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Saturday, December 7, 2013

Gaia 0.1

This is the game engine I've been building in the past month or so, whilst teaching myself how to use Java3D. It's been interesting. So far, I've managed to create the world, lights, fog, and some extremely primitive viewer controls. I've also used to create the terrain dirt and sand. The mouse highlights the geometry that it is hovering over, and clicks are registered with the geometry likewise. I made the tent with SketchUp, and then converted it to a .3ds file, which could then be added via NCSA portfolio. I tried implementing some early architecture for a chat system for multiple computers, but I wasn't able to combine the server and client sides in one program, so that will have to wait until after I implement the GUI and can get a bit further in other aspects.

Here's what it looks like so far!

I'm calling the game engine Gaia for now, but depending on what exactly it finally does, it might just be the whole game. Gaia is a cool word to say, but in the end it is rather of unoriginal. If you see the video and think you could help with the viewer camera or the terrain generation, go to the Kyn Creations website and shoot an email to the address listed on the contact us page!

Thursday, October 10, 2013

Green Rule

Concerning ideal population and land usage:

Assume 40-44 trees per person, and an absolute minimum of 20 for urban areas. Each tree should have a minimum of 1/64 an acre of space, or about 700 square feet - It is recommended that each tree has 1/32 of an acre. These proportions guarantee that each tree has ample space to grow and prosper, as well as providing for underbrush, proper drainage, and proper space for maintenance.  It also guarantees each person has enough oxygen to breathe, as well as producing group behavior that promotes ecological sustainability.

Of the 57.51 million square miles of land surface on the Earth, 13%, or 7.4763 million square miles are considered arable.

Given an acre is 1/640 of a square mile, and growing/raising food for consumption requires about 8-12 acres (adjusted for waste acreage, such as landfills or stockpiles, as well as commercial and industrial development), plus 1 acre of land for trees, and 1/4 an acre of living space typically found in suburban areas, each human being needs approximately 11 and 1/4 acres, or 0.0175781 square miles. This does not necessarily mean that each person should own and maintain 11 and 1/4 acres, but it does mean that 11 and 1/4 acres is the average each person should need to be completely independent from outside help.

7,476,300 / 0.0175781 = 425,319,005

When the amount of arable land is divided by the amount of land each person should have, the appropriate world population should oscillate around 425,319,005 people. This number also assumes that the need for freshwater is satisfied, regardless of location.

A SimCity 4 rough estimate of Green Rule land usage. The building in the bottom-right corner is an elementary school.
In the simulation, the city has surplus tax revenue, even with medical, water, fire, and wind power services.
Our current world population is therefore at an extremely high peak and is unnatural. Historically, this can be seen by simply looking at a chart of population over time.
Courtesy DDS Research

Given human psychology, and the dynamics of nature, it is safe to postulate that any drastic reduction in human population will be the result of apocalyptic war or natural catastrophe. This is besides the point; The point is to bring attention to the severe lack of space each person is granted through a quantified analysis of land area.

With low populations, the land area available to each human being is easily granted, even when individuals do not actually own the land. With high populations, people are forced to adapt to cramped urban environments, which are dependent on agricultural mechanization and industrial efficiency. If those systems fail, entire generations of people are left without the ability to survive.

A redistribution of land wealth might curb the problem temporarily. Aside from making particularly established and powerful individuals upset, areas with unreasonably high population, such as India, China, USA, Indonesia, Brazil, Pakistan, Nigeria, Bangladesh, Russia, Japan, and Mexico could distribute land based on current educational status. Considering standardized testing is a fairly new concept in human history, a very effective test would need to be devised and distributed en-masse in order to attempt a fair distribution. (Edit: On further investigation, standardized testing in any form seems to fail due to the differences between how various people learn and apply knowledge. Simply establishing a minimum standard would be a monumental achievement.) Enforcement without military and government involvement as well as without major public backing could and predictably would result in chaos.

Required agriculture education could provide a solid base for future generations to be equipped with enough knowledge to survive without commercial and industrial provisions. Even this minimally invasive method would require huge capital investments in education. In many countries, these investments would be deemed wasteful due to the difficulties of maintaining or even beginning effective infrastructure and food supply.

Redesigning urban spaces over the next century to follow Green Rule specifications might offer some relief, and would push people towards developing rural areas. This method would have to be headed by the city, county, and local wealthy residents, and would require a lot of social policies to change the way cities handle poverty.

