Weight Challenge Week 8 (Months1-2)

My weight as of today: 100 lbs.

My average weight for week 8: 97 lbs.

My average weight for month 1: 93 lbs.
My average weight for month 2: 95 lbs.

I managed to accomplish 3 reps of 20 crunches + 5 “reaches” (I dunno what they’re officially called) to each side and 2 reps of 15 pushups, tho to be honest, I’m quite certain I could have thrown another rep in there. I’m pretty excited about being more in shape and at a proper weight! One secret? I’ve been eating 1-2 of these meals per day. I clearly need to find a healthier, more environmentally friendly way to gain weight… Blood pressure remains stable, however, so the salt content isn’t killing me…yet.

Weight Challenge (Weeks 4-7)

I hereby resume my Thusdaily (that should be a word) posting on my weight challenge:

My average weight for week 4: 93 lbs.
My average weight for week 5: 92 lbs.
My average weight for week 6: 95 lbs.
My average weight for week 7: 95 lbs.

My average weight for month 1: 93 lbs.
My average weight for month 2: 95 lbs. (so far!)

My current weight as of this post: 97 lbs.

So there appears to be good news on the horizon! To be fair, during week 6, I purchased a digital scale to replace the standard scale (you know, the kind that you’ve got to manually zero each time you use it…); ever since I started using the new scale, I’ve weighed surprisingly more than the previous weeks. I am certainly not complaining! Also as a reminder I’m posting these weight averages having rounded the figures to the nearest whole number. There is nearly a full pound of difference between my average for week 6 and week 7, but they both appear as 95 lbs. because of rounding.

I am still contemplating how I will manage my obligation to post monthly weight challenge videos on youtube considering how close we are to the second month mark. I could conceivably post one video this week and another next week…or I could post one video in two weeks that covers both periods. One way or another I’ll post the video(s) to the blog once they’ve been uploaded!

Snitsa-Grezit Graphics (part 2)

Introducing shit brown grass and a tunic’d young man. A more substantial post to come on Tuesday!

Weight Challenge (Week 3)

My average weight for week 3: 92 lbs.

To be clear, I actually only lost half a pound in the last 7 days on average. My final weight for the weight was 94 lbs., though I saw the lowest ever this week: 90 lbs. I am really starting to think the scale I bought is simply unreliable. Also a curious development is that I recently found a box of blood glucose testing strips, so I’ve been testing myself for the first time in probably 12 months- apparently my base blood sugar is a bit higher than it used to be (90ish now, used to be 80ish before), which is easily explained my an increase in allergic reactions lately (pollen being the greatest offender there). I will have to keep a closer look on that over the next few weeks. Hopefully this means that my insulin resistance has gone down with exercise & vitamin D3 supplementation, so my blood sugar dips aren’t as severe. That would be at least one sign of promise throughout this challenge!

Snitsa-Greza update

So, I has some ‘splainin’ to do.

One of the reasons that I skipped an update on Snitsa-Grezit was that I responded to an impulse to start another game of Final Fantasy Tactics, which took out an entire weekend of mine. I picked up a handful of dos and don’ts from that experience (don’t worry):

1) When I was messing around with game settings, decided to disable the display of EXP/JP gained in battle, so the only way I could keep track of progress would be to obsessively check the status screens in battle (which was annoying and usually unhelpful) or just wait to see the results in the formation screen after the battle was finished. This put more of the gameplay emphasis on…anything else, really, which I found strangely relieving. Gaining levels and enough job points to advance was largely accidental and natural. If I ever seemed under-leveled at all, then I would play a few more battles and return without much concern for the specific base or job levels I had achieved in the meantime- my goalposts were more dynamic than ever before.

This combined with the fact that ‘level’ systems are largely unrealistic (professional promotions are usually done formally and any personal progress one makes is done incrementally and without much awareness), I am inclined to do away with the experience system altogether on the UI end. Stated differently, characters will gain experience and levels, but this will not make any news on the players’ screen. The majority of skills will be learned from NPCs or from books, etc., instead of levels (for the most part, anyway); Gaining levels will be a be semi-frequent occurrence and will result in minor adjustments to player statistics. If I can pull of what I just described, then players will have no incentive to grind in any particular area because they’ll have no concept of the level curve or how they could affect it by leveling up in a certain area. In other words, I can table my previous suggestion that all experience gained be normalized to prevent grinding. With this system in place, players could still grind; it just would be a race without much of a goalpost.

