STAR TREK: DISCOVERY - Episode 1x15
PUT YOUR BEARD IN MY MOUTH
TVSTRANGERTHINGS
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Claire Keane

祝日 / Permanent Vacation
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todays bird
we're not kids anymore.
Jules of Nature
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❣ Chile in a Photography ❣
Not today Justin
cherry valley forever

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izzy's playlists!

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@manwithajawharp
STAR TREK: DISCOVERY - Episode 1x15
DevBlog: Introducing Milly Games
Concept Art
Hi, my name is Iskander (@mapledaflap) and I am the 2D artist at Milly Games.
I love to come up with art that results in interesting reactions from others, to come up with stories people can relate to and to create content others can learn a thing or two from. The rest is a byproduct of my interests for entrepreneurship and marketing. I may appear a little bit curious at times, probably because I am.
For the next 1 ½ year I will be working on our game with five other people named ‘Argia & Iluna’, which name is still under consideration.
So what have I done during the first five weeks of development?
We, the people of Milly Games, separate the tasks we have to fulfill in so called ‘sprints’. Every sprint consists of 60 working hours per person (yes, we are working our bums off!). As for now, we are in the run for the third sprint out of seven. During these sprints we went through the following processes:
Brainstorming:
Defining your new game is possibly one of the most difficult things that needs to be done during game development. There are many questions you will have to ask yourself. What is going to be the most interesting aspect of your game? Will it translate in a game that is fun to play and how are you going to translate it with gameplay mechanics? What are people going to see on the big screen while playing the game and will this visualization translate well?
Some days we came up with great ideas while a couple of days later we already had to kill these so-called ‘darlings’. A game concept can change incredibly fast during just a short period of time. Fortunately it is all for the better. Nobody wants to work on a project that is not meant to turn out well in the first place.
As for now, we are doing pretty well. We have a pretty detailed worldbuilding document containing a descriptive narrative. We also have quite an amount of charts for the game design and code development. Not to mention the enormous Scrum (planning method) schedules hanging on our walls. We have even moved to a much bigger location during the second sprint!
Researching/Defining the mood of the game:
One of the problems we had to think about was how we could possibly transfer this rich narrative just by playing this co-op game, without production-expensive cutscenes and dialogues. Using the in-game environment combined with gameplay turned out to be the best option to achieve this.
After playing and analyzing multiple renowned art games I was able to create our own Style Guide (which we will probably will let you read more about some other time). This guide is meant to keep our production scope at a minimum while the result, the in-game art, still has the potential to be effective and efficient.
“ Inspiring surroundings can alter a person’s mood. If you want to alter a person’s mood, you will have to be inspired by your surroundings and make art of it.”
Conceptualisation of the Character Design and Overall Mood:
And our first conceptual character sheet was created! This character, ‘Argia’, is supposed to represent one out of our two main characters so far. The patterns (pixelated top-right) were not created by Milly Games and are just there for future reference.
This one-page design represents our experimentation with mood and colors, just like we have done for our character. This one was meant for the colors of the game environment. These color palettes would transfer into another one in-game as the current emotional state changes. These palettes are plotted over a random level flow.
Planning & Game Design
Hi there, I am Mathijs (@mathijs750), the main game designer at Milly Games. I also do some graphic design and the IT related stuff like maintaining the websites. Denise and I are also the two scrum / schedule people. During the past weeks we mostly reduced the game’s scope, so our deadline in May is more achievable.
The past weeks I’ve been busy with setting up all the website related tasks, like domains and email addresses. I also set up a slack bot so we can see you interactions with @Milly_Gamedev faster. So feel free to hit us up on twitter :)
The biggest design related task I worked on this week was making a more focused vision of our main mechanic. We are looking at how we can use the emotions of characters to overcome challenges in the game. Right now that means I’m working on an emotional model to represent all the possible emotions of the players. For the next two weeks, one scrum sprint, we are going to prototype the mechanic and emotion system. After that we are going to refine the mechanics and work towards a game level in which these mechanics can be applied.
