Sunday, January 31, 2021

Curious Toys - U. B. Funkeys

My basement flooded and I am still sorting things into piles that go, items ok and piles that could be saved. I have a lot of odd things down here. 

In the pile ok items I found a set of figures that go to a game called U. B. Funkeys. This was product I worked on back in 2006-2010 while at Mattel. Mattel acquired Radica and Funkeys was one of the product that came over to the Mattel side of things. 

It was a very ambitious and creative computer game. The player received a Hub and a Disc with a couple of characters. Each physical character was placed in the Hub and that character appears within the game. Think Skylander... in mid-2000s Skylanders. 

My kids got a chance to play with these things, sometimes before they came out in stores. The games were interesting and varied. The music was either whimsical or madding depending on your outlook. Of course, the central plot revolved around taking your child to the store to buy a new figure to unlock more areas. 

The individual characters had online posters and downloadables for kids. You could, on paper, design your own Funkey. It was kind of cool. 

Well, now it's 2021 and their time is over... or is it? I see people are still producing reviews and posting information online about them. It's a curiosity from the oughts to be sure, but I have fond memories of it. 

Check out the video below from Media Mementos to learn more about this oddity. 


As I rescue or throw away more things in my basement, I'll post about some of the oddities that I find. 

Wednesday, January 27, 2021

Terminal Cone of Negative Energy - What I Thought Instead of What I Should Have Done

Yesterday I posted about creating a map with a download of the HPS Cartography Kit. I love Nate's artwork. Well, that didn't work for a variety of reasons that seem to limited to the six inches of space between my ears. 

Ooo... that looks nice! 
I meant the interface and the tiles, not my map.
The HPS Cartography Kit is meant for Hex Kit, not Inkwell Idea's Worldographer. I wasn't going to let that stop me, I could just edit... 400+, 500+, 600+ images so that they fit in Worldographer. Then I started messing around with Inkscape, not to edit pictures but to freehand a map. 

Yeah. No. 

So, back to DriveThruRPG for a copy of Hex Kit. It made the most sense. If I'm going to review HPS Cartography Kit in the near future, I should have the actual software which it was designed for, which means I need Hex Kit. Which has the side benefit is one more review I can do. 

If you had a lot of patience, you could totally free hand a map with just tiles. Or you could edit one type of tile for a completely different type of software. The problem is I'm adjusting my insulin levels since a near disaster the middle of 2020 and I am now made of frantic energy and not a drop of patience. 

Did I mention it's week 4 of 2021 and I'm on Week 8 of reviews? It's the drugs, I swear. 

Speaking of problems that I have, I have my own product called "Hex Pack", I am really glad I researched that name not at all and luckily missed naming it "Hex Kit" like I've been calling it in my head since it first popped into my mind. I launched my Hex Pack back in April of 2020, so you can see how some of these things can collide. 

Anyway, maximum effort! More speed! 

I usually drop little hints about what I intend to review, but I usually don't offer links to products I haven't used, read, reviewed, etc. because I don't know how they will turn out. The links to DriveThru and Inkwell Ideas are a pretty good hint as to what I think of these products already. 

I do have one other hint, I had the worst time trying to figure out how to launch Hex Kit in Linux. So I reached out to the author and they gave me the answer in a couple of minutes or hours. Frantic energy, no difference between minutes... hours to me right now. Anyway, it's easy. 

Oh, what the heck?

All you need to do is open Hex Kit. It's right there! 

Yeah, Linux Terminal foo is required. The actual command is: 


or ./Hex\ Kit

Hmm... when was the last time I used a front slash anywhere? Don't know, but I can already see it's going to become a habitual thing. 

I wanted to review Hex Kit first then HPS Cartography Kit second, but software has a learning curve that no amount of drugs will fix. I really want to do these now, but it may take until March 2021. 

I did want to share the output of just a few minutes/hours of tinkering got me. 


And of course, that also leads to the heavy handed hint that great products come from authors who have excellent customer service and responsiveness to the most random and frantic questions. 

Tuesday, January 26, 2021

What I Should Be Doing vs. What I Am Doing

Yeah, it's one of those days. I realized that I wrote enough reviews to take a long break, perhaps until March. I've a lot of things downloaded from DriveThruRPG and Amazon to read in order to do even more reviews. But instead, I find myself thinking about maps for my Peninsula of Plenty campaign. 

Yes, I'm going to get that back on the table. And I want a better map than this: 


Or this: 


Well, it's happening. And I'm making a better map. 

Recently, I downloaded Domain Building by Third Kingdom GamesSeafoot Games' The Abandoned City of Nexus 20x30 Battlemap, and reviewed both How to Hexcrawl and Hexcrawl Basics which all got the brain warmed up to the idea of maps and hexcrawling.

It only took a little more to get me moving. First, was a recollection of the Tabula Peutingeriana, a Roman schematic of the Empire's road system. It is not to scale, but it displays all of the major cities and roadways a traveller might need to cross the whole Empire from Britain to the edge of India. It's a parchment scroll, 21 feet long! Check out the link for the Wikipedia entry. It's amazing! The crazy thing is squashed and distorted yet still an accurate rendering of the roads. 

The second part of the push was a combination of a framed copy of Nate Treme's Moldy Unicorn plus a download of the HPS Cartography Kit I meant to review. Review, hell. I'm using and abusing it. I'm making a giant map of the Peninsula of Plenty in that same scale - 11 inches by 21 feet. One inch (or hex) is six miles, which translates to 1500  miles of roads and hexcrawling. 
 

I love the style of maps this hex pack creates. The pack is advertised as containing 400+ tiles, but it's more like 500 or 600. Go check it out. It's a steal. 

