This user leads a boring life.

Joined on February 15, 2008, 3:52 AM Visited on April 11, 2017, 1:00 AM

RC posted on May 11, 2016 at 6:45 PM

Who's up for a little competition?

It's been a while since we've had a good ole fashioned game development competition 'round these parts, and I've got the itch to try to make one happen. There's something about putting together an event where creative minds come to make awesome things and compete for prizes, and possibly stick around and become new, regular members of the community. It's a win-win for all involved, except if you lose, I guess!

I want to know how you people feel about having another game development competition soon. I know some of you who used to participate in competitions or make games more regularly don't really do it much anymore, either because of lack of time, lack of interest, or something else not mentioned.

In my case, I don't really make games anymore because I've got too many ideas floating around in my head and not enough time to decide on which to use. Competitions and jams can somewhat alleviate the "too many ideas" predicament by providing a theme(s), though time and simple lack of interest are much harder reasons to overcome.

The biggest factor within a competition is its timing. When does the competition start? How long does the competition last? Is there anything that the timeline for the competition is going to interfere with for most participants?

As I mentioned above, the lack of time a person has free for game development can and will be a deterrent for some. As such, a longer deadline should provide developers with enough time to make something happen.

Some might argue that a longer deadline will give those who have the time to work on their entry throughout the entirety of the competition an unfair advantage; while they might have the advantage of more time on their side, you have the advantage of your idea and your execution.

More development time doesn't make a better game, and as such shorter competition deadlines can invoke some pretty awesome games from developers who can work quickly on their ideas and have the free time to do it. Shorter deadlines might mean less people will be able to enter, but then again it might benefit those who can.

Back to more development time, with a lengthy deadline, developers are more vulnerable to procrastination and waiting until the last minute to start work on their entries. This can either be a trait on their part or simply due to the lack of motivation to work on their project, which may or may not be simple to handle from the perspective of hosting a competition.

Taking all of this into account, I propose the competition start Saturday, June 4th and last until August 8th. This is a 9 week, 2 day (65 day) deadline. To put it in perspective, Scary4Digits 2014 lasted 7 weeks after the deadline was increased towards the end of the competition so people could finish their projects.

Themes and keeping things fresh
While you can host a competition and tell developers to make whatever the heck they want without giving any sort of direction, having a theme makes things more interesting and actually helps developers figure out what they're going to make.

I'm usually a fan of more vague themes that are open to interpretation because I feel it allows the developer to be more creative, but if your theme is too vague, developers might have a harder time coming up with something to make because you're allowing them too much freedom to work with.

I'm not saying more restrictive themes such as "post-apocalyptic platform shooter" are the way to go, because with something like this you're essentially forcing developers to make the same kind of game. It's just that vague themes, such as "arcade" or "banana," don't really provide the entrant with much to work with in order to settle on something to make.

This blog might be all over the place, but let me switch back to timing for a minute. With longer competitions, you have the potential for developers losing interest. Unfortunately, if you lose interest with something then you probably weren't really into it to begin with, but is there a way to eliminate some of the potential for developers to lose interest in the competition/their project?

What if - now bear with me here - every week or couple of weeks throughout the competition, a new theme, objective, goal, or whatever is introduced that can/must be incorporated within your entry in some way? These things wouldn't be crippling to anyone's project - just simple things to make things a little more interesting.

I realize that when you're working a game for a competition, you don't want surprise requirements tacked on in the middle of it that will completely alter your project as that would do more harm to a developer's motivation than good. These requirements/suggestions could be voted on by the entrants before they're tacked onto the competition, thus providing a little bit more community interaction throughout the event.

Here's an example of what I'm talking about: the competition theme is "beach party," so entrants start developing games utilizing the theme. A week or so passes and it's proposed that your game must incorporate something else... a list of things would be provided and entrants could make suggestions of their own, and after a short period of time passes, entrants would vote on their favorite things and the winning thing would have to be added to the entry.

I don't know if this would do more harm than good, so I'm asking for opinions on this matter. For now, though, this is my proposal: 1 non-restrictive, not too vague theme with community voted requirements tacked on as the competition runs.

Name of the competition
Right now I haven't settled on any name for the competition. I've been thinking of "Fun Under the Sun (FUTS16)," "Summer of Fun," or something like that. It's a competition that's taking place during the summer. I know "Summer4Digits" or something like that would be following the naming convention of some of the other competitions which we used to host regularly, but I think something else would be better suited for this one.

