Monday, 18 May 2009

Staple layout alive in HTML+CSS


I exported Staple layout to HTML+CSS+images, so that our programmers have easier job implementing it in WordPress. Homepage is done, Articles subpages layout is done too, and today I've finished Buy section. This was really time consuming part of the work, but the last days were rainy anyway :)

Enjoy the basic layout online: http://www.visibleart.net/david/temp/ntu/staple/buy.html

Friday, 15 May 2009

Staple homepage layout close to final


This design of Staple homepage looks like a final one. I've changed some elements as the client wanted, but some minor changes are still possible. Note that there will be more than one article in the main column and that the text, links and titles are all just placeholders.

Tuesday, 24 March 2009

Social network - Related artworks feature added!



I've added Related artworks feature to my gallery network http://www.visibleart.net/. Relation is calculated by frequency of "being favorite" by people who also like the artwork that is currently displayed (http://www.visibleart.net/artwork.php?artid=6020 for example).

I've tried to add this list on other areas of the artwork webpage, but the very bottom seems to be the most suitable now. I've also experimented with pop-up windows, but there have been problems with links to original parent page (artworks have been displayed in the pop-up).

I really like this new kind of navigation and it works good. But that fact is, that only 1/3 of all artworks are someone's favorite and it makes this feature less generic. In those 2/3 cases, i might consider also ratings of artworks, not only "being favorite" relation.

I'm awaiting user feedback and i have new ideas already: there could be also a small list (selection) of artworks from the same author.

Flash game - thoughts

So, the game works, but i feel it could be much better. I started with the visual identity and then programmed basic interactions. I would like to improve both.

Visual identity
  • Many objects are repeating in this game now and I want it to be more varied, "colorful", but in typographical meaning, i don't want to add colors
  • Another levels of gameplay will introduce new backgrounds, enemies, etc.

Interactions

  • I mentioned collecting letters before, this feature will be deeply integrated in the game structure, i think the audience will be thrilled by this game because of these reasons:
  • This game really looks different and introduces nice ways of descriptive looking world, people would like to know what's on the next screen
  • Various interactions with letters
  • Good music and sounds


Flash game - progress

New progress in my flash game:
  • static objects in the game block you path and you can jump on them! :)
  • enemies are moving (i really like that every enemy has own unique way of moving) and when you cross their path, they make a sound and lower your health
  • there is a music playing in the background

  • it's entitled Typo Run :) very innovative ;) i'm kidding, it was just my first idea

  • your character slowly fades to white when you are hurt

Future plans:

  • add feature to collect letters
  • think about possible synergy with those collecting letters - i already have some ideas!
    - some nice quote may appear letter by letter
    - monsters may be distracted by collecting their names
    - music change when new letter is collected
    - your health will grow (so your character will have more black ink in it :)








Thursday, 12 March 2009

Social network - User's friends graph

These are my first visualisations of User's friends in 2d graphs. The length of lines depends on "power" of corresponding friendship (i have a mathemathical formula for this).






Social network - Visualization of relationships modules

Visualization modules

I will visualize in 2d space graphs various relations of social network data:
  1. relationships between users (friends, fans, enemies... and groups of these relations)
  2. relationships between artworks ("people who like this artwork also like these:" -> similar favorite artworks list)
  3. activity of users on the timeline
    platforms: PHP or Flash (i have to make a research which one is more suitable, flash seems to be more attractive, but i don't have any experience with flash & database yet)
1) relationships between users
  • (basic) display active users (in ring) with connections (lines) of "friends" and "a fan of" between themlines can have different width of stroke or color or both, depending on "relative value" of relationship
  • display all users (in 2d space graph) so that FRIENDS ARE CLOSER to each other
  • display gallery as clusters - GROUPS OF FRIENDS
  • display gallery as groups of users that are hostile (show TENSIONS, hostility between gallery users)(bonus: compare tensions from previous days, highlight areas that became worse)

2) relationships between artworks

  • display related artworks to current artwork
  • display 2d graph of artworks (artwork thumbnail = node), in which i can move by clicking on related artworks

3) activity of users on the timeline

  • display a timeline on axis x, and (one) USER'S ACTIONS on axis y - more actions per day will display at increasing y-coordinate
  • display a timeline on axis x, and ALL ACTIVE USERS from that day on axis y,user names serve as links to graph number 1 (user's actions)

I'll start with basic relationships between users and then I'll focus on relationships of artworks. This is the most useful module for the users (the rest is more useful for the administrator).

Flash game - new idea & visualisation

I've got a new idea for a flash game. It would be a classic platform game, BUT typography-based, so everything will be composed of characters. I've spent last few days with creating my vision, i think it looks quite unique, i can't remember of any other game looking like this:

http://www.visibleart.net/david/temp/ntu/flash/typo17.swf

You can move and jump now (but obstacles don't work yet).

