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Tailor Made Video Games
Tailor Made Video Games
Tailor Made Video Games
Ebook217 pages2 hours

Tailor Made Video Games

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The purpose of this book is to show how someone could specify a video game more or less and have the computer create the rest. The video game will not cover humans. The video game factors are map, motion, appearance and related, lighting, attributes, abilities, inventory, intelligence of objects, pausing and saving, complexity and difficulty. The user can specify several properties of these, by default, by difficulty and value, by linking them to each other, and with complicated formulas if somehow the regular ones aren't enough. They will specify the data in chunks for what doesn't default. Helpful tips for how the computer could work are given. The Table of Contents is duplicate, but the book is otherwise very well organized.
LanguageEnglish
PublisherBookBaby
Release dateApr 26, 2019
ISBN9781543970975
Tailor Made Video Games

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    Book preview

    Tailor Made Video Games - Eric Eliason

    © 2019

    All rights reserved. No part of this publication may be reproduced, distributed, or transmitted in any form or by any means, including photocopying, recording, or other electronic or mechanical methods, without the prior written permission of the publisher, except in the case of brief quotations embodied in critical reviews and certain other noncommercial uses permitted by copyright law.

    ISBN: 978-1-54-397097-5

    Overview

    When I was 6 years old, I dreamed of having every Nintendo game out there although it took twice as long, until 12, before I got one with Super Mario Bros™.  I understood computer compression with passwords in games and thought it might be possible to give numbers for the games you want.  Without knowing the exact video games would have huge numbers, I now realize that much smaller code can give you a video game for a number that specifies more or less what you want.

    The purpose of this book is to show how someone could specify a video game more or less and have the computer create the rest.  They could specify it in categories and give ranges for fun.  Helps are given for how the computer could help with this.

    The computer creates the levels itself unless asked not to

    We will cover humans in an upcoming book and galaxies in a book after that, which means that we will have a lot of video game Physics but real Physics will be limited to as much as different density throughout an object.

    Some of these games may be too hard to currently make, but we want to cover all possible video and board games that can theoretically be made.

    With 1 or more objects, the factors are:

    map, motion, appearance and related, lighting, attributes, abilities, inventory, intelligence of objects, pausing and saving, complexity and difficulty.

    However, when we specify a video game in a given dimension more than 0, we use M.I.N.D.:

    Motion/Map, Image sound and Animation, Niches and Difficulty.

    Objects will have relationships between themselves and other objects and their relationships, including existence.

    There can be as many human players, computer players and mixtures as the program can handle.  0 players would be a movie and peril would make it interesting.

    We will start in 0-D and move up to 3-D and briefly look beyond.  In 0-D we can still have 1-D, 2-D or 3-D images but we just can’t have motion from one physical location to another although the animation might appear that way.

    There will be bytes of information spread out to enter simple ideas for all the things you want and space will be provided if you want to for instance create a complicated mathematical formula.  You can specify a game quality or link it to something else or provide a formula or let it default.

    In doing this, we will want simple options, medium options and complex options.

    We will build our way up to explaining all video games in our scope and hopefully we will see that we have covered all video games.  For each factor x, we will cover that factor and then go back and see how it affects the other previous factors until we get to the last factor.

    By specifying some of the things the player wants in the video game, a random number generator produces the rest. It could use seeds so that we can go back to the same games or the timer for things that must always be unknown.

    We cover about 99.99% of generic copies of board and video games herein.

    Disclaimer:  While it is hoped that I have covered virtually all video games and specified the general ways to divide them, it is possible that I made glaring omissions to game specifications.  If these are discovered, they can be inserted by future readers/users or in new publications.

    Table of Contents

    Cover

    Title

    Copyright

    Overview

    0-D

    Appearance

    Lighting

    Attributes and clocks

    Abilities and 1 object

    Abilities and 1 object and attributes and clocks

    Abilities and 1 object and camera, flashlights and lighting

    Abilities and 1 object and appearance

    Abilities and more than 1 object

    Abilities and more than 1 object and attributes and clocks

    Abilities and more than 1 object and Attributes and camera, flashlights and lighting

    Inventory

    Intelligence of Objects

    Complexity

    Difficulty

    Specifying the Game

    1-D

    1 object and Motion

    Motion and wind/gravity

    Any number of objects and motion

    Motion and the map

    Any # objects, motion, wind and the map

    Appearance and Audio

    Images and Motion

    Images and Map

    Images and Math

    Audio

    Command Windows

    Camera, flashlights and Lighting

    Flashlight

    Lighting

    Camera

    Vision

    Attributes

    Attributes and clocks and the 1st dimension

    Attributes and clocks and camera, flashlights and lighting

    Attributes and clocks and images and audio

    Attributes and clocks and motion

    Attributes and clocks and maps.

    Attributes and motion

    Abilities and 1 object

    Abilities and 1 object and attributes and clocks

    Abilities and 1 object and camera, flashlights and lighting

    Abilities and 1 object and images and audio

    Abilities and 1 object and motion

    Abilities and 1 object and maps

    Abilities and more than 1 object

    Abilities and more than 1 object and Attributes and clocks

    Abilities and more than 1 object and Attributes and camera, flashlights and lighting

    Abilities and more than 1 object and Attributes and images and audio

    Abilities and more than 1 object and motion

    Abilities and more than 1 object and the map

    Inventory

    Pausing and Saving

    Intelligence of Objects

    Complexity of the objects and the game

    Difficulty

    Specifying the video game with M.I.N.D.

