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What some known astronomical objects and collections would look like were they closer to Earth.
I actually started writing code last night, sitting in Terminal A at SFO Airport, waiting to fly home. This is just exploratory, prototype code, intended to make me think about how to model all this stuff. In this code, I defined the class Colony, which is meant to represent Frisgard itself, but of course can […]
This was the motto for the Internet Engineering Task Force efforts back in the 1990s, seeking to define the various emerging Internet standards. It was stated as a rejection of “kings, presidents, and voting” in defining those standards. While the phrase was coined in a setting of open-source group standard development, I want to repurpose it […]
I spent some time the other afternoon jotting down thoughts on models for systems, planets, and regions. Of course, I almost immediately got sucked down into the vortex of star system generation. This was actually a keen interest of mine for many years back in the late 1970s and through the 1980s (one of my first articles […]
[Based on an e-mail I sent to BruceH on 4/22/15] I’ve actually been laying out the background for the Sundog novel (and by extension Frasgird) for several years. The multiverse/jitter cycle is an essential aspect of reality; in the novels, it helps account for the matter/anti-matter imbalance, for the non-uniform structure (supergroups of galaxies, etc.) […]
After spending time in the last post talking a bit about what Frasgird isn’t, I think it’s important to talk about what makes Frasgird fun, or at least fascinating, and why people would want to play it. The stakes are, of course, survival — not just personal survival, but survival of humanity itself. There is […]
I’ve covered some of this here, but I think it’s important to set boundries — at least for now — around the game design, and so let me state what Frasgird is not, at least at present and in my own opinion. I’ll likely come back and edit/add to this post from time to time. […]
In Sundog (the game), there were 30 types of cargo that could be transported by the pod (and thus by the ship), plus nothing and cryogens (the ‘green ice’ pods) — 32 types in all (because, binary). Each had an associated base price. Here’s the data from the original game, with the base price for each […]
I have a number of thoughts about how to model characters (individual sapients) in Frasgird; I’ll try to capture some of them here. First, as much as possible, I would like the character ‘model’ (attributes, status, available choices, other info) to be consistent across all races of sapients and across the player, all major non-player […]
I believe the modeling of Frasgird itself should be slightly abstract but still present some sort of graphic representation. We don’t need or want a SimCity-level model (though it might look cool). I’m not even sure we need/want one on level of the original Sundog, where you can drive/walk around the city, because I’m not […]