So here i have a video showing some of the sketches i created while conceptualising projects for Second Life. If you have seen some of my projects this year such as The Sand Fairy, The Well 2 or SL10B Behemoth then you might recognise some of the scruffy sketches. Thank you again everyone who enjoys my work and for the encouragement you give. 🙂
If you read my previous Blog post you will know that i’ve had a rather spiffing busy eventful 2013 leaving me in a positive mood for 2014 and i will share my hopes for the new year as soon as i’ve discussed how my predictions faired for 2013.
Last year i stated “the lab’s codenamed Shinning project laid down the foundations for whats to come in 2013. Avatar Skin Baking, Reworked Cache, interest listing and HTTP Libraries all part if LL’s attempt to better performance.” And in all fairness this is exactly what the Lab did during 2013, although i don’t think none of us thought it would take ALL YEAR and spill into 2014. If the bloggers of SL had learnt anything in 2013 it was the sense of time it takes to I’mprove things on the grid.
So here where my main predictions for 2013…
1. Second Life will finally get the ‘Experience Permissions System.
Didn’t happen, in fact i learnt the Experience Permissions Team disappeared dashing hopes of any improved way to experience stuff in SL.
2. Mocap becomes affordable for all.
Didn’t happen. I did try some affordable tech but it was way off of being useful. Thats not to say there were no strides in this area. 2013 was definitely the rise of motion tracking and sensor tech which will grow in 2014.
3. Skeletal Animations.
Didn’t happen. i think at one group meeting with the Lab we had a definite “not on our list of current projects”, and we now know how long current projects take, so i’ll come back to this in a couple years time.
4. Content Creators will have to help newbs and 3DsoftwareShy residents bridge the gap between building with prims and understanding mesh.
This did happen i think. I did a few tutorials and i saw many others written to help bridge the gap. The Singularity TPV got an export feature that allowed people to convert prim based objects into Collada files which they could then re-import as a more efficient mesh object.
5. Linden Lab will release an SL iOs app.
Didn’t happen. But Linden Lab did introduce a plethora of iOs Apps such as Versu and Creatorverse while purchasing Blocks World.
6. Groups will be overhauled.
Didn’t happen. In Fact the SLfeed has progressively gorton worst the more of my friends that use it. Oh dear.
7. There will be a 64bit viewer and macs will get similar performance to Windows users.
This did happen over at the Firestorm TPV team and things seem to be working great…. on windows. Linden lab are apparently watching waiting to pounce and cherry pick.
8. Content creators will battle each other to create Avatar 2.0
This sort of happened. I saw many friend sporting various complete mesh avatars but no ones come up with what i would call a perfect solution yet. But you can’t deny there are plenty of experiments going on right now. Things might have been help back due to the almost biblical fiasco that was THE MESH DEFORMER which in the end was dumped for a hack job of some old SL code.
9. and finally …. Second Life will be released on STEAM.
Didn’t happen. instead Linden Lab bought their own steam clone called Desura which surprised everyone. No body saw that one coming and has lead some, including me, to speculate on wether this will lead to a complete direction change for the future the Second Life Platform.
So as you can see my predictions for 2013 mostly SUCKED. Which does not bode well for my predictions for 2014. In the end though they are more hopes and dreams rather than predictions, so lets see…..
HERE BE LOKI’S MEGA AWESOME BUT PROBABLY WRONG PREDICTIONS FOR 2014 IN SECOND LIFE.
1. Second life will finally get the ‘Experience Permissions System’.
YES I KNOW THIS IS THE SAME AS PREVIOUS YEAR, but while the original team mysteriously disappeared there has been snippets from User Group meetings to suggest the project is not fully dead. In fact it may have been delayed because Linden Lab takes ages to do stuff without screwing up stuff or because they suddenly had bigger plans.
2. Linden Lab reveal Bigger Plans.
The bigger plans might involve new ways to interact with Second Life via Oculus, Leapmotion or other sensor tech thats rapidly emerging from the tech industry. Changes to how you navigate or a complete new interface. ‘Experience Perms’ will be part of these big plans. The Bigger plans could also be a totally new platform that can use content available on SL servers and may explain TOS changes and use for Desura. Another idea for bigger plans will be a change to the old PRIM based creation tools to ones blatantly blagged from Minecraft in order to pre-emptively lure the kids who play Minecraft as they become teens to Second Life.
