Archive for the ‘meta-game’ Category

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Redzone – Live in The Church of The Divine Engineer

December 4, 2007

redzone – euphoric: live in London

Church of The Divine EngineerIf you haven’t yet, do check out Redzone.tv. Concert announcement follows:

Purify Your Ears
Redzone – Live in The Church of The Divine Engineer
December 21st 2007, 4PM SLTime/ Midnight UKTime

Redzone bring their unique brand of dark/ambient/classical/electronica and visuals back to SL.

The band invite you to this awesome location in the city of Nexus Prime, Gibson to experience christmas cheer, RZ-style, and will be premiering material from the forthcoming 3rd album, as well as playing songs from ‘Modified’ and ‘[digital flesh]’.

We hope to see you there.

IM: Red Xu
Email: info@redzone.co.uk
Web: http://www.redzone.tv

http://slurl.com/secondlife/gibson/195/234/58/

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more windows by DB Bailey of Blinker Hall

November 30, 2007

DB Bailey

All images below can be clicked for larger 2560 x 1936 views.

DJ Bailey - more windows

DJ Bailey - more windows

DJ Bailey - more windows

DJ Bailey - more windows

DJ Bailey - more windows - photo by Onder Skall


See the display yourself at The Bomb Factory.

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Ted Castronova At Metanomics

November 19, 2007

by Onder Skall

We’re holding an event today on Metaversed Island featuring an interview with Ted Castronova. His study “Virtual Worlds: A First-Hand Account of Market and Society on the Cyberian Frontier” made academics, and by extension businesses, take games seriously. It precipitated a huge shift in thinking about games, and many were inspired to begin studies of their own after reading it.

Check out the full post with instructions over at Metaversed.com, or watch it live over at SLCN.tv today at 11am PST. If you miss it, just give us a few days and we’ll have it available in archive for you.

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Windlight – Awesome, But Tread With Caution

November 15, 2007

by Onder Skall

As Osprey recently mentioned, Windlight is back. This means that if you download the First Look Viewer you’ll be treated to some great views. This brings much realism, but there are problems too.

I’ve taken a few pictures to illustrate the point. Click on any of the thumbnails for a higher-res version.

City of Lost Angels 1
When I was looking for a place to take some test photos, my first thought was of the newly minted City of Lost Angels sim. Do check it out, it’s an artistic masterpiece.

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City of Lost Angels 2

As you can see the architecture looks impressive both facing and away from the camera. Everything is really dramatic, and the light looks like real sunlight. I used a trick to get these pictures though. Can you spot it? I’ll show you what it is in just a moment.

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Onder Skall in CoLA Windlight

In close quarters things look great, hands down. When sunlight hits things they really seem lit up, as opposed to just brighter. One might think this is going to immediately make people feel like they’re really “in” the game… but… there are problems with that. Big ones.

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Onder Skall - normal looking skin

Here I am in my “Mr. Generic” avatar standing by the water. Yes, that big blue block behind me is supposed to be water. That’s what it looks like when there’s no actual sim occupying the space you’re looking into. In order to get those impressive pictures at the top of this article I had to turn off rendering water by going to Client ->Rendering ->Types ->Water. You’ll notice another problem with this picture: contrast.

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Onder Skall - normal looking skin - in the dark

Boy does THAT look wrong. The thing is, in the real world with a real camera people will often photograph this way as well. Being backlit with no light source or reflection in front of you will black out your face entirely. In the picture above you can see that half of my face is dark, half is lit. That would happen with a normal camera in the real world as well. It doesn’t matter so much with my cybergoth av because his skin is bleach white anyhow, but if we’re striving for realism we’re going to have to deal with realistic problems.

Fortunately, the fix is pretty easy.

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Onder Skall - normal looking skin - fixed lighting

I created a big block, gave it a completely transparent texture, and made it a light source. I attached it to my nose and bam, problem solved. If we were REALLY going to do this right, I’d place the light source off-camera to the right, and create another on the left. The color needs tweaking too in order to really look like a reflection of the sun, rather than just white light sources…

Actually I could fill volumes and volumes on lighting, but I suppose that’s the punchline here: conventional lighting techniques that have been honed by industry professionals for years now matter in Second Life. If you’re a virtual world photographer or machinima producer, it’s time to up-skill!

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Octoberville Returns

September 17, 2007

OctobervilleConsider this your teaser. The sim isn’t built yet, but more is coming.

I have a feeling that fall and winter are going to be insane for gaming in SL the way things are shaping up. I have a backlog. Watch this space.

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Grid Safari Gallery – Stagecoach Island

September 5, 2007

Stagecoach Island splashscreen

This is just a quick pictorial of the most recent Grid Safari trip. We went to Stagecoach Island and it was pretty fun!

Grid Safari arrives First we all showed up and stood around trying to work out the controls. Luckily they’re pretty easy and all focus around the numeric keypad and F keys.

Oooh video! A local resident took us on a tour, somehow easily sending TPs to everyone from a variety of locations. This little dome was on top of a mountain that you could basejump from. They had a video playing of somebody’s parachute on fire. It steamed really well.

Flying thingie Here I am in one of those… flying thingies. You know… those… hang-gliders with seats and propellers… what are those called again? Anyway it was fun.

Snowboarding Another mountain, another bit of fun. Snowboarding! Yay!

Nessie Underwater to visit a really sweet Loch Ness Monster. Nice detail, smoothly animated, and you really felt like you were underwater.

Volcano They showed us a volcano. I fell in.

Kitchen Lots of houses there, but this feature I thought was pretty significant. A kitchen. Tell me class: what does the fact that the resident put a kitchen (and bathroom) in his house indicate about prim limits?

Full writeup on the way tomorrow at Metaversed.com.

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Stiff People’s League

September 4, 2007

It’s not as rude as it sounds. Unfortunately. But it’s still fun!

Stiff Peoples League is a mixed reality game between physical and virtual players. Come and join together for a team and earn real L$. Become a top rated player in the future of sports.

I’m going to really get in-depth on this one probably over at Metaversed.com, but in the meantime check out the main website, the Season 1 blog, and the wiki to get you started.

Apparently this goes away on the 12th so jump on it while you can. (SLurl)

Meanwhile, this is a reminder that I’m still looking for writers for Second Life Games. I’m not looking for Shakespeare, just enthusiasm! Get in touch! ruagamer [at] gmail (dot) com