Monday, February 24, 2014

Game Review: Borderlands & Borderlands 2


By Nydia Tungsten

I have been playing the Borderlands series now for almost since the game was first available. For those who don't know of it, let me sum it up.

Borderlands

The story takes place on the planet of Pandora, and you play the part of one of four "vault hunters" who are looking for the legendary Vault of Pandora.

Brick, who prefers to punch things to death.

Mordecai, whom has his trusty bird "Bloodwing." Both are more into long-range combat and Bloodwing can help get more loot.

Lilith is the "Siren" of the group. Her special ability is the "Phase Walk," during which she turns invisible. As it develops during the game, she can gain abilities from healing herself to electrocuting anyone nearby as she phase walks through enemy ranks.

Last is Roland the soldier. He has the ability to throw turrets down to heal and resupply ammo.

As you can see, each vault hunter has their own unique abilities. I prefer the "Siren" myself as she fits my style, either sniper or up close and personal. You perform many missions that lead you to finding the vault. Every step of the way there, you pick up more and more abilities in your talent tree.

The graphics aren't exactly lifelike, and I think this was due to parental fears of their little dimpled darling who might actually get traumatized by a video game, which I consider to be on par to that they see on their favorite TV show ... but that is a rant for another time. The graphics are well done for the style they intended.

Along the way, you will meet many characters. A certain one you will meet throughout the game is the endearing, yet annoying, but always lovable "Clap-Trap unit.' Another is "Angel," the AI who only you can see, whom I have as one of my favorites. As you play, you will find yourself being "helped" along by her.

Borderlands 2

With the second game in the series, you have four to six characters you can choose from, depending on the download packs you can get. If you get the "Game of the Year" addition, you get access to all of them. Again, I like the Siren character, but this one has different powers than the one in the first game. As you play, you meet each of the playable characters from the first game, but they are NPCs, along with Angel, and of course Clap-Trap.

Your arrival isn't as peaceful as in the first game, as you are immediately under fire as bots from Handsome Jack try to kill you. Handsome Jack is the main antagonist throughout this adventure, and becomes the man you love to hate. He is the CEO of Hyperion Corporation, and has some very memorable lines in this story as he taunts and rants at you throughout the game as he throws harder and harder minions to stop you.

As in the first game, you are looking for a vault and you are "helped" along by not only Angel and Clap-Trap, but with the main characters from the first game as well.

If I am being a little vague with my descriptions, it is because I don't believe in spoilers. The video links are the playthrough to the first "boss" fights under level ten. In Borderlands, I am playing as the Siren, and in Borderlands 2 I am playing as the Mechromancer.

In both games, you are immersed into the story with plenty of humor mixed in. The stories and backgrounds are very well thought out and lighthearted as well at times. And so with this series of games, I give them my humble thumbs up.

BL 1 play through link:
http://www.twitch.tv/nydia_tungsten/b/504224984

BL 2 play through link:
http://www.twitch.tv/nydia_tungsten/b/504569563

Why write about games that are several years old? It's because the creators are at it again.

They have a third game in the works, and it may be released late this year or early 2015. Want a sneak peek? I have one for you, and it even has a surprise twist that if you played Borderlands 2 all the way through, it will jump out and slap you in the face!

http://www.gametrailers.com/videos/9ahana/tales-from-the-borderlands-vgx-2013--world-premiere-trailer

I hope you enjoyed this review as much as I did.

If you have a suggestion for a game you would like to see reviewed, let us know and as always -

Good gaming to you!

Pre-edited by Brandi Streusel Tungsten

Image credit: HCL.HR Gaming Portal, softtonic.com

Nydia Tungsten

Monday, February 3, 2014

Reader Submitted: Game Review - Rust


From Nydia Tungsten

I first heard about “Rust” through the “Steam” community looking at what was on sale as I often do, where I saw the trailer for it, I remember thinking “ This reminds me a bit of Minecraft only with better graphics.” Then a few friends of mine start talking about it, so I tell them “IF I ever get it I will stream it.”

 The next thing I know, I am getting offers to join others on their server that they play on and told I “have” to get it because it is so much fun. Then I get an IM from a good friend and one of my Angels (Bix) saying that if I get it he will too and we can die horribly together.