That's about all I've got to say right now. I want to know how interested you would be in this competition, as well as your opinions on my proposals for the deadline, themes, names, and whatever else. I'll summarize those bits below.

tl;dr proposed details Starting Date: Saturday, June 4th, 2016 00:00 UTC
Ending Date: Monday, August 8th, 2016 00:00 UTC

Theme: 1 non-restrictive (but required), not too vague theme, with additional simple, fun requirements which are voted on by the community.

RC posted on February 23, 2016 at 4:51 AM

A look at the weather

As some or most of you already know, I'm very much interested in the weather and meteorology... at least sometimes. I tend to lose interest in a lot of things after a while and meteorology is no exception, though I always come back to it anyway. Since my area is supposed to be getting a decent winter storm in the coming days, I thought I'd give you guys a glimpse at what I like to do when such events arise.

A brief look at the impending storm
See this Texas booger butt that's within that big, red circle? This is what's heading my way for the "big" winter storm of 2016. Note that I live in Indiana and the arrow is tracked to Ohio - there's a reason for this and that reason is because it's not going to directly hit my area, but that doesn't mean I won't be getting any precipitation. It's a big system, after all.

The system is to arrive in the area in about 30/36 hours which puts us into Wednesday. Of course, the track and timing is still uncertain as the weather is unpredictable despite our best efforts at predicting it. It's a guessing game, really - a guessing game in which patterns and history play a massively major role.

Looking at this radar image alone isn't enough to determine anything, really, so this is where other data comes into play.

Atmospheric soundings and models
I might not actually be a meteorologist, but that doesn't stop me from making my own forecasts. Atmospheric soundings and various forecast models help me when trying to predict what's going to happen in my area. I get area specific data, analyze it, and try to determine what the future will bring in terms of weather related happenings.

Let's take a look at a Skew-T for Wednesday afternoon:
I never really use Skew-Ts much when forecasting winter weather as the software I use (Bufkit) to analyze atmospheric data has a handy dandy overview section which provides all the data I need. Still, Skew-Ts are an important part of forecasting the weather, so it's nice to take a look at it anyway.

This Skew-T is for 18Z on Wednesday. Z time is pretty much the same as UTC or GMT, so for my time this is 1PM on Wednesday. The green line on the Skew-T represents the dew point whereas the red line represents the temperature. The higher up on the graph the lines go, the higher up into the atmosphere the readings are for with the lowest points being the surface readings.

The green and red lines are pretty tightly bound together - this means that the air is saturated with moisture which in turn means that there is most definitely going to be some precipitation going on. We can tell what kind of precipitation it will be based on the temperatures.

On this Skew-T you can also see the colorful numbers and barbs on the right-hand side; these represent the wind in knots (I think). If you convert this to MPH, you can see that the winds are going to be around 40MPH. This is going to make for a very windy, snowy day on Wednesday.

A look at the real toy: the overview
This is probably my most used tool when it comes to forecasting the weather. It does pretty much everything I would have to do myself when it comes to reading the Skew-T for forecasting the weather, so hurray for shortcuts!

Basically, what you're looking at here is a heap of different types of formulated data overlaid atop one another. The colorful, blocky looking greens and purples represent the relative humidity, whereas the red numbers and circles represent the omega values. The pink and yellow lines represent the ideal area within the atmosphere in which dendrites (snow flakes) would form - this is the area between -12C and -18C. The white line represents the amount of snow accumulation based on the given snow-to-liquid ratio.

I can't really go into too much detail because I can't remember every single thing about what all of this actually means, but I'll try my best to explain what's going on here.

Negative omega indicates vertical lift within the atmosphere - this is needed for snow to happen and probably some other things I'm not thinking about at the moment. The lower the omega value, the heavier the snow could possibly be. The negative omega, however, needs to be within an area of high relative humidity and within the ideal area for dendrite growth.

I'm not sure if you can tell through that picture or not, but we've got values of omega at -26 within a 95% relative humidity zone - the only thing is that it's not really within the snow growth area. The higher numbers are, such as -8, though, so not all hope is lost for heavy snowfall.

Now onto the more interesting bits
Now that you hopefully know a tiny bit about what the crap I'm about to talk about, it's time to move onto the point where I'm going to forecast the snow accumulation for the Wednesday/Thursday event.

We know it's going to snow. We know the storm is coming from Texas. We've got the latest data from the NOAA for my area which shows that it's going to be a somewhat heavy snow as well as pretty windy outside. How do we determine the amount of snow accumulation that I'm going to get from this system?

It's not really as simple as opening up Bufkit and checking out the overview, though it also is in a way. Bufkit does a lot of things so I don't have to, but I still have to figure out what the snow-to-liquid ratio is going to be.

