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  Second Life v1.4  
 
 
Posted 2004-06-15 by Tony Walsh
 
 
     
 
Massively-multiuser online environment Second Life has been updated to version 1.4, a very significant update that includes such milestones as custom character animation support, shared streaming audio from Internet sources, and an XML-RPC implementation. This last improvement "...allows data and commands to be sent back and forth between disparate systems over the internet. In Second Life, this means computers outside of Second Life can communicate with Resident-created objects and scripts in-world. Some applications for XML-RPC include faster in-world blogging, the ability to send newsfeeds into Second Life and the capacity for store owners to manage their inventory remotely."

Second Life, ever the brave new world. You can catch up on my impressions of this VR environment in the article series My Second Life.
 
     
 
   
 
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  My Second Life, Part 9  
 
 
Posted 2004-06-10 by Tony Walsh
 
 
     
 

My
Second
Life
is a multi-part journal detailing the Second Life exploits and observations of Tony "Zero Grace" Walsh.

Catching Up

Ahh yes. Nothing kills your leisure hours and side-projects like a new full-time job--up until recently I've been freelancing exclusively and was graced with plenty of cycles to burn on fun stuff. I've had a mere trickle of minutes over the last few weeks to spend in Second Life, but managed to host my first event: A meeting of the Monster Makers group. The rather informal rabble took turns transforming into a range of horrific critters. New acquaintances were made, and plans for a Halloween parade discussed.

While it's not likely I'll be banging off a new Second Life article every week any more, I did manage to get another edition together. While you're waiting for my next installment, you might be interested in keeping tabs on Cristiano Midnight's personal journal of Second Life goings-on. Between Cristiano and Hamlet Linden, you'll be set for frequent SL news.



Continue reading: My Second Life, Part 9
 
     
 
   
 
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  My Second Life, Part 8  
 
 
Posted 2004-05-25 by Tony Walsh
 
 
     
 

My
Second
Life
is a multi-part journal detailing the Second Life exploits and observations of Tony "Zero Grace" Walsh.

 

Route 66 Demolition Derby

Builder Bonecrusher Slate and scripter Ramon Kothari grind Second Life's pedal to the metal with the car-on-car action game "Route 66 Demolition Derby," one of seven entries in Second Life's Game Developer Competition. Route 66 was launched with 8 distinct cars: A souped-up Model T, a purple PT Cruiser, the Dukes of Hazzard General Lee, a Mini Cooper, a black Hummer, Knight Rider's turbocharged Firebird, a blue meany called Splatter, and a green biohazard called Junker. Not just any vehicle will work in Route 66's arena—all official cars have different speed and handling characteristics as well as a Heads-Up Display (HUD) showing how much damage you've taken. The best indicators, however, are the parts that go flying off your vehicle as it gets smashed up. And when a critical level of damage is reached, your whole vehicle pops apart at the seams.



Continue reading: My Second Life, Part 8
 
     
 
   
 
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  SL Smash ‘Em Up  
 
 
Posted 2004-05-18 by Tony Walsh
 
 
     
 
Second Life now reeks with the stench of BURNING WRECKAGE! Indie game-development project Route 66 Demolition Derby brings smash `em, trash `em action to the SL 4-wheeler scene. There are currently three modes of play:

Demolition Derby [trailer]
"Grab a car and hold on tight! You're ready to get behind the wheel of an official Route 66 Demolition Derby car! Choose from one of 8 models, each with their own distinct features and handling. Enter the fray, and crash, bash, and smash your way to the top of the leader boards as you battle to become the King of the Arena!"

Route 66 Toxic City [trailer]
"The residents of Toxic City need your help! A tanker truck carrying illegal toxic waste has crashed downtown, leaving that portion of the city uninhabitable! Hop in your bulldozer, and clear the city of buildings so that an efficient HAZMAT clean up can begin. Be sure to collect the valuable Route 66 coins along the way. And be careful of that toxic waste!"

Route 66 Crash Test [trailer]
"A fun single player interactive ride, that allows you to 'become the dummy' in an official Route66 development vehicle. Are you brave enough to strap yourself in and set the MAX SPEED before your car rushes head first into the Route66 Crash Test Wall?"

I intend to try out and review Route 66 as soon as I get some free time. Sounds like hella fun.
 
     
 
   
 
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  My Second Life, Part 7  
 
 
Posted 2004-05-16 by Tony Walsh
 
 
     
 

My
Second
Life
, Part 7

It took under ten minutes for my Land for the Landless in Janus to sell—appropriately to Schwanson Schlegel, one of Second Life's wealthiest land barons. With an eye peeled for a more cohesive neighbourhood, over a week passed before I scouted a new home amongst the oft-sardined dwellings of Second Life: DarkWood (114, 50).

The modest peninsula of DarkWood is split into quadrants by four rivers originating from a small central lake. The fantasy-themed region was once a testing ground for the ill-fated DarkLife project—an attempt to bring a role-playing game system to Second Life. Now, only a dark fortress, a small cottage, a graveyard, and a tiny zoo of inanimate animals remains. The rest of DarkWood has been populated by creative architects responsible for jewels such as a tranquil town square and the Elizabethan-style SL Globe Theatre. Although a few of the longest-standing members of the area have moved on, the newcomers seem to have taken up the mantle of responsible urban planning.