Well I lasted a good 10 sec once I got in before I was Zombie chow, LOL, here is how it went.

When I first started the game it asks for the graphic settings I would like, with my system I can go for “Movie” quality in games, so I set it for that, then play, it will give you 3 types of server choices, I looked and looked for one of my Angels server (Pagan) but couldn’t find it so Bix and I decided to just go with the first empty one we found, so POOF! I am in Rust, and so is Bix, but we have NO idea where the other is, to me THAT is the biggest Draw back to the game for me, is the inability to find your friends you want to play with.

We spend over 4 hours trying to find each other. What doesn’t help is that IF you die you are sent some place TOTALLY random you lose everything even your start up base unless you have a sleeping bag made and put down. Add to the fact we had no firkin clue as to what we were doing, but that went both ways, we had no clue and had fun laughing at each other I will include a link so you can see how I did, when you watch it look closely at how everything looks, I was impressed with it, and believe it or not, this is just the alpha of the game. That is what is so amazing to me, is the fact it is not even in Beta yet.

Later Pagan came on and we were able to hop on the server she is on, and on that server we *could* TP to each other, which to me made it more enjoyable, BUT I did die more often, that chat on the stream was fun and upbeat, at one point Bix was killed ( again) by wolves and he comments on the fact that wolves seemed hungry at that point And Treminari  gave the wise answer “Wolves gotta eat too!”, a fact we all agreed on, but still wished it wasn’t us they tried to feed on.

The Nights are dark and mostly boring, if you’re lucky, in this game you don’t really want exciting nights, because that usually means something is trying to kill you.

So most of the nights I spent trying to craft items and weapons and figure out everything I needed to survive. Like minecraft there are recipe’s you need to gather for, but unlike Minecraft you have a crafting list of things you can make, you just need the items to make them, or even craft the items into the other items you need to make other things such as the ore to make metal and sulfur so you can make guns and ammo.

So here is the question you’re asking “Is it worth it to get?”

My answer is this, IF you like Minecraft there is a good chance you will like this game. But the biggest plus this game has over Minecraft: NO CREEPERS! (I really HATE those buggers)

It is a survival game with a little bit of a first person shooter mixed in, it is a lot of fun but it can be frustrating at times and depending on your play style, there is a server to match, if you like PvP there are servers that you kill each other to your heart’s content, Raid others homes loot, pillage and rob, because if you kill someone, all their goodies are in a back pack on the ground for you to grab, but be warned, they will be trying to do the same to you!

The server I am on is more of a co-op server, no PvP or raiding and you can TP to someone three times between server restarts. It is named “Lost Island” Come say “Hi” but mind the rules the admins are very active there and WIL ban but everyone is very helpful and willing to give you a hand.

I give “RUST” a humble Thumbs up, the price is only $20 USD, so very reasonable and the quality for it just being in alpha makes it well worth it as well.

As promised here is the link of my very first time seeing this game.
http://www.twitch.tv/nydia_tungsten/b/499715319

And here is a bit once I hooked up with my Angel Pagan
http://www.twitch.tv/nydia_tungsten/b/499781638

Good luck and good gaming to you!

Nydia Tungsten

*  *  *  *  *

I dropped in with only basic info on how the game's played from a Youtube (link). It can be frustrating as you'll be getting hungry before long, and it can be a while before you can find a critter to hunt down for meat, and if you can't find any food (or get chased away by predators and zombies from what you find) plus burning more calories from shivering from the cold at night, you'll eventually starve. Building a campfire can help, but look around first before crafting something as anything hostile nearby can spot you and clobber you before you can respond and get away.

My advice is gather a few stones and wood at the start to make a hatchet.You'll be able to gather wood and stones/ore faster, as well as a better weapon for hunting pigs. Once you get a bit of cloth, make a bow and some arrows. You'll be able to take down deer, which run when you get too close, and should be able to take down wolves in two shots - if you have a steady hand. Bears require about four arrows, which means at least twice you'll have to quickly turn and run several seconds then turn around and fire again. Zombies need several hits. One can back away from the slow ones and fire again, but the quicker ones are trickier, and can be relentless in their pursuit. They might stop chasing you after several seconds, or they can keep it up for several minutes. Predators and zombies can also chase you up rocks, and open windows allow them to reach in if you're too close.

