Showing posts with label dwarf fortress. Show all posts
Showing posts with label dwarf fortress. Show all posts

Thursday, July 5, 2012

A walk through the ghost trees

Some people wanted to know if I ever got my dwarfpire situation sorted out. (See the end of my last post for the beginning of this story.) Copper ballista arrowheads were slightly more effective than bare wooden arrows. One was enough to knock the vampire down, after that the other arrows just shot over him without hitting him. I gave up on the ballista, and sent miners into the space above the vampire's cell. They mined through their floor/his ceiling until they caused a cave-in. Dropping the ceiling on him did the trick; the vampire mayor was really and sincerely dead.

Now, on to stuff that matters. Last week was a wonderful reunion with college and Seattle friends on the Washington coast. Fun was had; games were played; drink was drunk, and so were we. A Burning Wheel campaign was begun that I hope will find a way to continue; I'm getting better at creating characters that intrigue me. I hope the other players at least find him tolerable.

The house we stayed at was nice, if slightly architecturally surreal. It had no front door. It hovered on columns over a wall-less garage space, from which a spiral staircase took you up into a laundry room. The other door was a glass sliding door opening on a balcony facing the beach. Either of these would have been the back door of a regular house. It was a beach house, so I suppose the side facing the beach was the front.

And how was the weather?
The Moonstone Beach House and surroundings
Typical for the Pacific Northwest, I guess. That's the house we stayed at, in the middle.

Not that it stayed that cloudy the whole time, but as I said, we passed more time with games than with frolicking. I did, however, get a chance to walk a little way along the beach and had a pleasant scenic surprise.

You see, the whole beach that you could see from the house pretty much looked like this:
Long, flat beach
Just out of sight, though, there was a stream that ran into the ocean. Girlfriend and I followed it into what was, for me, the nonsocial highlight of the week.
Colored water at the end of the Moclips River
Here is the stream itself. You can see some of the coloration from the silt, or clay, or whatever the water was full of. In person it was quite vivid and striking: the water was yellow at the edges, then red into carmine, and finally a deep, deep indigo where the blue from the sky took over. The stream cut into hilly forest on the far bank:
A lone colorful hill on an otherwise desolate beach
You could just see that yellow rock face in the distance from the house; that's what we had set out walking to get a better look at in the first place. But the stream, naturally, kept going, and it had been eating away at the shore for a while.
The saltwater left ghost trees
The trees that the water had undercut were all a ghostly white, essentially driftwood that hadn't drifted anywhere. One fallen tree branched into the bank like it was trying its hand at being a tributary.
Tributary driftwood
The stream had driven people away too. The abandoned posts of several docks marched into the forest, where one supposes houses had stood until the ground fell out from under them.
What's left of what might have been a dock
Walking through the piers
At least, I assume these supported something because they all come up to the same height. As you can see from some of the lower stumps, someone had cut everything down along the bank, perhaps to get this wood. (A little more searching suggests to me that this used to be a bridge. To where, I wonder.)
Cliffs where the Moclips River turns, a natural amphitheater
Opposite these cliffs the trees came right up to the bank, so that's as far as we went inland. A little farther on, a couple of boys were setting off firecrackers, taking advantage of the natural amphitheater. I wondered if they had climbed through the trees or come from the opposite direction.

It turns out that this area is where the Moclips River empties into the ocean. It's odd, and somehow refreshing, to come to a place and explore it without knowing its name. The whole place felt unspoiled, even though it obviously wasn't. I wish I found places like this by accident more often.

Sunday, June 24, 2012

I art when I video game all the time

A friend from college lured Girlfriend and me into Washington D.C. proper, where we ducked into the Smithsonian American Art Museum to look at the Art of Video Games exhibit. Why, yes, we are nerds.

Without being too harsh, it was not what we had hoped for. It partly came down to a grammatical quirk. I had wanted to see art from video games, perhaps concept art, stills, and things of that nature. What I got was more an exhibit explaining how video games could be art themselves. So, you see, it was something like picking up The Art of War expecting it to contain reproductions of the Bayeux Tapestry and Guernica. Something like, but not exactly.

The problem really was that we were well ahead of the exhibit. We needed no convincing that video games were legitimately art, in the same sense that movies are. The question of whether video games deserve to be in a museum is like the question of whether a cheetah deserves to be in a zoo. It's not a matter of classification or merit. Onla a small subset of art is best experienced in a museum.

You'll hear no complaints from me if you assert that video games have narrative, evocative, salutary potential. The booklet accompanying the exhibit, according to Girlfriend (who read it), was a bit breathless about this, praising the medium's achievements with a convert's zeal.

Anyway, we weren't the intended audience, really. In this (and perhaps only this) we were more sophisticated than the mainstream museum crowd. I would have liked to see a room full of stills from Myst, instead of a large cabinet where it could be played, accompanied by a paragraph on how immersive it was.