2) I have backed off of my original suggestion that either HP or AP would be completely reset after each battle, as the case in FFT; there are several relevant factors that make that make sense in FFT, but not in S-G. Instead, battlers will gain one AP per turn in battle, and also 1 AP per some number of steps. This would also allow for certain abilities to be used outside of battle, keeping in mind that their usage will cut down on potential for use in near future battles. I can imagine some amusing/frustrating/tactical battle scenarios, especially if a player is either incredibly low on AP or is suffering from a status ailment that prevents that increase per round. “How is this different from MP?” Because AP applies to skills that are not necessarily magical in nature & is expected to zero out at some point in battle, but come back on its own in ways that force a more tactical approach to its use.

3) When replaying FFT, I realized that there was still elements of that story that I had not comprehended in the previous playthroughs. I would rather my plot not be that complicated, but I also want to avoid stereotyped scripts. I realize that this is not an original concern on my part, but what struck me was that I will have to create a world that is necessarily complicated, that the player will never understand on any number of playthroughs. Graphically, you see this in some games, like where treasure chests are sitting behind the counter in a shop, treasure chests that you’ll never get to open. So, in terms of storyline, I am having to come to similar terms (e.g., as much as I’d love to write a two page story on the contents of the treasure chest, I’ll have to leave the player guessing if they’ll ever get to see what’s inside it because neither I nor the player have the time or the patience to get into it!).

Now, I have also been watching a friend of mine (Xavier “mv” Dang) play Alundra on youtube. Again a lot of dos and don’ts there. Admittedly, I had already planned to make S-G somewhat ‘vertical’, not as jump-oriented as Alundra is, but certainly less flat than most RPGs seem to be, especially the classic ones. I should point out that Alundra does a great job of creating a forest with vertical dynamics, which was a goal of mine in the first place. It was a great experience to see that in action, even if I didn’t quite agree with how the concept was abused.

In my previous entry on S-G, I mentioned the possibility of a screenshot. For the moment, I have been experimenting with various tiles that were borrowed from other games, so my maps (4 different forest maps at the moment) all look like a collage of original + blatantly copied and pasted tiles. Interesting, but not worth sharing. Having 4 maps generally done already is a good start, though. I got the majority of the work on those done last week during a brief bit of Internet outage. This has lead me to believe that I need a one day per week Internet sabbath, just to get things done. I am thinking that Tuesdays or Wednesdays would be best for that.

Weight Challenge (Week 2)

My apologies for the delay in posting; yesterday, I was very focused on completing my voting rounds at Battle of the Bit’s Winter Chip VII contest. This year, there was no MIDI category, so I entered a MIDI as a “wildchip”- entering an orchestral MIDI into a chiptune contest and still ranked #35 out of 157. Not bad, I say. You can check out the piece in the link below:

http://battleofthebits.org/player/Entry/7057/

As for my current weight challenge…

My average weight for week 2: 93 lbs.

In all fairness, I have been weighing myself wearing fewer clothes than I had been during the first week. I weigh closer to 97 lbs. full closed (minus shoes), which is what I expect doctors to care about. I am still shooting for at least a base weight of 100 lbs. Also, the scale that I bought, I bought out of cheapness: it cost me about $8 and is worth about half as much. I can actually manipulate the weight by about a pound based on how I stand/squat on it…so it’s fairer to say, I think, that my real weight for this past week was ’93ish’ lbs. I’m still trying to find a good, consistent way to measure the weight.

Another update to come next Thursday- I also plan to release a S-G update on Sunday to compensate for my lack of updates on that front!

Weight Challenge (Week 1)

Earlier this week on youtube, I announced that over the next 6-12 months, I will be engaged in a self-imposed weight challenge, an effort to gain as much weight as I can in as healthy of a way as I can. Realistically, I would like to get to a base/naked weight of at least 100 lbs., but I’ve not set a finite goal for this endeavor. Once a month, I will be updating my youtube profile with a new video tracking my progress; once a week (every Thursday), I will be posting my weekly average weight and post some updates on my diet/regimen as I struggle to gain and maintain a healthy weight!

I have been tracking my weight on a daily basis for the last week. Some of the weigh ins were done fully clothed (minus shoes and with pockets emptied); some of the weigh ins were done barely clothed. I am going to make a larger effort going forward to do weigh ins with minimal clothing to get a better read on my base weight.

My average weight for week 1: 94 lbs.

Right now my exercise regimen consists of push up/crunch sets (alternating 10 push ups, 10 crunches + 5 reaches to the left + 5 reaches to the right), done 2-3 times per week. I completed 3 of those sets before making this post. I am definitely going to have to incorporate more muscle building exercises. Also, I am hoping that I can build up the stamina to make it 20 / 20+5+5 at some point in the near future.