    2-D

    1 object and motion

    Motion and wind and gravity

    Any number of objects and motion

    Objects and motion and the map

    Images

    Images and Map

    Images and Motion

    Images and Math

    Audio

    Command Windows

    Cameras, flashlights and lighting

    Flashlight

    Lighting

    Camera

    Vision

    Attributes and Clocks

    Abilities

    Inventory

    Pausing and Saving

    Intelligence of objects

    Complexity

    Difficulty

    Specifying the Video Game with M.I.N.D.

    3-D

    Motion and the map

    1 object and motion, wind and map

    Objects and map

    objects and motion, wind and map

    Images and Map

    Images and Motion

    Images and Math

    Audio

    Cameras, flashlights and lighting

    Flashlight

    Lighting

    Camera

    Vision

    Command Windows

    Attributes and Clocks

    Attributes and Clocks and Cameras, flashlight and lighting

    Attributes and Clocks and Images and Audio

    Attributes and Clocks and Maps

    Attributes and Clocks and Motion

    Abilities

    Abilities and Motion

    Inventory

    Pausing and Saving

    Intelligence of objects

    Complexity

    Difficulty

    Specifying the Video Game with M.I.N.D.

    Greater Dimensions and multiple boards

    Last Chapter: The Plan of Salvation of the Church of Jesus Christ of Latter-day Saints as a video game

    Emotional impacts, copyright and templates

    What results?

    About the Author

    Table of Contents

    0-D

    Appearance

    Lighting

    Attributes and Clock

    Abilities and 1 object

    Abilities and 1 object and Attributes and Clock

    Abilities and 1 object and Camera, flashlights and lighting

    Abilities and 1 object and Appearance

    Abilities and more than 1 object

    Abilities and more than 1 object and attributes and clock

    Abilities and more than 1 object and camera, flashlights and lighting

    Inventory

    Intelligence of Objects

    Complexity

    Difficulty

    Specifying the Game

    1-D

    Objects and Maps

    1 Object and Motion

    Motion and wind/gravity

    Any number of objects and motion

    Any number of objects and motion and the map

    Any # objects and motion, wind and the map

    Appearance and Audio

    Images

    Images and Motion

    Images and the Map

    Images and Math

    Audio

    Command Window

    Camera, flashlights and lighting

    Flashlight

    Camera

    Lighting

    Vision

    Attributes

    Attributes and clocks and the 1st dimension

    Attributes and clocks and camera, flashlights and lighting

    Attributes and clocks and images and audio

    Attributes and clocks and motion

    Attributes and clocks and maps

    Attributes and motion

    Abilities and 1 object

    Abilities and 1 object and attributes and clocks

    Abilities and 1 object and camera, flashlights and lighting

    Abilities and 1 object and images and audio

    Abilities and 1 object and motion

    Abilities and 1 object and maps

    Abilities and more than 1 object

    Abilities and more than 1 object and Attributes and clocks

    Abilities and more than 1 object and Attributes and camera, flashlights and lighting

    Abilities and more than 1 object and Attributes and images and audio

    Abilities and more than 1 object and motion

    Abilities and more than 1 object and the map

    Inventory

    Pausing and Saving

    Intelligence of Objects

    Complexity of the objects and the game

    Difficulty

    Specifying the video game with M.I.N.D.

    2-D

    Map

    1 object and motion

    Motion and wind and gravity

    Any number of objects and motion

    Objects and motion and the map

    Images

    Images and Map

    Images and Motion

    Images and Math

    Audio

    Command Windows

    Cameras, flashlights and lighting

    Flashlight

    Lighting

    Camera

    Vision

    Attributes and Clocks

    Abilities

    Inventory

    Pausing and Saving

    Intelligence of objects

    Complexity

    Difficulty

    Specifying the Video Game with M.I.N.D.

    3-D

    1 object and the map

    Motion and the map

    1 object and motion, wind and map

    Objects and map

    Objects and motion, wind and map

    Images and Map

    Images and Motion

    Images and Math

    Audio

    Cameras, flashlights and lighting

    Flashlight

    Lighting

    Camera

    Vision

    Command Windows

    Attributes and Clocks

    Attributes and Clocks and Cameras, flashlight and lighting

    Attributes and Clocks and Images and Audio

    Attributes and Clocks and Maps

    Attributes and Clocks and Motion

    Abilities

    Abilities and Motion

    Inventory

    Pausing and Saving

    Intelligence of objects

    Complexity

    Difficulty

    Specifying the Video Game with M.I.N.D.

    Greater Dimensions and multiple boards

    Last Chapter: The Plan of Salvation of the Church of Jesus Christ of Latter-day Saints as a video game

    Emotional impacts, copyright and templates

    What results?

    About the Author

    0-D

    0-D comes first, in which there is no map and no actions.  1-D, 2-D, or 3-D Images can be placed on the screen that change their appearance based on attributes, abilities and items but there is no movement and there is no actual location.  The image changing appearance may look like location/movement. 

    Appearance

    Let us explain how we can still have 1-D, 2-D and 3-D images and animation without dimensional motion.  Sound is always 0-dimensional so think of images and animation as sound.  There are patterns of the pixels on the screen but the computer simply does not register them in different locations.  What the image on the screen can do can be very complex but fortunately without dimensions we will not explore that complexity in 0-D.  Until we have maps and motion there is no way to connect one image to another in time or causality.

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