Update - Two new views of the work in progress.  




Monday, January 25, 2021

The Last Package Arrived Today

My last package from Amazon arrived today. Now I am almost ready to start a second series of post on modeling. I'll be working on these Bandai 1/144 scale models over the summer. You can find them at many hobby shops, but I've had the best luck on prices at the Big Bad Toy Store

One of the snags with series posts is they start strong and either come to an early conclusion or they just peter out due to a lack of inspiration. 

I hope to change that this year by having a spring/summer series ready to go. I also have a couple of things in my back pocket. My Star Wars campaign looks good to restart and even more exciting (for me anyway) it looks like my gang is ready to go back to the Peninsula of Plenty campaign, perhaps as a hexcrawl. That's two more series to update for the Blog. 

The only problem now is time. I've had my basement flood and defy all attempts to remedy and I recently started a new job which takes up my evenings. My weekend is now Tuesday-Wednesday and I work every holiday for the foreseeable future. I'd know how things will work out, but they will. 

At this point, I am thinking of retiring the Podcast. I really can't see how I'll have the time for all of this. Time will tell. 

Sunday, January 24, 2021

Review - World Builder by Silicon Beach Software

Publisher: Silicon Beach Software
Author: W. B. Appleton and Charlie Jackson
Year: 1986
Pages: 87 pages
Overall Rating: 4.5 of 5 stars

Ok, now I'm reviewing software. It's ok, we'll get through it. 

World Builder is a 35 year old program for creating games. It was issued on a single floppy disk, with a manual for Macintosh computers by Silicon Beach Software. It was useable on System 3 and higher, but a System 7 or 9 needed a free update to 32 bit. Prior to it's release the code had been used to create the game Enchanted Scepters. 

The package promises to get you coding to create you own games. Did it deliver? Hell, yes. It wouldn't build Doom or any other real time first person shoot, but it could certainly handle round based games. It was really meant to create IF games like Zork or other Infocom style games and did so very well.

The manual is a gem without the software as it is applicable to many of the core ideas behind programing. The manual suggests 4 steps to creation, design, populate, design characters and play. It's a little more complicated than that, but that complexity are just details of creation. 

The software has a couple of windows and concepts the user needs to master and that framework of 4 steps makes it easy. 

First, every world must contain scenes. Think of them as a stage for the story. Scenes are hardcoded with some basic concepts like a name,  travel functions, a drawn image, text to display and of course code. You draw static items that appear in the scene like walls, floor, lights, etc. These can provide hints as to what the player should do there. Next, you describe the scene with text. A graphical interface allows the builder to assign valid direction to move and text to appear when an invalid  choice is made. 
It will work on OS 9.2 with the 
32 bit version.

Scenes can be connected like a map, or disconnected like a schematic. You need both most of the time. One great feature is the Scene Code which is specific to each scene. This can be used to create functional interactions, such as sit, stand, or turn on the lights. There is a customizable menu so the Builder can give the players hints or ideas of what needs to be done in a specific room. 

Let jump ahead to designing characters. Every game requires a Player, so this is the one character you need to build. The code refers to the main character as Player@. He or she has attributes that any gamer would relate to, Physical or Spiritual Strength, Hit Points or health, etc. All characters have this abilities. A graphical interface walks the build through the creation process including such things as automatic responses to specific events like combat or other actions. It is fairly robust. Statistics carry through scenes and can be modified by them. 

For example, a character could be give a great fighting skill in the character builder, but have those abilities modified by events or circumstances in the scene such as deep water or darkness. It's a very powerful engine. 

Having mentioned that all characters have the same stats, World Builder does not have the best combat system. The problem is the random number generator. It's a random value between 1 and 256. That is so unlike a percent or a die roll it is hard to predict what the outcome will be without some fine tuning. 

While this may seem odd or difficult, populating the world will clarify this. Being called "Populating", you'd think this part would be about characters. It is and it is not. 

Games come down to a practical point of what is the conflict and what are the barriers. A conflict is something general: a battle of disimular viewpoints. That makes a conflict and the resolution comes when one of those viewpoints is allowed to extend to it's logical conclusion. It could be a defeat or a victory or perhaps even a merger. Conflict is complicated.  

A barrier is something that must be overcome by a set of conditions. It less complicated than the conflict itself. 

Was Smaug there for Bilbo to wrestle to the ground and defeat? Nope.Not that sort of conflict. But Smaug is defeated.  So technically, Smaug is a barrier. The defeat of Smaug requires a certain set of conditions, such as the bird pointing out the chink in his underbelly, Bilbo frustrating the dragon and Bard lying in wait for Smaug with a special arrow. 

So, Bilbo is a character. But Bard, the bird and Smaug and even the arrow are not characters. They are Objects@ (in World Builder terms) or tools to gain a resolution. 

World Builder teaches that difference in the course of programing your own adventure. Populating means creating Objects@ and Characters@ and integrating them with game world you creating. That's a powerful idea that transcends the software itself and is relatable to other outlets like gaming. 

Pulling the tangent back from those high concept, this software is excellent at it's given purpose: World Building. It contains everything you need to get started, the code engine, the drawing software, import tools, sounds and sound creation, plus a means to distribute your product as a stand alone application. 

It really is quiet amazing. 

If you have the hardware, you can download it for free from various abandonware websites. It should be noted that this is not your typical abandonware because at the time that it was remastered for 32 bit and color, it was also released as a free download. It's only a quirk of time that prevents the author from hosting the software themselves as they had in the past. 

If you don't have the hardware, the 87 page manual is an excellent primer into code and game design. Give it a look.