Check buildings for any crates that may be inside as they're likely to have useful items. If you're having trouble finding critters to hunt, you might find food, for instance. But if you hear your radiation detector clicking watch out for zombies, and if it's clicking heavily you'll get poisoned after several seconds. If airdrops are a feature on your server, it's fun to run over to see if you can get the goods. They can offer some very handy goodies.

And once you have a good amount of resources and goods, look for a chance to find a place to store some of them before the zombies get you. You do so by building a crate and putting them in. Even if you respawn at a random point, at least you have a chance to find your way to your stuff. Unless someone picks up items from a fallen player in a few minutes, they're gone.

For an alpha release, Rust is pretty good. It could use some improvements, thought. At the very least, it should offer an option for a female appearance, so women players won't feel awkward. Maybe add a few edible (and poisonous) plants. And perhaps changing the critters AI so sometimes the predators go after the pigs and deer.

Besides Youtube videos about Rust, one useful source of information is the Rust wiki (link). Besides more hints, there's a map (link) which will help you get around and meet up with people. 

Bixyl Shuftan

Thursday, January 30, 2014

Biggest Battle in Eve Online's Ten Year History, Over $300,000 USD Worth of Virtual Weaponry Lost


By Bixyl Shuftan

The game Eve Online on Monday Jan 25th saw the biggest battle in it's history. The "Battle of B-R5" involved 2,200 players between two alliances of two factions each, and the loss of hundreds of ships on both sides, including about 90 Titans, an unprecedented number lost in a fight.

In Eve Online, the competitive nature of the game results in occasional warfare between factions of players. With diplomacy and dealmaking, sometimes the result is fights between alliances of factions. And the game allows major factions to build some pretty big ships if they have the resources and time.

In Eve, the biggest ship that can be built is the appropriately named "Titan." These ships are truly gargantuan in both size and cost. In the game, they are kilometers long and "capable of disrupting the tides of planets." How much does it take to build one? A total of 3400 hours, months to build, and about 7600 US dollars worth of game currency. If committed to battle, they're a force to be reckoned with as it's main weapon can blow away smaller vessels with a single shot. But it's not indestructible, and can be lost. Because of it's cost in time and resources, the loss of one is the loss of a strategic asset. It doesn't happen too often. In the past, a faction than managed to wipe one out and put it up on Youtube could enjoy some bragging rights for a while. More recently, there were some fights that saw the loss of a few. In February 2011, 12 Titans were lost in the Battle of Uemon.

What caused this battle? A space station controlled by one alliance of two factions ended up for grabs after they lost ownership of it. Not because of enemy action, but because the rent wasn't paid on time, possibly because of espionage. The station was the alliance's headquarters in their war against another alliance, and the opposition jumped at the opportunity to try and take it. Success would mean their enemy would be prevented "from accessing a great deal of their strategic assets and war material." Faced with losing the base, and with it probably the war, the defenders made the decision to risk their Titan ships. The attackers brought in theirs, the result being a unique battle in Eve's history, "for over 100 of them to just leap into a toe-toe slugging match where their chances of survival are quite low is... unheard of. These two powerblocs are really taking an insane risk here."

Compared to a game like "World of Warcraft" in which a player getting clobbered results in the armor needing repairs worth roughly a fraction of an hour's worth of game cash, the losses in BR-5 were truly staggering. Iris Ophelia put it, "To understand the true scope of what happened in Eve last night, imagine instead loosing that same round ... And then loosing your car ... And that unfinished manuscript you've been putting all your free time into for months. ... 90 times."

One player posted in Facebook chat, "I lost a dreadnaught, but I'd been planning on loosing it gloriously for a while. ... Sadly, the node was totally borked. I never even got to fire a shot, since my grid never loaded for my client, but everyone who was already on field and had grid loaded nuked me in spades." Of his corp, FinFleet, "We got prison sodomized."

