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Star Citizen: Working towards v3.0

Star Citizen: Working towards v3.0

Sunday, October 1, 2017 | By | Add a Comment


Star Citizen: Working towards v3.0

And now, for the update you’ve all been waiting for….that game which everyone is eagerly awaiting for….Star Citizen 3.0!  Star Citizen 3.0 has been postponed for quite some time now, with its July due date now spreading into October.  There are new worlds, game improvements, ship and vehicle additions, hangar and item additions, new weaponry, and many, many bugs and problems that need to be fixed.  So, when can we expect the release of one of the most anticipated games of the year?  I sure would like to know when I will be able to fly my Constellation Aquila to explore some new worlds, as well as finally play some storyline campaigns as well, instead of the small quests and space racing they have had for many a long year and a long season now.

Here are some words about the 3.0 expansion from the developers:

Like the Star Citizen Alpha numbering change from 1.3 to 2.0 for the move to Large World, with its 64-bit precision and Local Grid physics tech, that allows us to deliver a game of our detail at a solar system scale, 3.0 represents a giant jump in gameplay potential from the code in the 2.x branch. For a start, it will contain about nine months of our main development branch beyond 2.6.x as well as almost two years of Planetary Tech development that the Frankfurt Engine team embarked on in the last half of 2015. The Planetary Tech opens up a whole new landscape (pun intended) for adventure. In the same way that Large World and Physics Grids created new possibilities in gameplay by allowing players to go from walking around a space station to boarding a ship, flying it hundreds of thousands of kilometers, exiting their pilot seat, walking to an airlock, opening it and EVAing over to a derelict station, all from the same point of view, the Planetary Tech takes it one massive leap further. When you see a Planet or Moon, you will be able to fly there, land and explore on foot, or from your ship or a ground vehicle you have brought with you.

3.0 is supposed to open up the Star Citizen universe for the players to explore and begin their adventuring on the available planets with more in production as the game progresses.  Version 3.2 will provide us with more updates and most likely more planets and additions as well.

Here is the link to the original webpage detailing the timeline for the release of Star Citizen 3.0: https://robertsspaceindustries.com/schedule-report.

I don’t know about you other Star Citizeners out there, but I am ready to build my stronghold off of raiding and lots of other nastiness.  Isn’t that what life in a universe is all about?

Happy gaming!

The Wonderfully Chiseled game which is Warframe

The Wonderfully Chiseled game which is Warframe

Sunday, September 24, 2017 | By | Add a Comment

The Wonderfully Chiseled game which is Warframe

Hello everyone, so again it has been some time since I have posted a blog this site.  I deeply apologize to those who have been committed to checking in regularly and disappointed that there has been no activity for some time now.  My computer has once again been in and out of service for a long time with reoccurring problems and some things had to be replaced out of warranty.  So it has taken some time to get the necessary funding and finally get someone to fix it to a workable condition.  So with that said, let us move on to a review of a fun, pretty, and time/money consuming game called Warframe.

Warframe is a sexy game and has a lot to offer in a third person shooter package.  This lovely lady of a game has seen some changes in the recent years since its release in 2013, including accessories and platinum currency which you can purchase on their website through their Prime Access catalog.  It is a fun and addictive game to play and along with the occasional additions to the game, players continue to be drawn back into the arms of this beckoning cash cow.

A little on the game then….Warframe is a cooperative online third person shooter where players take on the role of Tenno, space ninjas in technologically-advanced exoskeletons that give them superhuman powers.  Engage in action-packed combat as you run along walls, go down zip lines, perform acrobatics, and cut down enemies with your sword, or blast them all to kingdom come with the vast arsenal of weapons at your disposal.  While Warframe does have several PvP options, Warframe is primarily a PvE game. Choose from three starting classes and 17 advanced classes, each with their own roles and playstyles.  Work together with friends as you take on armies of space grunts, walking turrets, and hordes of mindless zombies in a stunning futuristic sci-fi world.

Warframe Key Features:

  • Good Variety of Warframes – choose from a large pool of warframes and customize them with mods to match your needs.
  • Smooth Moves – play with familiar FPS controls and use ninja/parkour moves to position yourself.
  • Constant Updates – the dev team is always tweaking and updating the game based on players’ comments.
  • Awesome Graphics and SFX – the graphics are amazingly fluid and the music heightens the action-packed atmosphere of the game.

So, what is it that draws in players after 4 years since its release?

Warframe wasn’t always the sleek time-devouring machine it is now. It launched with significant bumps (as, in fairness, do most online games) but more importantly vanilla Warframe felt a bit feature-light.  Content felt very sectioned off and discrete, progression was pretty hamstrung, and there wasn’t much of a community in which to find other players to jump in with or to answer your questions about some of the game’s more obscure systems.

