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Eric Eliason - Tailor-Made Video Games 2.0

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Eric Eliason Tailor-Made Video Games 2.0
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Tailor-Made Video Games 2.0: summary, description and annotation

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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. The code is much shorter, but you can specify a game more with more code.
Anyone can take this book and think of as many creative video games as they want!
Humans and hard physics and chemistry are not explicitly covered.
The components necessary to make all video games are map, motion, appearance and related, lighting, attributes, abilities, inventory, intelligence of objects, pausing and saving, complexity and difficulty. When specifying the game, four categories map/motion, image, niche and difficulty spell out M.I.N.D.
We cover 0-D to 3-D and beyond.
I think we cover about 99.99% of generic copies of board and video games herein. You can specify as much or little as wanted. In exploring to cover all video games I found many interesting innovative ideas.
If a young person reads this book, they can look forward to this technology when they are older. If a teenager reads this book, they can look up the concepts and get current and future technology. If an adult reads it, they might see that with enough programming the sky is the limit on what they can achieve.

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Table of Contents

2022 Eric Eliason All rights reserved No part of this publication may be - photo 1

2022 Eric Eliason

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: 978-1-66-785473-1

Tailor-made Video Games

2.0

By Eric Eliason

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. Children will love it because they can think of video games. Teenagers can get up to date with the terminology. Adult programmers will realize the sky is the limit for them in future programming.

You can literally imagine all (very many) the creative video games you want very easily from this book.

This book is far more complete than the first edition. There is way more we found that you can do with a computer built for designing video games robustly and efficiently.

The computer creates the levels itself unless asked not to

We never did cover humans or galaxies explicitly in this book, but we have more physics available in this book. For galaxies, refer to the book, Galactic Fulfillment: Always Pursuing Lifes Meaning and for humans, refer to the book, Encircled: Awareness Implying Reality.

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. Future philosophy will increase possibilities.

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.

All the factors can relate to each other.

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. Artificial Intelligence can use feedback ratings to improve games for people as well.

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 cant 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.

A game came out using calculus to build stable bridges and another to untangle knots when the rope could bend but not stretch. Another let two players explore places tied to each other with a rope. Games like this would have to be in the programming specification.

Disclaimer: While it is hoped that I have covered virtually all video games and specified the general ways to divide them, even the second time around, it is still 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.

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.

Images can be text, instructive, and informational. Sound can as well.

Templates can help the computer make the game relevant and there could be a template library like Wikipedia. Eventually, a computer can go on the Internet and do this itself.

Without templates, objects can be created by simple geometric curves in 2-D or 3-D looping together for instance.

The American Psychological Association still officially stands against violent video games. Scientific research has demonstrated an association between violent video game use and both increases in aggressive behavior, aggressive affect, aggressive cognitions and decreases in prosocial behavior, empathy, and moral engagement; There are some who claim that it is harmless but they are still the minority. Be it resolved that I would advise against using templates that involved violence.

Here is how randomness will work in our book, getting a little ahead of ourselves.

To get the same map, pieces and structure in the same place once for each game and differently for different games, use fractals and pseudo- random number generation. For instance, a computer can go from 11:59:59 to 12:00:00, not by looking at the time but by using each time as a number whenever it needs a new one . For instance, 2:45:16 would be 24,516. Take the square root of the number , 156.5758602 and up all the first ten digits to get 45 . The last digit of the sum , 5, is your random number from 1 to 10. This can be used to create a map with the factors involved but variance wherever it doesnt matter. This is pseudo-random number generation and the thing that it produces can be produced again.

Random number generation can be based on looking at the time each time . Since you dont know that time (it is to the fraction of a second), you dont know and cannot reproduce the value.

A computer could simply start animating what it sees as simple through what it sees as complicated, skipping steps randomly along the way. With a random seed it could repeat the animation. Greater numbers of simple shapes can be combined and disconnected. Templates could be applied to the lava lamp.

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