The battle went on for a while, until reinforcements for the attackers gave them the edge. The defenders then gave the order to withdraw to try to preserve what they could. The attackers continued to press their advantage scoring more kills and adding to the losses. "Both sides had lost an incredible number of dreadnaughts, and the price of Tritanium has been creeping upwards, anticipating the flurry of industrial production to come. While the final kill numbers aren't in yet, this fight has already blown past every single record for damage done in Eve."

And blown past every single record in damage done to dollars invested in virtual goods.

<iframe width="560" height="315" src="//www.youtube.com/embed/RCK-E5AopVI" frameborder="0" allowfullscreen></iframe>

(Click Here if the video fails to load)

*Update* For more information, check out Eve Online's Twitter feed at: https://twitter.com/eveonline

Sources: Polygon, New World Notes, Reddit Eve Online B-R5 Thread, The Mittani

Bixyl Shuftan

Friday, January 24, 2014

Getting a Luskwood Avatar In InWorldz


By Bixyl Shuftan

One issue some friends of mine have with InWorldz is the lack of variety of furry avatars. Although the Wingless freebie avs apparently have been around for a while, for some, this isn't enough. Some find the design a little dated. Others find them quite different from the particular look their used to. And of course people usually want as many choices as possible. While some might be tempted to get a copybotted avatar, this isn't a good idea. InWorldz's residents consider those just as bad as those in Second Life, if not worse.

So it seems for now InWorldz residents are limited to either sticking with the Wingless or learning to make their own avatar. As most are not really builders, the second seems like not really an option. So what about getting someone already skilled at making avatars here? If you're a user of Kinzart Kreatures (KzK) avatars, you can pretty much forget about having your look in InWorldz. On their Tumblr, the KzK spokesman branded Second Life residents thinking of moving to the smaller grid as cowardly, and dismissed the virtual world as a "haven for thieves and copybotters alike."

Luskwood had a different answer. Michi Lumin and others on the Lusk team have accounts on InWorldz.  Talking with Michi, she told me since I was a customer of theirs, they'd send me a copy of my red Fox avatar to me in InWorldz. Just allow for some time for it to arrive. After a few weeks, Michi sent me a message to look for a package when I returned there from Drew Luskwood. And heading back, I found a new box in my inventory, one for a Luskwood Red Fox. So I rezzed it on the ground, unpacked, and changed avs ...

And I was back to my familiar look from Second Life. Well, almost. I have a preference for flexi-tails, so I kept the one from the Wingless. Here's the avatar at Podex InWorldz.

Drew, whom is considered part of the Luskwood Core on his profile,  had sent a message asking if I got the avatar. I answered, and we had a short conversation.  Drew told me Luskwood wasn't quite ready to be setting up kiosks in InWorldz. They were waiting for the place to become a little larger, notably in the number of residents logging on daily. For now, they would have a limited presence in the smaller Grid, delivering avatars to individuals.

Still, Drew and others at Luskwood were impressed with InWorldz's rate of growth. It might not be long before Second Life's first avatar company has vendors in this virtual world.

Now if I can only find a fedora and light brown trenchcoat ...

Bixyl Shuftan.

Friday, January 10, 2014

Review of Cube World


From Xymbers Slade

I've been around, I just grew tired of writing for a couple years and thought I might pick up the digital pen again.

I recently heard of a game out on the internet called "Cube World" (https://picroma.com/cubeworld), marketed as "a voxel-based exploration RPG." Run by two people, it at the outset looks like some kind of Minecraft spinoff, but after I bought the game, I found that nothing was further from the truth. There's no building one's home or a base in Cube World, instead resting in inns and at various campsites found along the course of one's travels. It's very "pixel-ish" (but that's what one gets working with voxels, not that that is a bad thing) and looks like something Minecraft might be if it were done in a colorful, more basic style.

There are multiple races and classes with small skill trees (which I haven't messed about with any yet); I ran about as a human watching the procedural landscape generate for a good two hours instead. Races include Human, Elf, Dwarf, Orc, Goblin, Undead, Frogman (which looks like Frog from Chrono Trigger, a direct homage perhaps?), and Lizard Man, though I couldn't see any special racial bonuses between the various races. There are also several classes (Warrior, Ranger, Mage, and Rogue) each with two specializations (Warrior has Guardian and Berserker for example) to play around with.

