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Prototype is ready! But I can now proudly announce that a playable prototype for the video game GenoTerra is finished (and I graduated with the Master in Design *yay*). But before I explain the narration, I want to jump back in time when I started building the endless terrain generator. Master in Integrative Design.
Gabe develops models of worlds powered by the coding language C++ to test and simulate how rugged electric vehicles would handle the terrain. Imagine, car companies can do preliminary tests to measure how a new vehicle concept will perform even before building a prototype! The vehicles he programs also operate under the same rules.
Before doing a full item-by-item review, I started with two special categories of unique build-defining items: aliens artifacts and Exiles prototypes. Exiles Prototypes. ASCII art for Exiles prototypes. As an example, by far the most sought after prototype was Lightpack 2.0, Categorical Approach. Slot-wise Approach.
Back in 2019 I made an unfinished prototype for a Gay Western game jam to contemplate the anniversary of influential gay cowboy film Brokeback Mountain (2005). Like many game prototypes, my initial sheepherding test began as something much grander and more complicated. It's mostly "safe for work" even if the actual game is not.
Naked simulated AI people ("peeps") arrive and flow across the terrain. This is essentially how my simple peep AIs move across the screen: when you drag your cursor (or drag your finger) you're also painting a "flow field" beneath the floor, and the peeps follow that invisible current.
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