But that was 2013.  Fast-forward to the present and Warframe is a completely different animal.  The bones are the same, but almost every system of the game has been markedly improved or evolved.  Gameplay is more connected now, so it doesn’t feel like every mission is a stand-alone affair, though the game has retained enough bite-sized content that if you want to just dive in for ten or fifteen minutes that’s perfectly viable. And that core gameplay, the shooting and slicing and leaping that continues to be the best part of Warframe’s layered offerings, feels sleeker than ever.  It’s power fantasy done right, allowing players to feel powerful and dangerous without making the game’s challenges feel trivial.

My Very First Review of Star Citizen

My Very First Review of Star Citizen

Monday, April 10, 2017 | By | Add a Comment

My Very First Review of Star Citizen

Hello again my fellow readers, tonight I am going to do my own personal review of Star Citizen.  I seem to have been introduced to this game a bit late, but those of you who don’t know about this game, let me give you a brief rundown of the game.  The game has been created by the acclaimed game designer Chris Roberts (who helped define the space simulation genre with his Wing Commander and Privateer franchises).  It is of course, set in an entirely different universe which continues to expand as production on the game continues.  The game brings the visceral action of piloting interstellar craft through combat and exploration to a new generation of gamers at a level of fidelity never before seen.  It offers a complete universe where any number of adventures can take place, allowing players to decide their own game experience. Pick up jobs as a smuggler, pirate, merchant, bounty hunter, or enlisted pilot.  A huge sandbox with a complex and deep lore allows players to explore or play in whatever capacity they wish.  Immerse yourself high quality, cutting-edge visuals and technology, a virtual world that is massive and detailed, a sophisticated storyline that is wide in scope, and visceral space combat that will make your heart pound.

You can now play certain features of the game, however, the game itself is still in production, with the developers continuing to set deadlines which have not been met for its completion.  These features include the Persistent Universe Alpha, Arena Commander, and Star Marine.  The Persistent Universe Alpha is the full games universe where you can communicate with other players, access your hangar, and fly around space and complete certain tasks or contracts.  Arena Commander offers PVP space combat, PVE space combat, limited space exploration, and racing.  Star Marine is essentially the alpha first person shooter module of the game.

Squadron 42, which is the introductory first person module for the game is still in development and has not yet been released.  This module was originally intended to be the first part of the game where the player learns to fly and fight in a first person setting without the MMO features of the game, in order to gain citizenship for the games universe.  It has plans to be released sometime in the next year.

The game has beautiful graphics and very fluid and enticing game play.  In order to play the game, you must pledge, or sign up for the game on the developers website and purchase a starter kit and ship.  Ships range anywhere from $45 upward to thousands of dollars and new ships are constantly being developed for the game.

I will continue to post updates regarding the progress of the games development.  I plan on playing this game frequently and to blog my updates on the game as well.  So, until then, why not pledge, pay the $45, and try the game yourselves?  Have fun and I will return soon my space adventurers!

CNC Hot Wire Foam Cutting Machine

CNC Hot Wire Foam Cutting Machine

Sunday, April 2, 2017 | By | Add a Comment
Auto CAD

CNC Hot Wire Foam Cutting Machine

A CNC hot wire foam cutter is a computer controlled machine used for mainly cutting Polystyrene foam (also known as EPS foam) and similar materials, such as polypropylene (Known as EPP) and polyethylene (known as PE).  The machine consists of a wire running between 2 towers, which is heated via a hot wire power supply, thus melting and cutting the foam into the desired shape.  The towers can move in an X-Axis (right-left) and a Y-Axis (up-down).

Cutting the foam is done in 3 basic steps:
1. Drawing the desired shape to be cut.
2. Converting the shape into G-Code
3. Running the machine with the software to execute the desired shape.

Any CAD software, such as AutoCAD or Corel Draw can be used for drawing the shape, as long as the file can be saved in a DXF format.  There are various CAD files in the market.  More recommended ones include Instant Engineer 14, which can be purchased online for few dollars, DesignCAD, AutoCAD and TurboCAD.  Another CAD software is DevFoam, that combines both the drawing and the G-Code generation.  It is a user friendly application for cutting foam with a 4 Axis CNC machine.

Next step is to convert the shape into G-Code.  The G-Code is another name for the computerized tool by which we tell the machine what to cut and how to cut it.  For the conversion one can use software such as DeskCNC, DevCAD or FoamWorks.
DeskCNC was originally designed for a 3 Axis CNC Router machines.  It was later on modified to enable a 4 Axis foam cutters to run as well.
FoamWorks is known for its simplicity and being a user friendly software.  It is designed to drive a 4 Axis foam cutter via a parallel port of any windows based computer.  It can cut any shape, but works best for cutting RC wings.