3. Rodvik Linden will be defrosted from carbonate now that Shining project is almost complete so he can introduce Linden Labs Bigger Plans.
Its been hard to tell if what i’ve seen of Rodvik was really him or that cardboard cutout that keeps appearing in Bay City. Many wish to see more of the saviour of Second Life and some have seen his absence from twitter as a sign of Linden Lab frosting over when it comes to being friendly with its premium members. I do miss Rodvik, i liked his enthusiasm for games and where games where heading even unrelated to SL. While Rodders is away Instead we have Draxtor.
4. Object export will arrive in the Official SL viewer because its a good idea.
Singularity showed how useful exporting .DAE files can be for builders amateur and pro for building reference models or updating old objects to more efficient mesh. Not only that but as 3D printers start to really take off in 2014 SL users will have a way to build in SL, export then 3D print their creations.
5. Linden Lab starts to add a clause into new employment contract that prevents them from being poached by High Fidelity if they show talent.
We are going to hear a lot more about High Fidelity during 2014. I personally feel that HF will become the future of virtual worlds, a sort of SL reboot. My concern being that all the awesome people who can help evolve and improve SL will be snapped up by Philip Rosedale leaving SL to stagnate and stay the same. Of course some people just want SL to stay as it is, well i don’t. I want it to keep evolving and growing and keeping up with whats going on around the world of tech. But truth is, if the only way to step forward is to jump ship, then thats what will happen. I don’t see this happening for a while though.
6. Linden Lab will dedicate some time to fixing its Whale Failing Web based services.
Marketplace, SL Profile Feeds, The destination guide. They all have massive flaws through which you can see how improvements would make the whole community feel less angry.
Marketplace: Needs to offer Merchants a shop front where they can present their own categories and feature items.
SL Feed: Needs to work first, then perhaps connect it with other SL features like marketplace and DG. Its almost like the Lab is fearful of having fluid communication between users.
Destination Guide: Its almost new year and the Guide is still featuring places from October Halloween. Perhaps the barrage of suggestions it gets is to overwhelming for the poor Linden who has to deal with it all. In any case it’s hard to get stuff listed on there, hard to get stuff updated and hard to get stuff removed so maybe a rethink of the process involved in administrating the important destination guide is needed.
7. Premium Membership will gain worth.
i don’t know how they can achieve this… oh i do have ideas but i don’t think they would do any of them :-p
8. A official version of the SL viewer will appear for Tablet devices.
We’ll it was reported that a beta sign-up email for a mobile version of SL had been sent out to users, that is common knowledge. Just how this mobile version of SL will look and perform is tightly kept secret by an NDA.
So thats it, my predictions and hopes for 2014. Of course there is a lot more stuff I’m personally looking forward to trying out next year which ill probably write about in another blog post. Thank you to all those who blog every little bit of info they find out about what the Lab is up to, it’s all part of the fun. Here’s to 2014 and what the Grid brings us!
There have been a few reviews of Second Life 2013 already and i don’t know how mine will differ being that i’ll be discussing only the things that have effected me this year, so if your second life has any similarities to mine then you may find this interesting.
2013 started with a lot of optimism that Linden Lab would put some work into fixing issues plaguing the 10 year old platform. I moaned near the start about how Groups and SL feed where failing to hit full potential. As we enter 2014 the SL feed has suffered an almost catastrophic failure leading many unable to post their happy experiences for all their friends to see on SL feed and removing the ability to have off world conversations over the busy holiday period. I think the issue fully highlighted how in 2013 many of my friends started using and got used to using SL Profile Feeds as vital component in communicating with their communities and friends. My old idea about integrating groups with SL feed is still valid i think.
“Any method that will make it easier for a user to share their second life is valuable for the user”
In January we also got a new look Chat box code named CHUI which spawned a lot of star wars jokes during my DJ show as i informed all my Phoenix Viewer users about how it was good if you were willing to change how you text chatted. They all scoffed at me “Bah we’ll stick to our trusted Phoenix Viewer thank you very much”, if only they knew what was to happen.
