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Please visit www.kyncreations.com for more official info on my projects!

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 geometry.box 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.

http://blog.dssresearch.com/wp-content/uploads/2011/11/world_population_1050_to_2050.jpg
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)