Monday, July 30, 2018

Balanced Learning

            As I’ve been progressing through learning to code, I’ve been working my way through a lot of tutorials. The trouble with tutorials is that, while they’re great for showing you how to do certain things, a lot of your time is spent following along and just copying the work you’re already being shown. Yes, you’re usually being told why you’re doing each of the steps, but when your goal is learning, how do you know if you’re actually retaining that information?

            It’s a challenging prospect, especially if you pick things up fairly quickly, to figure out if you’re actually learning. Being self-taught, there (usually) aren’t any tests to take, so I have to find a way to measure my own success. So, the first method I came up with for proving to myself I was actually learning was to skip ahead of the tutorial. I’d pause in the middle of an instruction to finish writing the code the way I though it should be – it was very rewarding when I got it right, and when it was wrong I felt I’d learned more – because I now had a comparison of two different ways of approaching a problem, and that gave me more information than simply being told how to do it right.

            More recently, I moved on to playing with designing some of my own projects. This is very challenging because, unlike tutorials, there’s nothing there to teach the right way to do things, and unlike with proper tests, there’s no way of knowing if you even have the skills to accomplish what you want. I knew this going in, but I found one additional unexpected challenge – my own desire to learn.

            The important thing to know about programming is that there is a lot of code that has already been written – either built into the language, or that other people have written for their own projects. Just about anything you want to do, someone has either done, or has done something similar enough that you can make minor changes to their code to make it work.

            But, I want to learn and prove to myself that I can figure out how to solve the problems on my own. Yet, there’s no reason I should re-invent the wheel, especially when it’s already built into the language, just so I can say I did it. On the other hand, it’s an excellent exercise for testing my capabilities.


            In the end, it comes down to finding a balance between using what’s available and writing my own functionalities. The important part, after all, is getting the code effectively and efficiently written – and it’s just as important to learn how to look up code for things I don’t know how to do as it is to learn how to do it myself.





Check out my YouTube channel where I tell the stories of my D&D campaigns.

Click here to find the charity anthology containing a couple of my short stories.



Also, make sure you check out my wife's blog and her website.


If there's any subject you'd like to see me ramble on about, feel free to leave a comment asking me to do so.

Monday, July 23, 2018

Reflective Debates

            This week I had the fascinating experience of participating in a political debate. Not real for real politics, of course, although real enough to merit the attention of myself and others. However, like most things that aren’t real, it granted very accurate insight into the function of real politics – and I came out not only with a greater respect for politicians, but with a much greater understanding of why it takes them so long to get anything done.

            The topic for debate was around the development of policies for the group I joined that is eagerly awaiting the release of the Chronicles of Elyria. In essence, a decision needed to be made on how to deal with people who choose to settle on our land, but choose not to officially join the larger group. It may not seem like such a hard decision to make, but there are a lot of nuances surrounding it.

            For a bit more frame of reference, in Elyria (which is a MMORPG), the governmental system (including laws and taxes) is controlled by players. So a lot of things have to be considered – such as military strategy, infrastructure, and resource management (as resources are finite and can be exhausted). So the question was, if someone takes control of some land and pays their taxes and follows the laws of the larger governing body, but doesn’t engage in the co-operative initiatives of the larger group, how should they be handled?

            This topic had been getting discussed by the policy-makers, and when it came down to being time for making the policy, they put out a call for anyone interested in helping to write it. I suggested an open forum for the discussion, and was surprised when it actually happened – and resulted in a five hour long conversation.

            I won’t bore you with the details, but it boiled down to two polar ideals, with everyone involved somewhere on a spectrum between the two. At one end were the people who believed that the settlements should be left alone so long as they didn’t prove hostile or cause problems by being unwilling to trade resources, and at the other end were the people who believed such settlements as refuse to join the bigger group should be immediately and forcefully eliminated.

            The result, in the end, is still yet to be determined – but we provided some new ideas for the policy writers, and showed them that the will of the people had the same spectrum of opinions as the governing body – which was determined to be a good thing, as it meant the views of the people were accurately represented.

            For my part, it was mostly an enjoyable experience, working with the more open-minded people to find a middle ground. There was also some frustration with the less open-minded people who, rather than discussing, stated their opinion repeatedly and wouldn’t sway from their viewpoint in the least.

            Coming out of it, my overall thought was, “Well... so this is why governments in the real world take so long to accomplish anything.” Suddenly I have more respect for what politicians deal with.


            And, once again, we see how well fiction reflects reality. Many people may declaim that “it’s just a game”, but what we’re seeing is a microcosm that reflects our own world. I can’t wait for this game to launch so I can see where this goes.





Check out my YouTube channel where I tell the stories of my D&D campaigns.

Click here to find the charity anthology containing a couple of my short stories.



Also, make sure you check out my wife's blog and her website.


If there's any subject you'd like to see me ramble on about, feel free to leave a comment asking me to do so.

Monday, July 16, 2018

Choices, Choices, Choices...