As we went through the start of 2013 i was becoming quicker and more confident at making Mesh, rebuilding places on escapades and removing the scourge that is Sculpties. While residents became more and more adept at making a mesh the rest of the tech industry was pushing user generated 3D services for 3D printing and 3D in your web browser using the experimental WebGL which becomes more adopted as 2013 continues. One such service i joined called SketchFab allowed me to create a Web Portfolio to show what I’ve made for SL.
Its around the end of February i decided to try out Mocap tech. I got my hands on FastMocap and an Xbox & Pc version of the Kinnect in the hope i could quickly make natural looking animations. What a complete waist of time and money. It was a case of hype overshadowing where the tech actually was.
Around mid March i learned that the team behind the long awaited ‘Experience Gaming Tools’ had gone. This plunged me into a frustrating mood since i had been holding off a lot of projects waiting for the era of ease in creating experiences. On top of this Pathfinder was proving to be so complex that no one was using it and lots of high profile creators were still making sculpty prim objects. At this point something snapped and i started working on HUD based RPG game system. Based on my experiment last year ‘The Cheese Fairy’ it had Auto Attach, Auto Teleport and also controlled the avatars camera to present more cinematic story telling. This System was first used in the Easter Holidays Rabid Rabbits then later improved on for use at SL10B Behemoth, The Bashables, The Well 2 and Egnog the Trolls Grotto.
To help irradicate the creation of new Sculpties and dispel the notion that Mesh is always to much land impact i created a blog post explaining how to optimise the import of Mesh Objects to create low Land Impact mesh. All through 2013 i’ve seen some great work by my friends who only started to use 3D software middle of last year. 2013 also saw the addition of Collada Export to one Third Party Viewer allowing people to export an object as a .DAE file. For me this was a fantastic tool for creating reference models for size and shape which you could then build over in Blender.
But for me the one feature in SL that changed everything for me was the addition of Material Mapping introduced in April. I first used it to create highly detailed rocky interiors and statue reliefs. I then went on to use it to create fantastic wrinkles and folds in my V3 Clothing range and by the end of the year i was using materials to create a gloriously detailed Cobble stone street with reflective puddles of water. But you needed to turn on ‘Advanced Lighting Model’ (ALM) in order to see all this new amazing detail and realism which many didn’t because it would bring their viewers to a crawl reminding me how terribly demanding the SL platform still is, and how little control i have over how you see what i build.
By mid June i was frantically working on my SL10B Project and this being the 10th anniversary i wanted to try and make something thats never been seen or experienced before using everything i’ve learnt. I settled on a story that either through parody, symbolism or metaphorically summed up Second Life and its relationship with the Lab and the users. I think many enjoyed it, some got the story and found it a memorable SL10B experience either for its uniqueness or simply because it stood out from all the displays reused from last year. SL10B has not been spoken of much since which is a shame because it was a grand event held by residents of SL not the lab.
In July i started to experiment a little with creating a combat system. I created Star Trek ships for my Friend Billy and incorporated a system for taking damage and regaining health. I would later use this for an Airship battle game that i’ve still yet to officially release. The Health/Damage system would Join a three part Experience Toolset i hope to develop for easily creating RPG experiences in future. The Three Parts are ‘Story Telling, ‘Health/Damage’ and finally ‘Score Keeping’ which I’ve still yet to figure out.
By August i had turned my attention back to my clothing range. I made Version Three of my popular tShirt range and Jeans that took full advantage of the new Material Mapping feature well ahead of Third Party Viewers. I tried a new experimental technique that ‘Joint Rigged’ shoulders to try and get a more natural shoulder movement on smaller avatars. I also released new shorts, long sleeve shirts and a Hoody that had a dynamic flip up hood effect. By the end of 2013 Linden Lab had decided to use a technique commonly known as Liquid Mesh that allows clothes adjust better on the avatar. I’ve still yet to fully experiment with this new feature.
The majority of my sales are done through Marketplace, but many still want that inworld shopping experience to see what they are buying and try on demos. So this year i rebuilt my store completely to show off my work and the new material mapping.
It was also around this time my Oculus Rift Developer Kit arrived and i was able to see for myself wether the hype about Oculus was true. I must say i was surprised. The total immersive quality of the Rift leads to a very new experience of Second Life and this is what many seem to feel will take Second Life to a new level. But i don’t like to get out of balance with hype so while i recognise the Oculus will open doors to a new area of unexplored experience for users, i’m not yet convinced a majority of users will be all that interested. I did one experiment with my Airship Battle Game which could be enhanced by using Oculus, but other than that I’m having to wait until Linden Lab bring out their Official Oculus Enhanced Viewer before i can really have fun.
