Stellae in
Igne is indeed not the first
computational art piece I've ever created. In fact, it's not even the first
video game I've ever had the pleasure of working on. This is, however, my first
completed video game (albeit with some glitches that I did not have time to
work out). The ending is a bit of a cliffhanger, but that just means that if I
ever decide to release the game to the public that I will have something more
to work on. The game engine is coded in RGSS3, which is a special derivative of
the Ruby programming language.
I can definitely say that Ruby is a bit different than
any other language I've experienced, though most similar to Python. Despite
that, the game has over one hundred different if statements and while loops, as
well as some switch statements that were specific to RGSS3. Creating the
artwork was actually the easiest part. It took much longer to actually
implement the artwork into the game than it did to actually create them.
I had a lot of fun working on this game, though I
ended up putting nearly 40 hours of work into the game (almost 6 hours of work
every day). I feel the game turned out extremely pleasant, as it does exactly
what I had envisioned - to create an interactive experience while also being
able to show my artistic ability twofold. Not only was I able to include
several new pieces created in NetLogo and NetLogo3D, I was able to unleash my
creative ability through the storytelling of the game.
The title of the cohesive piece is Stellae in Igne, which means "Stars
on Fire" in Latin. There are a few reasons for this - the stars are indeed
on fire, which is why we see them in the night sky. The game is based in a
futuristic universe where humans have finally colonized the Milky Way. The
Latin gives a nice little ring off the tip of one's tongue. Blaise, the
"star" protagonist, was on fire while creating the game
(metaphorically speaking of course).
There are several smaller pieces included in the game,
such as Icecatcher, Bent Razor, Circular
Calendar, and Flyingstar. I feel
that the titles have their own little niche for these pieces. Each were
combinations of various objects I saw in my work. Icecatcher, for example, reminded me of my Dreamcatcher piece, but a bit more icy. Bent Razor was so named because it looks sharp enough to cut, yet
mangled in such a way that it would be useless to use. Circular Calendar saw me reminisce about the 2012 Doomsday that we
all survived, with the circular Mayan calendar. Finally, Flyingstar was so named because it looks like a star, yet to get
there it was required that the turtles fly out.
All in all, I am especially proud of my work and would
like to work on it some more if I get the free time during the spring. I put in
a few "Easter Eggs" for anyone that plays the game; you know, like shamelessly
calling myself the Creator and telling you that you won't get past my little
tricks and schemes. But I'll let you find the Easter Eggs, it's more fun that
way.
Finally, I have included a download link for anyone that would like to play the game. It is a self-extracting executable which can be run on Windows and WINE for Linux. Unfortunately there is no port for Mac OSX, but you can still play it if you run it in a virtual machine. It is currently hosted on MediaFire, but I may move it to my personal website at a later date. 262MB of [compressed] data is a lot of bandwidth for one download, not to mention having a few connection problems with my webhost. But I digress. I hope you enjoy what I have created and if you find any bugs, feel free to let me know on either Facebook or Google+.
Download link: Stellae in Igne Download






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