Upon creation of a character, one enters a seed number (worlds with this seed number will always be alike, same as Minecraft) and a world name though I found out negative numbers can't be used as a seed, nor can word strings or anything like that. Hitting M brings up a map revealing the chunks of the world as they load up, with a town never far off, and battlegrounds the further you go from where you start. Get close enough to a battleground or "boss" area and you'll get a quest to wipe out the ruler of that area, which is easier said than done. Movement is with WASD (No key remapping, which was a turn off for me, I *loathe* WASD movement) and clicking the mouse buttons swings your weapon. There are multiple types of enemies to beat on, from bugs to animated onions to "biters" to boss monsters like ogres, and since you have to manually target or move to dodge, surviving such encounters is far harder than it looks. If you die, you respawn at what appears to be a statue of some kind somewhere nearby.

Ok, wandering around hitting monsters is fun enough, and there does seem to be crafting involved (which is something I haven't gotten involved with yet in any great detail). Towns have districts where you can trade, sell, craft and whatnot, so living out of them is very viable as you work to gain levels and become more powerful. Still, as I played it more and more I found myself asking "This is all nice and pretty, but what's the point?"

Cruising the forums briefly, I asked a few questions about the game having just bought it and all. There's no building of one's home or a base (yet --- looks like a planned feature). There are multiple quests (and what appears to be daily quests, as the game has an internal clock) for treasures and "Platinum Coins". I'd had problems with multiple mobs at once (a starting player is very weak) and while wandering there are often wandering parties of neutral or friendly NPCs. These guys, I learned, won't help, but if I lure monsters to them, they'll beat them up for me. It looks like there is a pet system (as I'd asked "how to deal with multiple mobs at once in a "boss like" area --- the answer is to tame a pet, which I have not yet figured out). I was surprised when I asked if I should have waited until more features were added and someone said "yes." There's no "ending quest" to beat the game, no "hardcore mode" for if you die you lose everything (maybe I'm too biased toward permadeath now).

Glancing at Wikipedia, it says that the game started in June of 2011 (by comparison, Minecraft would release its full first version in November that same year). Now I'm thinking 2011 up until now in 2013-2014 is more than enough time for multiple updates, but there doesn't seem to have been many at all. To be fair, there's only two people working on this: the creator and his wife. By comparison, the award-winning Cave Story was one guy over five years. I ran about the Cubeworld world for a good long time and thought "This could be fun, but there needs to be something more." There ARE multiplayer servers, so I hear, but I did not go looking either on the forums for newbie friendly servers or seeking out my own via google or anything.

So, after playing the game for about two or three hours, what do I think? This game has *potential*. I think Cube World could give Minecraft a major run for its money if it had more updates, more things to do, and more depth (or maybe I haven't tried hard enough, I've barely scratched the surface of the game so far). Its bright, colorful style is a breath of fresh air from the constant PVP and griefers of Minecraft. I think with the proper funding and if the creators had a proper programming/content team, they'd have a real hit on their hands that could compete on the level of Minecraft's popularity. I'm not even kidding. I did get constantly annoyed at getting killed so easily when I first started, and I'm not keen about no remapping of the keys, and throughout all of this I keep getting a "He's trying to reinvent the wheel" vibe here (but I think we can blame being overshadowed by hits such as Minecraft for that one).

I'm going to give Cube World three dragon hoards out of five, with the door wide open for a full 5-of-5 hit, because oh gods so much potential lies untapped here if done right. It's cute, bright, colorful, and probably has a lot more depth to it than I've tried looking for. But until there's more of an end goal/quest, more biomes, keymapping, and other things (besides the hang gliding and pet riding, two things I've gotten nowhere near trying yet), this game, while inexpensive, is going to live in Minecraft's shadow undiscovered.

Cubeworld is $20 USD, and can be found at https://picroma.com/cubeworld (though a free account is needed to be registered to purchase the game).

Xymber Slade

Monday, December 23, 2013

Interview with Elenia Llewellyn, InWorldz Founder


By Bixyl Shuftan

Somewhat like Second Life, the InWorldz Grid has a development and support team bend it. This includes three Founders, Elenia Llewellyn, Legion Hienrichs, and Tranquility Dexler. Unlike Linden Lab however, the InWorldz team is willing to talk to residents outside special events. I got in touch with Founder Elenia Llewellyn, and we met up at her home on the InWorldz grid.