            In any situation, there are choices to make. Sometimes it’s clear which is the best to make, while other times there is no clear “right” answer. We often grow up believing that there is a nice, easy Right and Wrong, but then we discover that life isn’t so simple. Most decisions have potential good and bad side-effects, regardless of the intended decision.

            This piece of knowledge is of the utmost importance to writers – as well as any other purveyors of story-based entertainment. Our instincts when giving choices to characters is to provide them with a clear-cut decision. This is because we want the readers to be on the character’s side. When the character makes a good decision, it makes them more heroic and likable. A bad decision is also useful, because the readers can then bemoan the choice and have an “I told you so” moment when it blows up in the character’s face. It’s also easy, and caters to that side of us that still believes in a simplistic Right and Wrong.

            However, if we indulge that instinct, we lose a lot of reality from our stories. They end up feeling a lot like fairytales and it’s more difficult to sneak in plot twists. Besides, how hard is it for a character to make a decision when the outcome is fairly obvious? Our heroes need to face challenges, otherwise there’s no point in having a story, and every challenge comes with choices to make. So we enter the grey area...

            The grey area is challenging to create within a story world. The reason for this isn’t simply because it’s more complicated, but because we, as the creator, know what direction we want the story to go after the choice is made. This gives as a bit of tunnel vision as to the possibilities surrounding any given decision – because we already know what the results are going to be. To combat this, we need to take a step back and look at the bigger picture and see if we can drop in more consequences to any given choice.

            Let’s use an example. Say that the hero must make a decision whether or not to go on a mission that will help fend off an invading army. For a heroic character, that’s already a simple decision. So, how do we make it more complicated? The easiest way is to add a compelling reason to not fend off the invading army, such as a love interest that needs rescuing. Suddenly, the decision got way more complicated. It went from saving the nation or not to saving a nation or saving a loved one. Each option has a clear positive side, as well as a clear negative side.

            However, we still know how that story is going to turn out. As long as this isn’t a tragedy, the hero is going to save the love interest, then deal with the fallout from the invading army. It’s grey, but still not quite grey enough. So, we add more depth to the choice. A close comrade of family member is fighting in the war and may die based on this decision. The love interest is ill and can’t possibly wait until the war is dealt with. The hero’s presence at the battlefront will strike fear into the hearts of the enemy, but the word of their deeds will spread to those holding the love interest and they will respond in some way. Rescuing the love interest will mean all the hero’s dreams will come true, except they will have lost everything they ever fought for.

            To increase how grey that grey area is, we can add in other choices as well; going to the front and sending someone else to rescue the love interest, but can the person be trusted? Betraying the homeland and joining the enemy to end the war quickly so the love interest can be rescued. The more branches there are, the more compelling the decision will become. And the key is that no decision can be all good, because even the best decisions have negative consequences, even if they aren’t visible at first. Of course, the reader doesn’t need to know all the consequences – those can reveal themselves over time. In fact, some uncertainty in the results of a decision can make it all the more compelling.


            So often, we think of choices as a two way switch. This or that. But to make a choice truly compelling, we need to change that thought process. We need to think of each decision as a web that keeps branching out into more and more consequences (both good and bad) the further we get from the point where the decision was made.




Check out my YouTube channel where I tell the stories of my D&D campaigns.

Click here to find the charity anthology containing a couple of my short stories.



Also, make sure you check out my wife's blog and her website.


If there's any subject you'd like to see me ramble on about, feel free to leave a comment asking me to do so.

Monday, July 09, 2018

The Chronicles of Elyria

            This week I happened upon something that I found so exciting that it’s captured all my attention and it is scooping up all of my free time. Naturally, that means you get to hear about it now. It’s called... The Chronicles of Elyria.

            The Chronicles of Elyria is a new Massively Multiplayer Online Roleplaying Game that won’t even come out until next yet – and here I am, waiting for it as I haven’t waited since the days of waiting for the new Harry Potter books to come out. And I’m not the only one! There’s a huge community waiting out there, some of whom have been desperately waiting for this game since 2016 or earlier. That’s how awesome this game is!

            So, let me tell you a bit about the Chronicles of Elyria. To start off with, I suppose I should tell you how I found it. It was through an online add I saw for the game. Normally I ignore adds, but this one caught my attention – informing me that this was a game where creatures could be hunted to extinction. This was such an intriguing notion that I clicked – and was dragged down the rabbit hole.

            Now, for those of you who don’t know about MMORPGs, basically they are video games with large worlds where you can interact and play with other people. However, aside from that, they’re an awful lot like any other video game – there are real people around, but you don’t have to interact with them. Everything you need is still provided by the Non-Player Characters, and you have a set of quests that you do – and if you get stuck, you just have to look up a guide to figure out how to get unstuck.

            With CoE, everything is different. For starters, you don’t get sent on quests by NPCs waiting around to send you on a mission – when you create you character, an A.I. generates a storyline unique to your character that will appear randomly in the game, with larger events only occurring if you do something in the game that triggers them – such as stealing for the first time, or travelling to a specific town. Rather than chasing around after stories, your story follows you.