Im not really in the ‘Majority’ of SL users though so I’m fully excited about Oculus as well as the Leap Motion, STEM and other sensor equipment thats in development. The whole tech industry is currently moving towards sensor tech and augmented gadgets and its possible Virtual Reality hype could be coming round for a 3rd time. But Second Life might not be the platform everyone talks about. Even though Second Life is still developing and has a user base that knows more than any other community about virtual spaces and communicating within those spaces and the benefits and disadvantages of shared virtual spaces, a newer platform might steal the limelight in the sensor driven future. Im talking of course about High Fidelity which throughout 2013 gained more and more tech press. Second Life was mentioned by the tech press twice, first on it’s 10th Anniversary, 2nd when it was revealed Linden Lab apparently invited the NSA to watch how we use Second Life.
The beginning of September saw the 3rd Anniversary weekend of Escapades Island and much fun was had with airship battles, Whale Races and parties. The Big surprise was a fully realised Evil Grand Master NPC character, a giant pirate Lizard man with a cannon for a hand. For 5 years he had only been mentioned and heard through intercepted radio transmissions but this year i finally made him come to life in a way that only a year ago would have been impossible to do.
October saw Burn2 arrive and i reluctantly took part. I was concerned i would not have to time to work on Burn2 as well as my Halloween Project ‘The Well 2: Sollititus’. Thankfully my escapades friends helped with the Burn2 stuff and we ended up with a great experience where you learned about a magical sand fairy and had to find friends or strangers to help summon the Sand Fairy in order to receive free gifts.
As for THE WELL 2, I worked as fast as i could to incorporate everything i’d learnt in 2013 to create an experience that was fun while scary. I learnt a work around for an animation bug while also learning a more efficient way to animate. By the time i had submitted to destination guide it was almost Halloween and now after christmas the landing point still gets 50 visits a day even though i asked Linden Lab to have it removed from the guide ages ago.
By the end of November i was back in the Steampunk Town of New Babbage rebuilding my 3rd and final plot called Cobblestone house. It is my last and creation of 2013 and combines everything i’ve learnt. As is customary in the winter months i added snow covered textures to all my Babbage builds to create a magical winter wonderland in the street. I’m hoping that with the rebuilding that i started back in 2012 now being complete i can move forward and use the places for story telling and RolePlay. In fact 2014 should be all about story telling fingers crossed.
Many people are looking back at 2013 as being not that great but i’ve had a rather spiffing year. I’ve learnt a tonne of new stuff, built some fun stuff and had great feedback and encouragement from the Second Life Community. Even though the future seems to have ‘High Fidelity’ written all over it, the present here in Second Life still has plenty of challenges and unexplored experiences to be had. The five people who still work at Linden Lab did a lot of work slowly rolling the grid over and replacing large old pieces with new chunks of delight and while the benefits arn’t that noticeable I’m sure they will lead to a good 2014.
I met quite a few Lindens In SL this year and while they did not add me to their friends list for long, it was long enough to realise that while Linden Lab Sucks, those individuals who still work there are brilliant people trying their best to keep this behemoth of a grid going. I regret that i sometimes forget this when paying my premium fee. :-p
Here’s to an awesome 2014, i’ve got SOOO much i want to do!
As has been the Tradition on my virtual island since the days of Goony Island, Egnog the Christmas Troll has once again arrived. For those who don’t know, Egnog replaced Santa as the gift giving giant after Santa was perms-banned for showing his nipples. Since then Virtual kids and adult avatars from all across the grid have searched out his icy grotto in the hops of receiving free gifts.
This year a giant lolly Pop has appeared at Rickety Town Centre, The Well and The Absinthe Cafe in New Babbage. Through these Lolly Pops a magical HUD can be acquired that will transport you to a blizzard landscape and home to Egnog the Troll.
(To get the HUD simply click the lollypop and a glowing ball will appear, CLICK to BUY this for ZERO Linden Dollars and you will get a request to auto attach the HUD. With the HUD attached a pop up will appear telling you to click the White Star to be magically teleported to Egnogs Grotto. Clicking the star will bring up a request to teleport, Accept this and away you go!)
