franchise like Star Wars, Star Trek, etc. Some are really well made and seems can work pretty well, especially the vehicles/starships. It’s interesting. If you want to go around, just follow this address: http://slurl.com/secondlife/Thunderbird%20Island/25/237/312

       

    As a WWII naval fan I tried to find a historical battleship to get on board. But it seems there are nowhere like this. At least I didn’t find any. What a pity. Maybe it could be the objective of my next exploration.