In conclusion, the Green Rule recommends that each person needs 11 and 1/4 acres to be sustainable and in mutual agreement with their natural environment. This is the bare minimum. If concessions are made to where a wealthy individual only owns 1 and 1/4 acres, ownership of the 10 arable acres may be gifted/sold to someone else. Individuals cannot own more than 45 acres, and the proportions for land usage remain. This dictates that individuals who are particularly successful or in-tune with growing crops may own more land. The prerequisite would consist of surplus harvests on a consistent (yearly) basis.

Land ownership by governments is relegated by the number of people working for the government at a 1:1 ratio. If 10 people, including mayor, council, secretaries, and janitors work for a city, then the city can maintain 112 and 1/2 acres of land. This also serves to dictate the land usage for the government. For the same 10 government employees, 2 and 1/2 acres are used for city governance buildings, 10 acres are used for trees and wildlife reserves, and 100 acres for public arable or potable land or water, and infrastructure.

Monday, September 16, 2013

WIT Board Game

I've been working to create a Whisper in Time card game that emphasizes the title system to organize resources, build, and provide food and trade. So far, the mechanics all work to some degree except for the glaring limitations to time and resources. I find myself having to break off and do other things instead of polishing an idea. Aside from that, creating enough cards is also extremely time consuming. I'll be working on time efficient ways to create more cards which might even have descriptions and preceding and successive notations. Once I accomplish making enough cards for four players, getting through twelve rounds and achieving an endgame will be possible.

Unfortunately, while the board game prototyping is wonderful for finding surface flaws of the principles of fun that drive any game, there is still a huge gap between mechanics in a board game and mechanics in a computer simulation. While board games must have every action done by a human, computer game actions can be automatically completed by the program. I was told that this difference could be side-stepped by simply being patient and going through those actions over a longer period of time, instead of sacrificing rules and structure to compromise. I still feel that certain board game actions cannot truly replicate automation by computer programs, no matter how much time is provided.

The most glaring action that is being compromised in translation is finished goods. Once players learn each of the title mechanics, how to get food, and use food to accumulate more villagers, making and trading goods gets lost in the sea of complexity that every board game suffers from. Things that are logical and straightforward to us when described in context, such as trading iron bars for food, become bogged down when the action draws so much attention and time away from everything else each player has to manage.

So there it is. Micromanagement is the pitfall of any board game. Whereas micromanagement can be one of the most conceptually deep components of many computer games, with board games, micromanagement turns having fun into having a headache.

The summary of all that is, while it may bare the same name, the Whisper in Time board game will only accurately showcase one component of a game meant to have at least twenty-two. (Currently the job title system)

Wednesday, August 7, 2013

Recommended Status Quo

The state in which expectations exist is known as the status quo. For example, if a person expects to pay 14% of their income away to taxes, the remaining 86% becomes the status quo of net income. When that changes, it disrupts the status quo and can cause possibly volatile results.

The solution would be to advertise or announce a recommended status quo, or RSQ. This dynamic works to set expectations at a specific level while allowing for that volatile range of results. For example, the RSQ for net income could be 75%. This allows for the majority to pay less taxes than they expect to, and for a smaller number of specific cases to pay more.

Monday, July 29, 2013


Ive been learning about the different methods in java to control game speed, otherwise calculated as FPS, UPS, or time in milli or nanoseconds between passes through code. These methods are the swing, util, J3D, and custom timers. The problem I see is that they use the computer's clock in combination with the runtime queue, so the time between passes is consistently variable. This happens because of the individual computer's speed. So the obvious solution is to force the program to update at minimum and maximum intervals of time. While I'm researching this, let's just say between 2 and 20 milliseconds per update.

Monday, July 1, 2013

Website Update

So ive been doing a bit with I added a bunch more concept art and the next step will be to add some code to browse left and right through the images. Im still weary about adding more iteration, but im thinking of adding a couple pages explaining some of the concepts in greater detail.

Ive been told that making a game is 95% execution, but I still believe that is an oversimplified idea, and that an established team, capable of execution, could still take someone elses idea without definitive legal consequence.

That being said, their end product would likely be much different than my end product. Still, the idea that I would create competition for myself simply by posting my ideas is going to keep me from doing so.