Before I get too deep into this, I should probably explain a little bit about the snow-to-liquid ratio. The average snow-to-liquid ratio is 10:1, which means that for every 10 inches of snow is the equivalent of 1 inch of liquid precipitation. A colder snow won't be contain as much liquid as a warmer snow would, so colder snows would have a higher snow-to-liquid ratio than a warmer snow would. Snow with higher ratios are more powdery and not really good for making snowmen whereas snows with lower ratios are more wet and great for making snowmen.

Earlier tonight using older data, I decided to go with the method which uses the maximum temperature within the sounding profile. By doing this, I came up with a 5:1 snow-to-liquid ratio which brought the accumulation estimate to 3 to 4 inches of snow for my area, but this was considerably lower than what the local media was saying - it was, however, right on target for what the National Weather Service was saying. I trusted the data and my assumption on the 5:1 ratio and went ahead and posted it to my Facebook page for my local area weather.

Now that I've got the new data in, though, the amounts are a bit different. When using the initial 5:1 ratio, we're getting about 5 inches of accumulation in the area. What I actually neglected to do originally is use historical data based on the system's track to determine a better and most likely more accurate ratio for the storm.

This system originated in the Colorado area before moving into Texas. Based on this information alone, I can determine through historical patterns that this system's snow-to-liquid ratio will likely be 7:1 or 8:1; Colorado systems typically yield a ratio of 8:1, though systems originating in the Gulf of Mexico typically are around 6:1. Since the storm is going through Texas and close to the Gulf, assuming a ratio of 7:1 should be okay.

This system - using a 7:1 ratio - will bring snow accumulations of between 7 and 8 inches to my area. This is a big difference from my original 3 to 4 inch estimate. Had I used this ratio on the old data, my estimate probably would been about 5 inches. Still not the same, but not as off as it's portrayed in the currently available data.

This is all subject to change as more data comes in, of course. Nothing's ever certain this far from the actually event, and even then you can't be 100% certain about what's going to happen. It's all a guessing game - a fun guessing game, nevertheless, but a guessing game.

Something something end of blog bit
I hope that you found this at least somewhat interesting. I know I didn't really go too in-depth with things and a lot of it probably made no sense, but I just felt like giving you a peek at what goes on when I try to forecast snowfall. It's different for thunderstorms and whatnot, though snow is more fun in my opinion because you have to guess how much snow you'll get instead of just checking if the conditions are right for thunderstorm development.

I might update this blog if you guys are interested in seeing how the storm pans out and if my predictions are right. This 7-8 inch estimate is more in line with what the local media is saying, but I'm honestly still not 100% convinced that we'll get as much snow as it's looking like now. Maybe it's just because I'd hate to see my initial estimate get burned.

RC posted on February 21, 2016 at 2:51 AM

Some thoughts on my posting habits

I remember when I used to plug the phone cord into my laptop's modem at about 9 or 10pm every night, connect to the internet, open up my favorite sites/communities, and read what everyone had to say in posts that piqued my interest. One of the sites I visited the most was the lovely, thriving community of 64Digits.

Back then, I didn't have a constant internet connection because we only had a single phone cord, so I'd have to wait all day without connecting until that night. This also meant I'd end up staying up until about 6am every single night just to get my daily internet fix, which in turn meant I'd wake up at about 3pm every single day. You could say I had no life back then, but you could also probably say the same thing these days as well.

Without access to the internet, I'd write things which I'd either post later that night or not. A lot of the time I'd write about random bullcrap which - quite honestly - no one probably cared much about. They might've commented on random bits throughout each one, but the majority of my posts were nonsensical if my memory is correct (I'd rather not sift through the number of blogs to verify this claim, thank you very much).

If it wasn't random thoughts, it'd be depressing thoughts with graphically written descriptions of what was going on in my mind. I actually just read one of these blogs I posted, and I have to say that things have gotten a little bit better since then. The frequency of the episodes which I seem to have gone through has diminished, or perhaps I just over-embellished them for the sake of gaining peoples' attention as a cry for help.

At some point, I started posting less and less as I understood that I didn't have to post. Most of the things I posted were just randomness I'd post for the sake of posting, but as I grew older and matured I came to the conclusion that I should only post when I actually had something interesting to post about. No longer did I want to bother you wonderful people with my thoughts of self-pity, game ideas which would never make it past the phase of being just another idea, or madlibs written about Cyrus and adult toys (I seriously have no clue what made me think of these things).

It wasn't just here, but everywhere throughout the internet. I don't feel it necessary to post about a lot of things these days because I don't deem them as very interesting for a bunch people to read - I've got IRC and Skype to fulfill my daily quota of ramblings.

I don't really know what I'm trying to accomplish with this blog, but hey... I guess I posted some random ramblings! Everything I stated above is clearly a bundle of lies!