One new tool I’m testing out is a wiki. In theory this will make all the research we do more searchable. This also provides a good central point to keep the game design document. We may do a tutorial if the wiki works out for us.
See you next week.
Worldbuilding
Hi there! Lotta (@lolilith) here, main 3D artist at Milly Games. I also do some concept art, narrative and research. My first blog post is about how I made our narrative documentation.
Our game concept relies heavily on narrative. This is why we need a solid world design document. Without it, we would fall into never-ending discussions, ever adding and changing the concept of our game. While changing ideas can be a good thing, we can’t have too much uncertainties if we want to start some actual production.
The last two weeks I focused on getting our ideas together and making a final World Design Document. On top of that I did some concrete character design documentation. We had a lot of ideas, and I found out they didn’t all fit the big picture.
Barren lands inhabited by nomads and some young cities near rivers and oceans were the settings we had in mind for our background story. We pictured two clashing cultures, their conflict fueled by their gods. The goal of our game would be solving this conflict, by teaching two young gods to co-operate. This seemed a pretty solid base, until we tried to dive into the details. It turned out we all had different interpretations on the role of these gods, their personalities and the tone of the story. When this started to seriously work against our productivity, I decided to set some things in stone.
My approach to this task was a simple, but tedious one. I asked myself some very basic questions, and elaborately wrote down the answers. Not just any answer, but answers that connected the world to our main theme. The two cultures had to be each other’s opposites, so for each defining element for the nomads, there had to be a contrasting element for the townspeople and vice versa.
Nomad culture was based on equality and teamwork, city culture was based on individuality and freedom . The results were put down in some nice bullet-points and lists. I personally love to order text by color, to make it easier to find the right information in a text. This can really help make long texts readable.
My approach to the character designs was similar, though I weaved some extra layers into their stories. One of our vague ideas was that the conflicting cultures were a metaphor for fighting parents, and the playable characters weren’t only trying to prevent war, they were trying to keep their family together. This seemed dissonant to the main theme at first, but it did add a strong motive for both characters wanting to learn to work together.
Checking for light/shadow
Hello there! My name is Abe (@manwithajawharp), I am the main developer at Milly Games. My role is to translate the ideas of our designer, Mathijs, into playable prototypes for testing. I manage rendering (shaders and post processing effects) and optimisation as well.
One of the mechanics we want to use in the game is the disability for one player to move into the shadow and for the other to move into the light. Although conceptually not too difficult, it turned out to be quite a challenge to implement.
In my experiences with problem-solving, I learned that correctly formulating the problem, is half of the solution. So when I realized that – while looking from the light’s perspective – any object that is occluded, is also in shadows. With this knowledge I was able to render the player as seen by the light, analyse the resulting image and yield a value describing how far the player is in shadows.
With this algorithm it is possible to determine very precisely how far each player is trespassing into the other’s respective region. It is not perfect, though, as the aforementioned texture is rendered by the GPU and the analysing is done by the CPU, which can cause a bit of lag on lower-end graphics cards. It works fine for prototyping purposes, but eventually I will have to either transfer the whole algorithm to CPU (without losing too much performance or precision) or find a solution to the bottleneck problem.
Other stuff I have worked on in the past weeks are some post processing effects like light shafts and a general game manager to keep the Unity project as organized as possible (code-wise at least). Explaining how I tackled these problems will make this update unnecessarily long, so I will probably give a more in-depth explanation in a later post.
Research and planning, whoop!
Hey all, I’m Denise (@dfeeleus). At Milly Games, I focus on planning and scrum together with Mathijs, audio design with our awesome lead audio designer and environmental storytelling. What I’ve been up to up to now is not the most exciting stuff, since planning and scrum are pretty much the biggest time sinks at the start of a project, so this phase has mostly been a lot of planning and research for me.
The upcoming time I’ll be more focused on testing theories I’ve gotten during these past weeks and doing some more research. After that I’ll be able to dive into actual building and play testing some narrative - and storytelling stuff!
