Ten Commandments
First, remember to send me a picture of your home as well as the physical home.
Seond, now that you've built with a partner, you've seen some of the pro's and cons of building in SL up close and personal. In the comment field for this post create a list with your partner of ten commandments for building in SL. Be sure to put both of your first names on it so I can credit it.
Wednesday, February 11, 2009
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The Ten or so Commandments to Second Life Building
1. Thou shalt useth the grid tool
2. Thou shalt haveth a pen/pencil, pad of paper, and calculator neareth you
3. Thou shalt thinketh about using groups (Unless you're alone)
4. Thou shalt useth good textures
5. Thou shalt understandeth the permissions allowances
6. Thou shalt not use no more than 256 links prims
7. Thinketh not in feet, but thinketh in meter
8. Obeyeth thy scripts
9. Useth the transparency tool when thou maketh windows
10. Rocketh
From Randy Chap and Chris Bos
Chris Bright
JD Holbrook
1. Shift drag is your friend
2. Think in meters, not feet
3. Set grid unit meters to the same dimensions as your partners
4. Build away from objects not owned by you
5. brush up on basic algebra and trig, they help alot with odd shapes and positioning
6. Come up with a blue-print or other type design before you build
7. Use of lighting is very effective
8. Use descriptive names for the individual objects
9. When doing textures pay attention to the Repeats Per Meter option
10. Become familiar with scripting
else you will die!
1.Use groups for permissions
2.Don't use prims when a texture will work.
3.Use the grid to align prims.
4.Save often.
5.Save copies of scripts.
6.Apply different textures to different sides of a prim when needed.
7.Make things that are interesting, boring stuff is a waste of time.
Devon's Ten Commandments of building in Second Life
1 Thou shalt use the grid
2 Thou shalt make sure permissions are set correctly to allow the use of all parties
3 Thou shalt use textures to beautify the earth
4 Thou shalt use the minimum amount of prims
5 Thou shalt use google to find scripts
6 Thou shalt search for items that can be purchased rather than built to make things easier
1. Hotkeys, Hotkeys, Hotkeys!
-ctrl to rotate
-ctrl + shift to rotate
-shift + position to copy
-ect ect...
2. The grid is your friend
3. Use the numerical values in the edit box
4. Modify textures (repeats and rotation and stuff) so every thing matches.
5. Youtube and Google are your friends.
6. Find a group work system that works for you.
7. Familiarize yourself with how to "torture" prims
8. Use free stuff(if it works for what you want) don't settle because it's free.
9. Carry a cutlass...it makes you look cool while you build.
10. Brown nose Roger to get a good grade.
Bryce and James
1) USE THE FRAKKING GRID!!!
2) Permissions, permissions, permissions. Make sure that those are squared away *before* you begin, as it's almost always impossible to fix later.
3) Primcount is important in large projects: use textures and creative cuts/hollows rather than simply use loads of prims. That said, rooms don't often work as hollowed out boxes (camera issues among other problems).
4) Textures make or break your look: Do the math and be sure to use the texture repeat field properly so hi-tile textures aren't next to low-tile, it often looks horrible (especially if its the same one).
5) Don't base your measurements on your avatars size. Default avatars can be anything from 1 to 2 1/2 meters tall. Custom avatars can be huge, but they can reasonably expect difficulties.
6) Real-world building techniques aren't always useful in SL. For example, load-bearing 2x4's aren't required, only put in columns if you want that particular look. The roof can't cave in. (At least assuming the physics aren't enabled).
7) IBM 6 has script issues.
8) SL building may be easy and fast, but it still pays to plan beforehand. (P)rior (P)lanning (P)revents (P)iss (P)oor (P)erformance.
9) Don't build around others prims. Avatars tend to react badly, intentional or not.
10) USE THE FRAKKING GRID!!!
WILLIAM THAMMAVONG
1. USE GROUPS SO YOUR PARTNER CAN EDIT OBJECTS.
2. TRY AND FIND TIME OUTSIDE OF CLASS TO WORK TOGETHER.
3.USE THE GRID TO POSITION OBJECTS. MAKES IT EASIER TO SCALE PRIMS EASIER
4.LEARN HOW TO COMPROMISE ON YOUR IDEAS
5.KNOW WHEN TO SCALE BACK WHEN NEEDED
6.DONT GET FRUSTRATED AFTER BUILDING THINGS FOR THE 3RD TIME.
