Tailor Made Video Games
By Eric Eliason
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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.