"Welcome to my hidey hole," she greeted me.

I thanked her, and after a little talk, I asked her, "So what do you do here in InWorldz?"

"I am one of the partners,"  Elenia answered, "Where Tranq handles the day to day development of the grid and the developers, I handle the day to day administration and support."

I then asked her, "How did you get your start in virtual worlds?"

"Through Second Life actually," Elenia told me, "I remember watching it on the news one night, and I had long thought it would be cool to see a world where people could create their stuff and use it. Then a couple years later, I heard about SL (again) and had to go check it out. I didn't particularly care about the social aspects of it, as I'm a tinkerer and someone who likes to know the mechanics of something. So I dove into learning how to build. My big goal was to do furniture, but I have this obsession over making things look real, and this was just as sculpties were coming out. With the prim market of SL, my builds were too 'prim heavy.' It was kind of sad."

"So, I was talking to my friend, Bob Bunderfeld one day about this, and he pointed me to the metaverse at large. Tried another grid, and that didn't pan out, so I said to my friend Legion Hienrichs (who is also a partner) that I thought we should test out OpenSim and getting it up and running on our own."

"That was Feb. 12, 2009, our first successful test!"

"That's the date you set up your Grid?" I asked, "How did things go in the first days?"

Elenia laughed, "Not bad actually! Considering we were on GoDaddy barebone servers, and had to find a real host. Which meant a couple of re-installs of the system. After a while, we talked to friends who logged in and next thing we knew, what we had started as our own little building spot was quickly being asked for regions as well. (It) blossomed into a business before we knew it, albeit a non profiting business. But a business nonetheless."

"As time went on though, we quickly realized the limitations of the systems and the code and that we'd need a professional developer to handle it."

"How did you go about getting one?" I asked.

"Well, had a couple who tried," Elenia answered, "but I had put the word out that we were looking. One of our residents, Scotsgraymouser Janus knew some of the IBM folks over on SL, who knew Tranquility and referred him to us. Him and I talked via emails and then he worked on a particular module for us. Next thing you know, he was on board full-time and then a partner in the business."

"Btw, he'll forever deny the fact that I told him it would be hard work... he swears to this day I told him it would be easy-peasy as a joke." She grinned.

"About when did a number of people start coming here?" I asked, "Is it true that "the first thousand took almost a year, the second thousand just bait over a month"?

Elenia pondered her answer, "Hmmm, our first year we were pretty obscure. Sure we had a lot of people take a look, but it really started up after we got the economy going and groups working properly. But yes, that story is true as far as the second 1k took just a month. I don't tend to look much at registered users though to be honest unless I'm looking at the retention numbers. I look at people online, region sales and I'z buying/selling for real numbers on our growth."

"And when would you say that started growing?" I asked.

"We go through growth spurts," Elenia told me, "usually during the spring and fall, then that churns down during summer and fall. But our first real growth, unfortunately was from SL's handling of the homesteads. Then our next big growth spurt was recently as the TOS started to really get discussed which also coincided with our full PhysX rollout for vehicles."

"Now that we've been around for almost 5 years though, and have some really long term customers and residents, I think people are feeling comfortable with the idea that we are working hard to make a better virtual experience for users, and not going to disappear tomorrow."

"What have been some of the challenges in operating the Grid," I asked, "other than what you mentioned?"

Elenia thought over her answer, "Mmm, we had the technical issues of course of getting more and more avatars onto a region. The prim limits were a challenge. Physics was a challenge. Our scripting engine was a great challenge, and of course inventory fetching for users. On my side, biggest single challenge was fraud which we dealt with. Then keeping up with the grid code changes to keep support rolling as it should."

"Finding enough time in the day, is still a challenge while we balance real life and get more help. Those I think now, are our single biggest challenges."

"InWorldz used to be close to the size of one or two other Grids," I reminded, "Today no other virtual world is as large, except Second Life. What do you see as the reasons people choose InWorldz over other grids?"