7.BEFORE UPLOADING TEXTURES, FIRST FIND OUT IF ITS AVAILABLE FOR FREE ON SL.
8.START EARLY WITH CREATING THINGS.
9.LEARN HOW TO SAVE OBJECTS TO YOUR INVENTORY.
10.USE THE TUTORIALS ONLINE IN CONJUCTION WITH THE TEXTBOOK TO GET THINGS DONE.
- Use the grid!
- When building, always set these options on _every_ object: Share with owner, Next owner can: Modify, and Next owner can: Copy. This will allow you and your partner to have full access to all the objects you create.
- Build together! Building side-by-side with your partner makes the job easier and faster than building individually.
- Avoid fractions. Fractions make it difficult to line up objects and causes clipping.
- Plan ahead. Diving blindly into a project is asking for trouble!
10 Commandments to SL Builds
1. Always work in meters.
2. Use the grid.
3. Build by numbers.
4. Use a group.
5. Always pay attention to permissions.
6. Use lonely sandboxes.
7. Make your own textures. Impress!
8. Save several versions as you go.
9. Move the camera around the build to keep scale.
10. Less Prims.
Brandon Wilhelmsen and Dan DeFinis
CALVIN SMITH:
The Elevator quick hit:Illegal Alien Shooting Range
- Shoot illegal immigrants that are trying to cross in. Keep the country safe and get a high score.-
This game will answer what questions?
This serious game will answer the personal question of a player’s conscience. When playing the role of a character that keeps illegals out of our country, it makes one ask themselves how they feel about what they are doing when playing the game. An interesting experiment about this game could be to see who it may offend, and whether they think it would be fun to play regardless. The slant is against illegal immigration and to aim at players amongst the camaraderie to think about why that is wrong. Grand Theft Auto is after all an extremely offensive game, but it is a top seller because it’s so fun. This must mean that inevitably this is what the people want. So, the game will need to also answer that question: Is it fun? Is this what people will want to play? Illegal Immigration has always been a hot controversial issue in the country, and the world. With the U.S. under control of a newly elected president, and historic changes in the economy, there is reason for concern. Especially with looking at failing countries in Europe, and seeing how thoughtless immigration laws are being passed. In turn, making their countries crumble due to a lack of stern rules and discipline. There needs to be a patrol, and there needs to be a firm understanding in this country that illegal entrance is a felony and not acceptable. Legalizing immigrants through a timely, but approachable step by step process is what the founding fathers would want for our country.
The object of this game is that illegals will be popping up in a gallery contained in a booth. There will be a wall into the U.S. that some are moving towards as well. Fail to shoot them before they get too close and the you lose. I would hope the game would be intuitive enough to maybe use different guns for a challenege and have certain hits be worth more on different parts of the body on the targets. In order to win the game, the player has to stop the illegals from getting past the wall at the front of the booth and keep them back. As the game progresses it would be fun to have the aliens get more intuitive. Some move faster and maybe the player is only equipped with a handgun instead of a semi-automatic uzi.
Zombie Nazi FPS
Area 51/Maxmum Force and Time Crisis meets Call of Duty pre- Modern Warfare, yet the Nazis are Zombies…
A small contained game, similar to the UFO game played earlier this semester.
Replace the UFOs with Nazi Zombies and have them progressively get larger (closer to the shooter).
Mouselook will make this game look bigger, so details on the small things will be needed.
Points will be awarded per “kill” and the scoreboard will record the top winner for the day/year/all time.
This is from J.R. Bowman and Jaleh:
1. Make sure that all objects can be modified by your partner!
2. Use the SL grid
3. If you don't know how to build something, Google it.
4. Mouselook is your new best friend.
5. Use as few prims as possible.
6. Learn the transform shortcut keys.
7. Textures can turn a boring prim into an awesome one.
8. Don't forget to save (take a copy) whenever important changes are made.
9. Scripts are so cool!
10. If it exists in real life, you can build it in Second Life.
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