I generally eat a pretty healthy diet (mostly organic foods, minimally processed); however, I have recently made an exception for eating Chinese food. More importantly, I have been eating General Tso’s Chicken from a unique restaurant 1-2 times per week. You would think that this would plump me up, ha! It is also exposing me to different areas of Wake County that I wouldn’t normally travel to (there are apparently a LOT of Chinese food restaurants around here).

Ok, I think that’s enough for now. Expect another update on my progress next Thursday!

A disclaimer about Snitsa-Grezit’s storyline

Many months ago now I explained that Snitsa-Grezit was meant to be a psychological RPG of sorts. One aspect of this goal is the reverse gamification of some of my own experiences and interactions. All of the main characters are all sourced in some form or another from people I already know- and for the most part unless I sat you down and said “ok, this character is going to be about you,” then it is certainly not about you (no worries). For instance, the main character’s mother will of course have some qualities of my own mother, but I do not want this parallel to be confused for some sort of oblique catharsis. In a way, yes, making elements of my life “playable” is cathartic, but the purpose of that process is to find a unique voice by which to share them, not to poke holes in past or existing relationships, etc.

At some level, the fact that so many people could in fact read themselves into the story should be considered a good thing; what I want to make clear by this post today, however, is that while there will be some elements to the storyline that are a directly reflection of my own life events, it is by no means meant to read like my diary. In fact, I had a conversation recently with the real life template for the main character “Kersh” where I explained to him some of the elements of his life and our friendship that I planned on abstracting for SG. The fact that those elements could be repurposed in a way that allowed for complete strangers to vicariously live out some aspects of his life without ever knowing him seemed pretty interesting to him.

I saw it fit to bring this up today because of how it is reforming how I am structuring gameplay.

For instance, in my last couple of posts regarding SG gameplay, I remarked that I wanted AP to reset after each battle, but not HP. Part of this decision has to do with a dream-like “reset” effect. HP not being reset after battle raises the importance of healing items (and/or doing whatever you can to take less damage…). But more to my original point, this is how things work in the real world: your job is to show up for work; your boss will make sure you have plenty to do and enough means to get it done. So abstracting out this principle into the game itself seems logical in a way.

Looking for ways to take real life experiences and schemes and make them playable has been a fun but trying challenge for me so far. This week I plan on putting a stronger emphasis on graphics- by next Sunday I want to have at least one map screenshot to share!

3 of 3 — official release!

3 of 3 has now been released on bandcamp. Pricing has been set at $1 for the entire album; you can give more than that if you would like, but if you cannot afford to pay anything at all, I can certainly understand that. If you want the album, but cannot afford to buy it, you can download it for free.

Snitsa-Grezit gameplay update (part 1)

As promised, a gameplay update for Snitsa-Grezit:

First, in case I have not said as much in the past, I think that Final Fantasy Tactics (FFT) is one of the greatest games ever made. We have a…history together that dates back to middle school. I have a PSX the only PSX game I have not sold is FFT. Ever so often, I will put the game in an give it a spin; sometimes I make it an hour or sometimes 10 before burnout sets in. The game is incredibly open-ended gameplay-wise, so there is certainly a high risk of losing yourself to seriously unreasonable goals.

Case in point, in the first real fight, there is a unit that continuously heals himself if you are not wise enough to triple team him- traditionally, I would abuse this dynamic to bulk up my units until they’re experienced enough to invest in a number of job skills. You could conceivably go through this process until all of your units have maxed out their levels…but the time investment coupled with the shame of being so cheap should diminish the attraction to that opportunity.

I started up a new game of FFT recently and I wasted no time knocking off that chemist (the aforementioned healer). Then I suffered a power surge, so I figured that was a good sign to put the game off for another time. But that conscious decision to just “play the game” instead of wasting my time and efforts cheating around the game was validating.

So, I mentioned the need for more realistic leveling limits in an earlier post. I already said that I would like most enemies to only reward players with 1 experience point only. Players would therefore not grind for experience, or else if they wanted to, they would have to back track to the maps with the weaker enemies…shame should really correct that decision.

Second, I have also suggested that Action Points (AP) be reset/refilled after every battle. I do not believe that lost HP or health status should be restored after battle- AP are battle-specific gauges; HP can be diminished and restored in and out of battle for various reasons, reasons that are not necessarily mitigated by battle actions (e.g., healing potions can be administered after battle). This means, however, that healing spells lose their merit after battle… Quickly, my approach to magic is making this “unclassic.”

This brings me to my third and final point on the gameplay today: I have lost my appreciation for trying to make this project ‘classic’. Admittedly, I wanted to make a ‘classic’-styled game- it is going to be what it is: a new “old” game. There will be elements about it that throw back to old school games and some elements that quite set it apart from that class. More details about those elements to come on Sunday!