It was a nice, nostalgic afternoon, though, of the sort I am likely to miss this year when other people go to PAX. And this is not to say that I didn't see or learn anything new. I had not known, for example, that Doom 2 was the first game to employ a "game engine." Girlfriend also pointed out the unusual number of major installments in video game history that are #2 in a series.

Speaking of the narrative potential of video games, though, I've been sucked back into Dwarf Fortress with the last few batches of updates, and more of a story has come of it than I had expected. Though it's not completed, I will share it with you.

My fortress had a vampire. Some dwarves were waking up mysteriously pale, and one was found dead in his room, completely drained of blood. So the search was on.

It was the mayor. I found out by accident that he had come to the fortress under a pseudonym. Examining his history revealed a suspiciously long list of previous residences. Most damning, he couldn't remember the last time he had drunk alcohol, which in a fortress that was practically afloat in booze, was almost proof positive that he had developed an unnatural thirst.

This was dismaying. Here was a mayor who had made himself more useful than mayors usually do. He had come to my attention by single-handedly striking down a rampaging minotaur. Nonetheless, he had to be removed. I convicted him of the murder of the dead dwarf. He was sentenced to 200 days in prison.

Here's where things get tricky. One, in Dwarf Fortress your control over the dwarves is tenuous. I could not, for example, set the mayor's sentence; that was up to the sheriff. Two, you can't just off a dwarf, generally. I couldn't sic the militia on him, but clearly the justice system wasn't going to handle him either.

I spent his jail term building a deathtrap: a mechanical series of glass spikes operated by a lever which I could order the mayor to pull. Unfortunately, when his sentence was up, the mayor didn't get straight to lever-pulling. In fact, his first act as a free dwarf was to chow down on the sheriff. Then, perhaps as an apértif, he helped himself to the fortress's most distinguished chef. This deed, at least, had witnesses. Then he proceeded to my deathtrap. Which, it became apparent, didn't work. It was a simple design error; he stood too close to the lever and the spikes didn't reach him.

At least he was occupied for the time being, diligently pulling the lever back and forth. It gave me the chance to lock him in the room, but I couldn't just keep him there. As the most charismatic dwarf in the fortress, he kept getting re-elected mayor, garnering support, I suppose, by whispering through the keyhole.

We were onto Plan C. I had the dwarves cut a hole in the ceiling directly above the vampire nee mayor, and then ordered them to fill the room with water.

I should have figured that dwarfpires don't drown. There was nothing for it; I had to let him out so the sheriff could arrest him again. The effect of opening a closet completely full of water was about what you would expect.

Justice, which had been Plan A, was now plan D as well. For the mayor's two additional murders, one of which had ten witnesses, he was sentenced to... 400 days in prison. Of course.

So I needed a Plan E. When he was tied securely in his jail cell, I removed the door and built a ballista in the jail cell opposite, so I could fire giant crossbow bolts directly at him. I had my siege engineer sharpen logs for the purpose, figuring that if a 300-pound wooden stake wouldn't fix my vampire problem, nothing would.

I hope that was wrong, because after five wooden ballista arrows, fired at a space of perhaps 15 feet, the vampire is thoroughly bruised and not much else. And that's where I stand now. I'm hoping that copper arrowheads will have more effect, because I'm running out of options.

The Middle.

Thursday, February 16, 2012

Step 2: ???

No more stabbings since last post. The world is more like it should be.

Since I last mentioned it I have both completed and been paid for my first freelance writing gig. (I am currently trying to leverage a satisfied customer into more business, one way or another.) It was Girlfriend who pointed out to me that I have been paid for writing. That's a milestone in its own right, one I've been waiting for, and one I almost missed because it didn't happen like I thought that it would.

I don't know what milestone will come next. None follows as a matter of necessity. I had decided not to submit my fiction where it would be published for free, since I don't need anyone's help to publish for free. (I'm doing that now.) Consequently I imagined being published and being paid as a single event, occurring at two distinct but connected points in time. I don't think I'm counting freelance copy writing as being published, though, although at some point a person other than myself will be publicizing words I have written for their own purposes.

I don't know why I enjoy (or at least insist on) splitting hairs about exactly what has and hasn't happened yet. I could make a distinction about copyrights, and say I look forward to being paid for a license, rather than for my entire copyright to any given thing. In this case I have sold my copyright entirely. There are words that I have written--some of which I am proud of--that I do not own, and could technically be sued for publishing. It's an odd, interesting, somewhat unsettling state of affairs.

It still remains for me to be published in a regular sense, to be paid for fiction, and to make enough at any sort of writing to cover my expenses. When any of these happens, you will surely hear of it.

In lesser news, the new Xbox 360 came in the mail and works as it should, which is a comfort to me.

It amused me that the new, major update to Dwarf Fortress was released on Valentine's Day. This one has vampires and other undead, a massively useful tweak to the interface which would be tedious to detail, and the profound enmity of my very soul. This last feature is implemented as a bug which causes it to crash when I try to save. I did not realize that this degree of frustration was possible.