Before the computing era, ILM was the master of oil matte painting, making audiences believe that some of the sets in the original Star Wars and Indiana Jones trilogy were real when they weren’t. They were the work of geniuses like Chris Evans, Michael Pangrazio, Frank Ordaz, Harrison Ellenshaw and Ralph McQuarrie ! Forever thank you, to their handmade art and the work of their colleagues, that made us dream of impossible worlds and fantastic places across Earth and the Universe.
There are more background paintings on this article, featuring comments by the masters/artists themselves !
Some of the following pieces were made by other artists:
Awesome.
Respect the craft.
Today, it would have been Carl Sagan’s 81st birthday (November 9, 1934 – December 20, 1996). Here’s one of his most important messages to humanity from the episode 8 of Cosmos “Journeys in Space and Time.”
Carbon Nanotube Muscle is so light it floats - Video
My science boner hurts right now.
These are the last stunning images of Pluto we’ll see until September.
I'm sorry man (not really) but I'm loyal to Pluto and can't be following you. Ohana means family bro wtf. He's a part of our solar system and you just going to drop him like that?
OKAY, THREE THINGS:
GOOD. THIS BLOG IS A PLACE OF LEARNING AND PEOPLE WHO STUBBORNLY REFUSE TO TAKE NEW INFORMATION INTO ACCOUNT OUT OF SOME SORT OF MISPLACED CHILDHOOD NOSTALGIA ARE NOT WELCOME IN A LEARNING ENVIRONMENT. IF YOU AREN’T OPEN TO LEARNING, YOU’RE NOT WANTED HERE.
GET RID OF THE LILO & STITCH QUOTE. IT’S A GOOD MOVIE AND DOESN’T DESERVE TO BE DRAGGED INTO THIS CHILDISH TANTRUM PEOPLE INSIST ON THROWING. A SOLAR SYSTEM ISN’T A FAMILY, IT’S A GROUP OF OBJECTS TRAPPED IN THE SAME GRAVITATIONAL FIELD CREATED BY THE MASS OF ONE OR MORE CENTRAL STARS, AND GUESS WHAT: PLUTO IS STILL IN THAT CATEGORY EVEN THOUGH WE DESCRIBE IT MORE ACCURATELY NOW.
PLUTO ISN’T A “HIM.” PLUTO IS A LIFELESS OBJECT, AND THE PRONOUN USED FOR LIFELESS OBJECTS IS “IT.” PLUTO DOES NOT AND CAN NOT GIVE A SHIT WHAT WE CALL IT BECAUSE PLUTO DOES NOT CARE OR FEEL OR THINK ABOUT ANYTHING, EVER, BECAUSE IT’S NOT A LIVING THING. YOU ARE OFFENDED ON BEHALF OF A NON-ENTITY AND TRYING TO PROTECT THE FEELINGS YOU MADE UP FOR IT.
The Moon, Venus, and Jupiter, as seen by astronaut Scott Kelly on the International Space Station, July 19, 2015.
(Scott Kelly)
Pluto Closeup In Colour
via reddit
Are you ready for NASA’s New Horizons #PlutoFlyBy? Here’s making sure you’re fully equipped for the experience…
The Pluto Safari App (available for iOS, Android, and web) keeps your up to date on all developments, discoveries, and newly released images from the New Horizons mission to Pluto and beyond. The highlights:
News. Updated information on the latest mission news, data, and discoveries.
Countdown Timers. Track when New Horizons will reach Pluto - down to the second - with the Closest Approach to Pluto countdown clock. The distance to Pluto in miles is also displayed.
Location. Provides interactive views on the latest position of New Horizons and Pluto. Get a bird’s-eye view of our Solar System as New Horizons approaches Pluto. Rotate around a detailed 3D model of the New Horizons spacecraft, explore the Pluto system and its moons. Find Pluto in the sky from your home location, or even fly through some of the objects in the Kuiper Belt.
Timeline. Explore detailed New Horizons mission event dates and view select milestones in the interactive solar system simulator.
Guide. A multimedia guide to Pluto, its discovery, the first mission to explore it, and the controversy generated by its demotion to dwarf planet status.