Continue reading: My Second Life, Part 7
 
     
 
   
 
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  EFF in Second Life  
 
 
Posted 2004-05-06 by Tony Walsh
 
 
     
 
The Electronic Frontier Foundation's Ren Bucholz is giving a series of presentations in Second Life.

The first, which begins tomorrow, is entitled "A Better Way Forward: How To Deal With Disruptive Technologies." Up for discussion is "...the history of technologies that shook up 'business as usual' for content holders and how we dealt with them in the past." Ren's speech will be followed by a Linden Labs rep discussing the DMCA's impact on Second Life.

Monday (May 10) features a chat entitled "Mash-Ups, Memos and the First Amendment Online," wherein copyright and the DCMA are discussed in their capacity to "squelch speech online." On Wednesday, May 10, it's "Exporting American IP: Trade Agreements, Treaties and Policy Laundering," covering the viewpoint that "The U.S. is exporting the bleeding edge of its maximallist intellectual property law to countries around the world."

These meetings are of course exclusive to Second Life, but anyone with a credit card can sign up for a 7-day trial and attend. Make sure you let them know Zero Grace sent you ;)
 
     
 
   
 
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  My Second Life, Part 6  
 
 
Posted 2004-05-04 by Tony Walsh
 
 
     
 

At last I am beginning to find the better-quality people,
places, and things in SL. Like scrutinizing an object under a microscope,
SL becomes more detailed and complex the further I zoom. This sixth edition
of My Second Life marks week three of my other-worldly experiences in the
massively multi-user environment of Second Life (SL). Click
here to review the entire list
of My Second Life articles,
or read on for the latest.


Continue reading: My Second Life, Part 6
 
     
 
   
 
  8 comments  
  My Second Life, Part 5  
 
 
Posted 2004-04-27 by Tony Walsh
 
 
     
 
I've been a Second Life (SL) subscriber for barely two weeks. It's been a hell of a ride, mostly due to the mind-shattering volume of material to sift through, and the nearly-unfathomable level of complexity behind the scenes. Second Life still seems impossible to define as a whole, but easy to analogize. Second Life is an Olympic-sized swimming pool filled with fantastic Sea Monkeys. More than mindless brine shrimp, these critters dance and play together, build castles, and ride around in cars. Left unchecked, the Sea Monkeys will fill the pool with suburban homes, cocktails, torture chambers, slot machines, motorcycles, stuffed animals and ray-guns. How long will it be before these genius Sea Monkeys escape the bounds of their pool and take over the rest of the world one puddle at a time?
Following are my continuing reflections, discoveries, and commentary on the massively-multiplayer world of Second Life. For earlier editions, please see the complete list of "My Second Life" articles.

Continue reading: My Second Life, Part 5
 
     
 
   
 
  9 comments  
  Actual Press for Virtual Reporter  
 
 
Posted 2004-04-27 by Tony Walsh
 
 
     
 
Wagner James Au is Second Life's official "embedded reporter," covering the people and events that make the multiuser computer simulation so interesting (and frightening, and sordid, and hilarious...)

Au was recently interviewed by The Mercury News, and explains his role in Second Life, some of the more notable events he's reported on, and gives brief insight into what it's like being a reporter covering the media outlet that mails him cheques.
 
     
 
   
 
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  My Second Life, Part 4  
 
 
Posted 2004-04-20 by Tony Walsh
 
 
     
 
My adventures in Second Life continue [see previous entries], both inside this multi-user world where content is king, and outside, where discussions blossom and bomb. I've been lucky enough to have an overwhelming nod of support for my series of articles from Second Life residents, but it's now obvious to me that I need to be crystal clear with some caveats in order to keep a few gripers at bay.


Continue reading: My Second Life, Part 4
 
     
 
   
 
  12 comments  
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5224 comments
on 4159 entries

Dinozoiks wrote:
Wow! Thanks for that Tony. Just posted a bunch of other tips here... http://www.dino.co.uk/labs/2008/45-tips-when-designing-online-content-for-kids/ Hope it helps someone... Dino...
in Dino Burbidge's '10 Things To Remember When Designing For Kids Online'


yes, many of the free little games are crappy. but as an artist who has recently published free content on the itunes app store,…
in Free iPhone Games Are Awful: Strategy?


I vote for popup radial menus. Highlight a bit of text, the push and hold, Sims-style radial menu pops up with Copy, Paste, etc....
in More iPhone Gestures, Please


Hey Tony! A client of mine is looking to hire an internal Flash game dev team to build at a really cool Flash CCG…
in Dipping Into Toronto's Flash Pool


Yeah, there's a lot of weird common sense things I've noticed they've just omitted from the design. No idea why though....
in More iPhone Gestures, Please


It also bears noting there's no mechanism right now for a developer to offer a free trial for the iPhone; the App Store isn't…
in Free iPhone Games Are Awful: Strategy?


@GeorgeR: It's on my shopping list :) I've heard good things about it as well. And Cro Mag Rally. @andrhia: meh, I don't know…
in Free iPhone Games Are Awful: Strategy?


...you get what you pay for, you know? I actually bought Trism based on early buzz, and it's truly a novel mechanic. I've been…
in Free iPhone Games Are Awful: Strategy?


The only one I've heard good things about is Super Monkey Ball. Have you given that a whirl yet?...
in Free iPhone Games Are Awful: Strategy?


Advance warning: this frivolent comment is NOT RELATED or even worth your time ... But whenever i hear "Collada", i think of that SCTV…
in Electric Sheep Builds Its Own Flock


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