Elenia answered the reasons for their success as, "Well, as I mentioned we do have longevity now almost 5 years later. People know our name, they've heard it a few times over the years. We've worked hard to provide a really great stable environment for our users, give them support, and outside of that, I think our biggest single positive is that we do listen to our residents and change things if we find a good way to do it. They feel that they are part of the world with a voice, that this IS their world and that's exactly what it is. Without their voices or opinions we can make changes all day long, but it has to be for the right reasons. They are the users and they know what they want to make their world into, we can only guess. They are our greatest source of inspiration."

"And, our biggest source of advertising! I can't count how many times I've heard from a new resident 'my friend told me to come check it out.' "

I then asked, "What would you say have been some of the best examples of resident creativity here?"

"Oh wow, where to start without showing favoritism?" Elenia needed a moment to answer, "I love our art shows, I love seeing our residents fantasies coming to life on the grid. It's almost a little insight into how they work and think. I love our events we sponsor. There's just so much talent out there, it's hard to define as best examples. I think the best example though, if I have to give it thought, is not individual creations, but individuals able to create now. Where before they felt constrained. To see them tackle things they've always wanted to try, and were afraid to do so."

"I have stuff in my inventory from the very early days of the grid still, of residents who wanted to show us that they were building and creating and thanking us for making it available to them. Those pieces, while old and beginner stuff, is really precious to me." She then began rooting through her inventory, putting objects on the ground, "And then I get this stuff from residents (grin) … Hey now I don't need a Christmas tree! .. Awwww a tiny snowglobe!"

She turned back to me, "And this is why I can't really give a best example.... I look at some of these gifts, people I've known for a long time and where they first started at. And they've come such a long way. Which is what we wanted, we wanted to free people to be creative, to test themselves, to learn and most of all, to love doing it."

I was briefly interrupted in real life, but Elenia stuck around until I returned. I then asked, "Will there be any special event for InWorldz on it's anniversary?"

"We are working that out as we speak as a matter of fact," Elenia answered, "laying out the plans for the 5th B-day bash in April."

I then asked, "Will there be any kind of event for when InWorldz reaches 100,000 residents?"

"Hmmm, they like to get together to have on the fly parties on IDI and welcome in the Xth user to log in." Elenia told me, "We encourage it and let them have fun on IDI. If I know our users and mentors, they will be watching that login screen like hawks. And next thing you know, there will be a dj, a disco ball, and all sorts of crazy going on." She giggled.

After a chuckle, I then asked, "So besides this, what are the future plans for InWorldz?"

Elenia responded, "Well, now that we've gotten our big portions handled and taken care of and feel we're on a more equal footing we want to expand this technology. Tranq has been working on InShape and getting that completely tested and working right. We've got some feedback there and then I'll start pushing that forward. We always want to look at ways this technology can benefit our lives, and we see a lot of great opportunity there for expanding it out for more users."

"We want to move more into delving into what PhysX can do in relation to the avatars and clothing and hair. We have a lot of good stuff we want to get going, but it all works hand in hand with growth so we can achieve those goals."

"Was there anything else you wanted to add for the readers?" I requested.

"A huge thank you to our users." Elenia smiled, "It's because of them that we do so much and keep going and for being our inspiration."

"Thank you for your time Elenia."

"Thank you Bixyl (smile)."

I then bade the InWorldz founder goodbye, and we both went our separate ways.

*  *  *  *  *   *  *  *  *  *   *  *  *  *  *  

On a personal note, although I requested members of Linden Lab to talk in the past, none would so much as answer me. I never saw my predecessors James and Dana interview a Linden either. This marks the first time Second Life Newser has sat down with one of the founders of a Grid for a talk.

Perhaps this willingness to chat with residents on their terms is one of the reasons some from Second Life have been checking out InWorldz.

Bixyl Shuftan

Sunday, December 22, 2013

What's New With the Angels in Minecraft


By Bixyl Shuftan

Besides the official Minecraft, there's a modified version known as "Feed the Beast," or FTB for short. Made not by Mojang, the company founded by Minecraft's creator, but by other players, FTB is different from "Vanilla" Minecraft as there's more kinds of minerals to dig and players are able to build more things, and do more things. The catch is FTB can "lag" a bit for players, and crash quite a bit, due to that severs can be quite taxing to the computers they're hosted on.

