Archive for July, 2010

The joy of imagination

July 29, 2010 Leave a comment

I think what I enjoyed most about Christopher Nolan’s spectacular Inception is that it neatly captures the allure – and the peril – of throwing yourself into the imaginative task of building worlds out of the ether.

When Ariadne builds a Paris dreamscape and Tom Cobb helps tweak and change it, I’m reminded of working with my cohorts on OtherSpace as we built a world’s grid, described the rooms, and developed the lore around them.

Similarly, the scenes of the “memory” area in Cobb’s mind, where the ocean of time churns and starts tearing down the monuments of creation, reminds me of all the old unused grid areas on OtherSpace. Some use outdated room code and look broken. Some aren’t even properly attached to anything else on the world grid. Bits and pieces of a lost age.


Twittertopic: #ingredientflicks

July 24, 2010 4 comments

Here are my contributions to the recent #ingredientflicks ideas on Twitter:

* Citizen Cane Sugar
* How the Wheat Was Won
* Splenda in the Grass
* Death Becomes Herbs
* The Breakfast Clove
* Bread Dawn
* Wuthering Chives
* Capricorn Meal One
* Close Encounters of the Third Rind
* The Man With Two Grains
* Adam’s Riboflavin
* Tarragon Baby Gone
* Yeast Man
* Caper Fear
* No Country for Old Mutton

Twittertopic: #unrealplants

July 24, 2010 Leave a comment

Here are my contributions to the recent #unrealplants ideas on Twitter:

* Rhododundant
* Boogievilla
* Catcuss
* Gerbrainium
* Dr. Philodendron
* Paul Schefflera and World’s Most Dangerous Band

Twittertopic: #mascotmovies

July 24, 2010 Leave a comment

Here were my contributions to the recent #mascotmovies ideas posted on Twitter:

* 3:10 to Gumbo
* Roary Window
* Action Jaxson de Ville
* Pat Patriot Games
* A Ragnar Runs Through It
* The Road to Sir Purrdition
* Freddie Falcon and the Boltman
* Look Who Dey’s Talkin’
* Billy Buffalogate

Quote of the Week: “Arrested Development”

July 20, 2010 Leave a comment
Michael: Come on, face it. You just do all this charity crap just to stroke your ego. You don’t even know what the auction’s for tonight.
Lindsay: The wetlands.
Michael: To do what with them?
Lindsay: Dry them.
Michael: Save them.
Lindsay: From drying.

“Waking the Shade” – Part I

July 20, 2010 Leave a comment

I’ve started working on some lore for my new project, The Island. Here’s the first part of a work in progress that helps set the stage:

“It’s gotta be the real deal, Bobby,” the stripper insisted as she swatted another mosquito from her well-tanned forehead.

She followed the Seminole warlock down the winding path past the darkened lighthouse into a clearing surrounded by palm trees whose fronds shifted and whispered in the westward breeze coming ashore from Lake Okeechobee.

Bobby Hopwell knew it was a bad idea. No, truth be told, it was a terrible idea. But Maggie Lerner swore up and down she’d take him into her bed if he lured a genuine Florida panther as a protective familiar to watch over her and her two boys. She’d made a vow, and Bobby’s drought had gone on far too long.

The sun sank toward the horizon in the west, making a faint silver snake of East Lake Avenue and turning the small town in the distance into a shadow box silhouette. Bobby rolled up the sleeves of his red plaid shirt. “Need to build an altar,” he said.

Read more…

The Island: Day 1 – “That new MUSH smell!”

July 17, 2010 Leave a comment

This morning, Marson informed me that the new MUSH was up, per my request. So, I logged on and set about digging the fundamental grid to get a sense of the layout of The Island. I don’t plan to build much more than a basic town and island grid. Development of the game world, by design, will be in the hands of players who get to bring their own flair to the strange environment.

I created the character object for the Sheriff. Began pondering his back story. So far, I’ve decided that he’s very old and quite determined to keep his location as secret as possible.

Installed an in-game bulletin board for development chatter. Also added a functioning clock in the town square, so that you can look at it and see the current time of day. Added a +who list. Imported the room parent from Chiaroscuro. It’ll need some tweaking.

Now in the process of installing a Wiki.

More to come as development continues.