If you manage to find his cave simply rub his tummy and he will give you a free gift festive gift. Be careful though, depending on wether you have been good or bad this year will change the outcome of your gift 😉
Egnog will be at Escapades Island up until New Years Day. I hope you all have a great Winter Holiday and have a merry stress free christmas and New Year 🙂
Experience Permissions are still not here. It’s got to the point where I’m talking to someone who does not use Second Life and I’m explaining what I’ve recently been doing with story telling and HUDS and RPG. They genuinely get excited and suggest ideas that I’ve obviously already thought about but cant implement due to the way SL works. In some cases i could do some of the gameplay elements suggested, but with the experience I’ve gained i’ve learnt that if things are to complex for me to understand then i should not use them.
It was also funny to hear at the mention of the ‘experience permissions’ , “what? That still not out? you was telling me about that years ago”, well yes i was.
I used to run Role Play events in Second Life, it is what got me noticed in New Babbage. That was all by accident really, thanx to Professor Nishi blogging about a painting on my wall that exploded into a four month long unplanned role-play story. Every year after that i did a story adding new story telling mechanics. By the time i did Dark Aether falls my story telling had become a complex system of HUDs, Machinima, clue hunting and monster bashing that had varying levels of accessibility for those new to SL and those who had been in New Babbage for years.
It all got rather complex though and i felt i had hit a limit with what was possible. I got to a point where things stared to break because i was out there pushing the limits. for example HUD embedded shared media video was at the mercy of wether the flash plugin worked with viewer. I found some TPV’s played shared media differently.
So i took break from running Role Play stories for a year, which has turned into two. In that time I’ve been looking at ways to create easy to implement and update story telling mechanics and its not been easy.
My most successful experiments have been in RPG style HUD caption story telling common in Japanese RPG games. This basically has a HUD with all the story elements inside that hear a command from an object and display the appropriate info. Once you have the HUD on its very simple, the complexity comes from needing the User to attach the HUD and in having the HUD auto update which I’m hoping Experience Permissions will help address. In future i would like people to arrive somewhere agree to playing the game and have the HUD auto attach and detach depending which level they are and updated HUDs will be attached automatically. This would allow me to update and add new stories and character interaction without having to worry about sending everyone new HUDS and telling everyone to get the latest HUDs. Likewise players won’t have to dredge through inventory and make sure they have the latest version of the HUD.
Another experiment I’ve been working on is Health and Damage. While i’m not really into player on player violence in Second Life i do believe in having consequences to actions and risks. Having a health metre brings to an experience a sense of wariness of ones actions. This does not have to be the Users health in an experience, it could be the health of a machine needed to complete a task. Linden Lab has a health system built into SL but it’s rather limited to land settings. With a HUD its basically a script that starts with the count 100 and every time you are hit or do something wrong that count is reduced until it reaches zero. This is fine for simple health, but if i want to start combining different types of effects that have varying abilities of damage things quickly become more and more complex.
Thirdly i’ve tried to get my head around scoring. Keeping scores is like Health and Damage but extremely complex for me and I’ve yet to fully work it out. People play my Bashables game on Escapades and suggest making a levelling up system, with better weapons and build up armour and XP points and I’m like ‘YIKES, HOLD ON!’. It’s something i really need to sit down and work on as i would love to be able to create a system where if you break lots of barrels on escapees you get rewarded with level up “BARREL BREAKER” and then if you break enough barrels you can make a raft called the “BARREL BITS RAFT” which appears on your HUD as an object you can rez by clicking the HUD and sail around the island. Problem here is keeping track of all the different counts for all the different things and at the moment I’m a bit sceptical on wether this is possible since as soon as you reset the script everything you achieved would disappear.
The goals have always been about making interaction in SL as simple as possible for the user/player, but also to make is as simple and flexible as possible for me to build and expand story elements. There is no point me scripting a highly complex HUD only for me to have to rewrite the whole thing again because i wanted to add one extra character interaction.
Eventually i hope to have a system that i can quickly change and adapt to the unfolding Role play stories. A system that i don’t have to spend hours scripting, but can just copy paste and have autoupdated so that the players don’t notice it’s happened and i can concentrate on telling the stories i want to tell while those experiencing them are free to be immersed.