For the last stage of running the machine, software such as Mach3 and DeskCNC can be used.  The Mach3 program is a G-Code reader.  It allows you to turn your PC computer into a 4 Axis CNC controller for machining and cutting.  It is an operating system for running the CNC hot wire foam cutter.  It was originally developed for the home hobbyist, and later modified for use for any CNC machine operation for industrial use.

Semi-Cosplay

Semi-Cosplay

Monday, February 27, 2017 | By | Add a Comment

Semi-Cosplay

Semi-cosplay is what I like to call cosplay that can be considered more of a regular dress and activity than full-on cosplay.  It is not a movement, but just a term I will use to describe those of us who like to wear our favorite outlandish attire or pieces of outlandish attire on a regular basis without feeling too out of place or having to go through great lengths to dress up as well as fit in on a regular basis.

Although many of us who are into cosplay or semi-cosplay tend to have been originally heavy metal rockers, punk rockers, or rivet-heads/ cyberpunks that continue to wear their everyday get-up, some of us change our attire from time to time or have different costumes or looks we like to wear.

Heavy metal rockers and punk rockers are two examples of lifestyles of people who tend to dress with semi-cosplay articles on a regular, all-day-every-day basis, such as studs and spikes , shin and wrist guards, make-up, wigs, and designed pieces of attire.

Most of us like to dress up on our days and nights off when we are with our small group of close friends who partake in such activities while either just relaxing or indulging in some sort of gaming or partying.  Whatever the case, we do it to bring out our true selves, which most of us hide and wear our masks of conformity to adjust to our workday program.

Cosplayers obtain their apparel through many different methods.  Manufacturers produce and sell packaged outfits for use in cosplay, with varying levels of quality.  These costumes are often sold online, but also can be purchased from dealers at conventions.  A number of individuals also work on commission, creating custom costumes, props, or wigs designed and fitted to the individual.

Other cosplayers, who prefer to create their own costumes, still provide a market for individual elements, accessories, and various raw materials, such as unstyled wigs or extensions, hair dye, cloth and sewing notions, liquid latex, body paint, costume jewelry, and prop weapons.

With the advancement in robotic technology, robot or android/cyborg additions are becoming increasingly popular.  Semi-cosplayers or cosplayers often create add-ons that serve no useful purpose other than to make the individual’s costume look cool and unique.  That is the whole idea of being yourself and doing your own thing.

Take a look at the above video for a glimpse of creativity by a designer who created robotic spider shoulder wear and let me know what you think!

Dark Art

Dark Art

Monday, February 27, 2017 | By | Add a Comment

Théodore Géricault Dois justiçados

Théodore Géricault Dois justiçados (Photo credit: Wikipedia)

Dark Art

In the world of dark art, if one can create a surreal piece of artwork that is creepy enough to have some or any degree of interest to their audience, then they should feel a sense of accomplishment indeed.  In modern times, with the advent of internet, mass media and advertising dedicated to showcasing and selling art in all its forms, it may seem like an impossible task to make a living or even to have a recognizable name in the world of art.

Art that gives us the feelings of foreboding or dread, or what I will call “dark art”, is meant to have the same effect upon people as it’s originators, although the theme is commonplace and the ability to turn heads and captivate people has become something of a miracle.  The underlying feeling that the artist is attempting to portray in this form of art is fear.  Fear is a vital response to physical and emotional danger.  If we didn’t feel it, we couldn’t protect ourselves from legitimate threats.  But often we fear situations that are far from life-or-death, and thus hang back for no good reason.  Traumas or bad experiences can trigger a fear response within us that is hard to quell.  Yet exposing ourselves to our personal demons is the best way to move past them.  Therefore, dark art can be used in therapeutic ways.

In an attempt to induce the feeling of fear, the dark artist transmits his thoughts in a very mysterious way and, occasionally, combining surrealist elements.  These horrible acts and macabre scenes make us stop and think about ourselves and this unpleasant, yet often overpowering side of the human mind that still arises in all of us from time to time.  But in order to create truly inspiring works it often becomes essential to have some instruction as well as inspiration to set as the foundation of the artist’s motif.

It is good to be inspired by historical artists such as Hieronymus Bosch, Pieter Bruegel, Francisco Goya, Bouguereau, Caravaggio, Théodore Géricault, Salvator Rosa, Francis Bacon, Henry Fuseli, Salvador Dalí, Zdzisław Beksiński or H.R. Giger, among many others.  I have included above a photoshop tutorial on how to create a morphed image of a skull and a woman’s face along with some other dark elements included.  It is not particularly necessary to have or use photoshop in order to be inspired by this video.  My underlying goal is to show my audience some tools and tricks of the trade in order for aspiring dark artists like yourselves to begin or continue to create your own delightfully macabre creations.  So, please take some time out of your busy day and enjoy these morbid little tidbits to your bloody hearts content!  To the darkness!