*Above images via Universe Today, Pluto Safari HQ, SPACE.com
Here’s to New Horizons, Pluto, and beyond!
The total area of solar panels it would take to power the world, Europe, and Germany
“In just six hours, the world’s deserts receive more energy from the sun than humankind consumes in a year. (x)
I don’t care how many times I see this I will always reblog it
Stop spending money on war and lies and start spending it on ways to make this planet better.
2001 a space odyssey by chris moore
The Pluto-Charon System to scale, using New Horizons’ images of Nix, Hydra, Charon and Pluto. (As of July 13, 2015) http://space-pics.tumblr.com/ source:http://imgur.com/r/space/1vf4BTp
Pluto, imaged on July 9th, 2015 by New Horizons.
Soon, #DearPluto.
The images/videos that are coming back from the new Japanese weather satellite Himawari-8 are just amazing.
Beautiful. #ThanksJAXA
i can’t fucken believe that one of the main arguments against wind farms is that they’re an eyesore
do you know what’s an even bigger eyesore?
not having fuckin trees or coral reefs or glaciers or any number of incredible natural beauties because fossil fuels and pollution and global fuckin warming killed it all dead
“Why’d you let the planet die?”
“Aesthetic.”
UK woman can ride bike for first time with ‘world’s most lifelike bionic hand’
A British woman, Nicky Ashwell, has recently been fitted with what scientists claim to be the most life-like bionic hand to date.
Following the procedure, performed at the private London Prosthetics Centre, the 29 year old Ashwell, who was born without a right hand, is now able to carry out tasks she was never able to before, such as ride a bike or use cutlery – simple, everyday actions most people never even stop to think about.
The prosthetic limb, which weighs about the same as a bar of chocolate (around 390 g) and is made from aerograde aluminium and rare Earth magnets, was developed by a company called Steeper that had built it around an accurate skeletal structure with small proportions designed to fit teenagers and women.
Steeper claims its prosthetic hand, which uses military and Formula 1 technology, is a veritable breakthrough in replacement bionic limbs, delivering “unrivalled level of precision and natural movements”, made possible by as many as 14 different precision grips.
That’s thanks to the 337 discrete mechanical parts that allow the prosthetic to function in a natural and realistic way.
“We leaned on a number of different industries to make the BeBionic hand. The knuckle mechanisms were created using a cutting technique used on F1 car chassis. And some of the tiny motors that drive the fingers and thumb are used on missiles,” said Ted Varley, the company’s Technical Director.
Excited about her new hand, Ashwell, who’s a Product Manager at an online fashion forecasting and trend service, said:
“When I first tried the BeBionic small hand it was an exciting and strange feeling – it immediately opened up so many more possibilities for me. I realized that I had been making life challenging for myself when I didn’t need to.
The movements now come easily and look natural – I keep finding myself being surprised by the little things, like being able to carry my purse while holding my boyfriend’s hand. I’ve also been able to do things never before possible like riding a bike and lifting weights.”
The hand can withstand up to 45 kg in weight and is precise enough to hold a wine glass without breaking it.
“The stem of a wine glass is an example of something bionic hands could not hold before. Now the skeletal structure means that the hand wraps around that and things like soft fruit,“ said Varley.
To develop the line of “robo-hands” that the BeBionic belongs to, Steeper – a well-known British prosthetic limb manufacturer that‘s been in business since the First World War – spent 7 years in research, development and manufacturing. This latest model took around 1 million pounds, 18 months and 25 designers to make.
In terms of the production process, in order to maintain anatomical accuracy, the first element to be developed was the skeletal structure, which was then equipped with the intricate electronics. “In other myoelectric hands the technology is developed first, at the expense of the life-likeness.”
The BeBionic uses sensors triggered by Ashwell’s muscle movements to activate motion. Movements are then coordinated by powerful microprocessors and individual motors in each finger.
Rather unsurprisingly, precision-made, multi-joint robotic limbs like this are very expensive and may cost up to 10.000 pounds for a hand or an almost astronomically-steep 100.000 pounds for a full arm.
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