            And that’s not all! The kingdoms and towns in the game are primarily run by the players – that’s right, you can climb through the ranks and become a king, bringing whole new levels to the game – shifting from being and adventuring game to a resource management game if you so choose. This, coupled with the resources in the world being finite (they’re usually unlimited), including species being able to go extinct, makes for an incredibly in-depth survival game.

            But, wait, there’s more. Apart from all the wondrous gameplay elements that are too numerous to mention, one incredible aspect of the game is that your character actually ages and dies. That’s right – not only are the resources finite, but so is your time. A character lives for roughly one real-world year, then dies – but their soul lives on. You can then create another character, who inherits skills through the soul, and who might even be part of your own family (yes, you can have families and kids).

            And, the final and most interesting element is that, to maintain the continuity of the game – keeping everyone aging at the same rate and whatnot – when you log out of the game, the A.I. takes over your character and it keeps playing! You leave instructions, and your character continues on in your absence – perhaps saving you tons of time training skills, or performing other tasks.

            There is so much more to tell about this game, but those – at least for me – are the key highlights. The community waiting for the launch is also wonderful, friendly, and welcoming – at least, the one I joined up with is. I was welcomed so warmly when I joined that even I – antisocial though I am – am actually interacting with them. I’ve even contributed to the Lore they are creating – which, it is worth noting, the awesome game developers are incorporating into the game.

            So, if any of that interests you, go check out the Chronicles of Elyria! If you poke around and decide to join the community, I strongly encourage you to consider the Duchy known as the Conclave of Aritaur located in the Kingdom of Vornair on the NA-East server. If I see you mentioning that I sent you, I may even be able to get you welcomed into the county I joined.

            And if you know me in person, I strongly encourage you to send me a message if you plan to sign up on the Chronicles of Elyria website; I can give you my friend code, which will not only earn me points, but it will tell the game we’re friends so it can try to place us relatively close together in the game world – otherwise we might have literal hours to walk if we want to play together. If we can even find each other.


            That’s it. Now, go! Become madly obsessed with Elyria that you might share in my torment as we await its release date!





Check out my YouTube channel where I tell the stories of my D&D campaigns.

Click here to find the charity anthology containing a couple of my short stories.




Also, make sure you check out my wife's blog and her website.


If there's any subject you'd like to see me ramble on about, feel free to leave a comment asking me to do so.

Monday, July 02, 2018

Roondar Nackle

            Meet Roondar Nackle. He is a forest gnome with some magical talent who enjoys nothing more than watching corpses decay. It may seem like an odd hobby, but for someone who may live up to five hundred years, taking a year or so to observe the process of a body turning to dirt seems totally reasonable.

            It’s probably a good thing that he’s more interested in the dead than the living, because the living tend to have no idea how to deal with him. It would be better if he was morbid and morose, because his constant enthusiasm and excitement when talking about corpses is rather unsettling. He tends to get a lot of vacant and confused looks, though those that know him well have discovered that the best way to avoid his decomposition lectures is to point him in the direction of a dead animal they saw recently.



            Roondar is a character I made for playing in a D&D campaign that, sadly, didn’t last that long. However, I’ve recently joined another game that is allowing me to play him again – my hope is that this time, I’ll be able to explore him to his full potential. However, this isn’t really a blog about D&D; this is about that picture up there.

            About a year and a half ago, I decided to start working on several tasks every day to improve skills that I wanted to develop. One of said skills was drawing. I used to thoroughly enjoy drawing as a child, but at some point I felt my skills had reached a plateau and – that plateau not being particularly high, I stopped. However, I never stopped wishing I could draw – so, at last I decided that what I lacked in talent, I would try to make up for with practice and skill.

            I wasn’t certain I would get anywhere with it, but I knew I’d never find out if I didn’t try. So, I started working on drawing exercises. Every single day, I spent some time drawing, constantly moving on to the next task and training my hand to actually draw what I wanted it to. I very rarely attempted anything outside of the various drawing tutorials or exercises I found.

            When I resurrected Roondar for a new D&D campaign, I decided it was time to attempt an original piece – no model, no tutorial, just something straight from my imagination to paper. It took some work, and I still had to reference some of my earlier exercises for proportions and such, but I at last completed something that I was happy enough with that I was willing to share – and I was delighted to see that my efforts had finally paid off.


            Roondar here is the result of a year and a half of drawing daily – only spending between 10 and 45 minutes on each of those days. Looking at how little time that is in the grand scheme of things, I’m quite happy with how far my drawing skills have come. Soon I’ll have to stop claiming that I can’t draw.





Check out my YouTube channel where I tell the stories of my D&D campaigns.

Click here to find the charity anthology containing a couple of my short stories.




Also, make sure you check out my wife's blog and her website.


If there's any subject you'd like to see me ramble on about, feel free to leave a comment asking me to do so.