The "Angels" group in Second Life, friends of Nydia Tungsten, the majority whom reside in the Angel Estates, have a number of creative players. They had a taste of what they could do earlier on a FTB server hosted by Kit Repine. They could build new suits of armor, special boots that would keep you from being hurt in falls, energy guns that could take down hostile mobs, robot miners that could clear out huge sections of rock, "Portal" guns that allowed players to take shortcuts in getting around, being able to access new realms, and more. So when Nydia got a new computer about the time a new updated FTB was available, she created a server for it. She invited players over to "do their worst" with the most elaborate builds, and a number obliged, making huge machines that yours truly can barely figure out how to work, let alone build.

Unfortunately, Nydia's new computer failed. Not wanting to frustrate the Angels, Nydia moved the server to her older computer, but the server was frequently down due to crashes. Finally Kit offered to host Nydia's server on her computer, and it was transferred over.


 Players made huge, fancy, builds, such as a huge palace made by Valkyrie McGil.


There was also a giant "Tardis" constructed by Hojo. Note the big tree next to it, which was hollow, and could be made into a treehouse, which Jasmine did with another.


Yours truly while exploring near Hojo's base around found a tall, thin, natural feature beside a hill. I christened it "The Finger" and made that my base of operations, hollowing it out, and digging down to mine for ores and diamonds. I never did find any of the latter (nor closer pics of my base that I could have sworn I took). Jasmine would help in making a tunnel from it to just outside her hollowed giant tree.


FTB has a number of new mobs, such as wisps which can dart around and zap players. One player, Skylark (wearing a squid hat), came across a wisp spawner. But instead of destroying it, she grabbed it, and decided to cage it. 


Skylark made a place offshore, and putting the spawner down, began to encase it in glass. The spawner soon created new wisps, which took a toll on her. But eventually, she got it caged, and the wisps inside could only dart around harmlessly, unable to zap anyone.


Near Nydia and Brandi Streusel's base, a huge mining pit left by machines. Note the oil geyser behind it.

There were other features, such as "Mystcraft," which allowed players to travel to other worlds. Some could be hazardous, as their own laws of virtual nature could be quite different. One had burning sunlight that damaged players out in the open. We mused we finally knew what it was like to be a zombie.

Unfortunetly, the world would run into trouble that was beyond even Kit's computer and Nydia's skill. An early sign was when one of Skylark's pet squirrel's got loose, and when poked, it exploded and left a huge crater. The joke was it ate uranium from a reactor and turned into a "mini-nuke." But before the joke got old, a nuclear reactor build malfunctioned and blew. The result wasn't a big hole, but the whole minecraft world on the server had its code corrupted beyond repair. We would have to start over.

As it turned out, there was a new version of FTB out, or rather of the "Direwolf" which we used (FTB Launcher 1.3.2 / Minecraft 1.6.4 / Direwolf20 1.0.07). So we'd be getting new things to see, and play with. We were given about 48 hours of "creative mode" to aid in getting about and building what we wanted, then it was back to survival mode.


Near where I first appeared was a volcano, which made for a great reference point at night. The island in the sky seen to the upper left turned out to be made out of slime.


And not far from the volcano was a village. I went ahead and made it my base of operations, using creative mode to make a wall around it. Besides looking cool, it had the bennefit of helping keep out most of the mobs ... most. A few still spawn on the inside.


There were new mobs, such as blue mana creepers, and icy "Blizz" creatures that tossed snowballs. In creative mode, one could take on the appearance of mobs that the player clobbered at least one of. In the new FTB, focusing on an object or player up close would give you the name.


Jasmine and Kryxia built their own base some distance south of the volcano village. They would also build a fenced area of horses, donkeys, and other critters, and then a stable.


And to the north, this fenced in forest area with deer, squirrels, sheep, including the new rams, and other critters. I believe it's Skylark's base.

*Addition* It turned out it was Valkyrie's forest.


This new kind of tree's a bit big for cutting down for wood.


Not all wood has to be chopped down. Some trees have fallen and lie on the ground to be chopped up.


And so, the sun rises on a new world for the Angels of Second Life to build on. It's not their first, and most likely not the last. But they'll be making a few memories here when not in Second Life.

Bixyl Shuftan