I have an idea, that you'd collect some "free" characters in this game and then you'll be able to eliminate some foes simply by pressing enter - if you have their corresponding letters (F, L, Y to eliminate a fly). I'll see. Maybe i'm overcomplicating it :)

Wednesday, 25 February 2009

Social network - visualisation of data - concept

I've already done quite successful social network - it's a virtual gallery of fine arts and design - www.VisibleArt.net. There are 600 users and 8000 artworks in my gallery. People can discuss, add ratings, favorite artworks, etc.

I will visualise various data in modules for users and/or administrators:
  • relationships between artworks ("people who like this artwork also like these:" -> similar favorite artworks list)
  • relationships between users (for admin to identify fans, friends, enemies and groups)
  • activity of users on the timeline

Tuesday, 24 February 2009

My flash game - programming notes

top-down 2d map:

  • as the list of objects (islands & events) on the "sea" background
    (i considered also classic 2d-tile-map approach, but it's not that suitable for lower numeber of vector round objects - islands)

player (ship):

  • will be always in the centre of the screen (everything else will be scrolling)
  • player will uncover the 2d map (the map is black and only the area around the ship is visible), player always knows where is his homeland (circle), he is heading west in the start.
  • player will click on the screen (sets the direction for the ship), his ships starts moving that way
  • if the ship hits an island or event, time freezes, a window appears and player can choose an action from the actions list (for example: You meet the poor tribe. Do you want to:
  • - Attack them -> 50% chance to get a Korn, chance to get some sailors (0-2) killed
  • - Offer them some cheap jewelry -> 40% chance to get a Korn
  • - Leave them)

time limit:

  • game starts January 1489
  • game ends January 1492
  • time ticks (+month) every 10 seconds of real-time (so you have 6 minutes time limit (of real-time movement mode))

My flash game concept

The game i would like to make:

Quick and funny exploration game

top-down 2d-map-exploring game with seas, islands, ships and various events, interactions and treasures

  • you are an explorer, sailing his own ship with sailors, you have to find some new islands and come back home with some news and new stuff (potatoes, korn, silver, gold, ...)
  • quick game full of interesting and funny choices, you should explore, get some new stuff, fight some sea monsters, improve your ship, fight the weather and come back with treasures
  • it's done in 10 minutes and you can try again :)
  • it will have a map generator, so every game will be different and the game will have some replayability

you will face choices:

  • do you want another cannon or a faster ship?
  • do you want to travel through the storm or avoid it?
  • do you want to fight the native tribe or make these people your friends?
  • the sailors are desperate, will you travel further and risk the revolt or come back home?
  • do you kill the sea monster or let it be?
  • do you really want that treasure from the skeleton island?

this game will be successful, because:

  • it's full of interesting choices and combinations (interesting = various, non-repetitive, thrilling, adventurous)
  • threats vary and every threat requires different tactics
  • it has a good replayability factor - the map changes every game, there is far larger number of possible events than number of events in a single game (there is always something new), you can try to beat the high-score

Flash games review - the good & the bad one

The good & successful game:

Canyon Defense
http://www.miniclip.com/games/canyon-defense/en/

It's highly addictive, excellent realtime strategy game. You have to build turrets to destroy enemy waves of attacking vehicles and jets. There are many types of turrets, upgrades and other buildings.Your opponents vary quite a bit - some can fly, some are fast, some have shields, etc. You can try new approaches and combinations of turret types and placements, so there is also a big replayability factor. Also, there are three maps to play on, and each map needs a very different strategy, so it's quite a challenge.

  • there are interesting combinations of turret combinations and their effects -> the game always keeps you interested if there is some better solution
  • you are facing various enemy types, your base has to be prepared for various kinds of threats, this keeps the game fresh and changing
  • there are 3 maps to conquer with different canyon shape which requires very different strategy approach, you really have to re-think your whole strategy
  • good and simple audio/video - you always know what's going on, and it looks good

This game is so addictive, because:

  • you have to think both in strategy and in tactic level of playing (you should know what do you want to build in long run, and adapt your plan for next few seconds as well)
  • there are different approaches to dealing with enemy and you can even combine these approaches (there is always something you want to try next time)
  • the game gets harder, but you get rewards for good playing and you are able to build more, upgrade and build new kinds buildings with new effects on the game (so you have more options)


The bad game:

Alien Attack
http://www.miniclip.com/games/alien-attack/en/

It's an arcade shooting game, where you have to shoot the alien jets appearing on the screen. There is only one type of enemy ships (that you should destroy) and one type of friendly ships (that you shouldn't). The game becomes boring almost instantly. After 5 seconds of playing, you've seen everything and even those 5 seconds are not enjoyable. There is no real challenge, no real fun and there are lots of similar but better games.