The alternative is to summarize details to the point where they only vaguely describe the experience someone would expect from playing the game.

Considering this kind of publicity could be left out entirely, I feel like this option of attempting to build a customer base before even having a finished product belittles the time spent working on the product. An aversion at best, a website only diffuses ideas when those ideas have a foundation of real-life support.

Thursday, May 23, 2013

May Update

I just realized I hadn't updated the blog in a while! Here's the current state of Jordan: I've been working with win32 c++ to try and eek out a prototype game engine for a couple weeks now. Some progress has been made. I have yet to have any luck finding anyone with enough programming knowledge to work with me on the project. The concept artists are finishing up their senior projects and will graduate soon! Over the course of the summer, I'm going to be looking into the UT Dallas entrepreneurship program and seeing if there's a way I can get Kyn Creations involved. The website has a working forum, although at this point I doubt its future worth. Unless it gets used for productive purposes soon I may just revert back to good old email.

Wednesday, April 10, 2013

Kyn Creations Logo

 This is our first logo! Thanks to Grace Suarez. It will show up in the concept art I'm going to start uploading here soon, so you know it's us.

Our logo!

Thursday, March 21, 2013

SimCity (2013)

SimCity in all its 3D glory.

Even though the game, as it is - rough sim feedback and mechanics that don't follow any logical pattern (no excuses) - it IS in full 3D, something any modern game just has to have to be successful. Which is saying something, considering in development terms, that's the pinnacle of computer technology. I mean, we've had 3D environments for at least two decades, but regardless, it's still extremely new and impressive technology. So, while being a steel sword on a battlefield of iron, it's a dull sword. Here are a few examples.

Apartments built on top of each other (due to a terrain glitch)
A LOT of people got this one, where they would often lose the entire city, too.
Okay, this one is nitpicky, but I still think this is a simple problem not to have on a finished product.

Traffic gaps, cars parked on nothing, intersections that funnel cars regardless of being 6 lanes wide, etc.

So while it may be rough now, I'm hopeful for the future. Regardless of who controls the title for the next iteration, if they don't have a single player mode it's highly likely they won't make money. That makes me happy. Gamers like singleplayer. Things to look forward to: better graphics on full 3D; better simulation logic; farms and hopefully a food chain; more emphasis on nature, like terraforming or at least more important trees; singleplayer; gigantic city areas; and more specializations.

I like the new SimCity. I have no idea how they intend to keep paying for all those servers. I'm glad they gave us a free game (good move). For reference, please stick to low density as much as possible - combined with private roads (roads that built to have only1 entrance and exit) and avenue arteries and you can't lose money. You'll just have a constant ridiculous shortage of workers, muhaha!

This = easy money.

Thursday, February 21, 2013

UT Arlington Hiring Event

Hey everyone,

I will be hosting a small event at the UTA University Center from 1 to 4 pm, February 26th, in the Neches conference room in hopes of finding a couple more people to work on the Whisper in Time project.

If you have a passion for computer games, if you can program and are looking for your foothold in the industry, or if you just want to know more about the project, come by and visit!

Also, I haven't posted the updated website pages yet, but I've included support for a working email address at

Hope to have a good turnout!

Monday, January 28, 2013


I will be hosting a few events in the next couple months to find local (Dallas / Ft. Worth) programmers and game designers for Kyn Creations. The events will likely be a town hall discussion about RTS and city building games, and engines that run them. The conversations will be geared towards giving me the most information about you and how you'll fare making computer games, without asking you any invasive questions.

I haven't made any arrangements yet, but here's some starter info.

  • The first session will be at the University of Texas at Arlington
  • End of February
  • 1 to 1.5 hours midday
  • Second session will be at the University of Texas at Dallas
  • Mid to end of April
  • 1 to 1.5 hours midday
I'm looking for 1 to 3 people for the team. Although if I like what I'm being presented, you'll likely be offered something to at least keep you included. Like developer forum access...

I will edit this post with more specific info Feb 9th. Edit: which I totally forgot to do, but either way my next post will have an exact date, time, and place.

Thursday, January 3, 2013

Website for Kyn Creations? Madness

I have been doing some initial work with making a website for the Kyn Creations company, and so the last few days of work has gotten me this far:

I'm going to continue working on it, and may even need to change domains given if I can figure out apache on a home server. Talk about a steep learning curve...