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Found 100 results

  1. So this game is pretty simple. It’s a chain style game like boon/bane and a bunch of other forum games. Basically you answer the previous person’s question, then ask a question for the next person. If you want to answer a question that someone else already answered, go for it! Just be sure answer the most recent question as well. Questions can be serious, random, memes, whatever, just like in the actual AMA section. I only ask that you do your best to do more than a one word answer, that’s how threads like this die. Pretend every question has the follow up question: “Why”. I will start with the most wonderfully insightful question: What is the color of your toothbrush?
  2. So, this is a classic forum game. The typical version goes like this: Person1: *inserts coin* Person2: You get a sock! *inserts coin* Person3: You get a potato! *inserts coin* and so on. It can be as random as you like. However, since this is the 17th Shard, who cares about regular coins? *inserts boxing* and so it begins.
  3. I am not sure if this has been done in the forums before, but this will not be as easy as the fun one-liners we post in our quest for the longest threads. I've always enjoyed limiters, where you have to count the number of words or syllables on what you write. I'm hoping that some of you here also enjoy that challenge. Here are the rules: Write a very short story of exactly 50 words, no more, no less. Add a title in bold. I'll start --- Accident He stepped closer to her upon hearing the news. The damage was permanent, the doctors said, and there is nothing that can be done to repair it. He embraced her and touched his lips against her ear. She can feel him whispering, but all is silent in her world now.
  4. -> Download Demo build 08 here! <- Hey, y'all! First thread on this forum. I'm a student at Future Games in Stockholm, and this is a pet project I'm working on between classes. I'm working in Unreal Engine 4 and its Blueprint visual coding system. I started this a couple of months ago when I was just done with the Hero of Ages and really into the allomancy magic system. I'm currently on Shadow of Self. No plot spoilers! Goal The goal of this project is to make an FPS-style Mistborn game, where you can play around with some schmexy allomancy. As a fan-made game, this will stay free-to-play. Caveat I want to make a good game representation of the Mistborn books, but some things are blocking the way. School. My time is spontaneously devoted to this project. (But now it's summer, b*tches!) Me. I'm not the most passionate die-hard fan, I just like the idea of a properly made game, as in true to the material. Controls. I want that feeling of being a cool Mistborn, jumping through the mists, throwing things around. But. Computer/console controls are severely limiting to a magical power that should take your whole body to control (Yeah, who knew, huh?). I want the player to have a good time, regardless of having read the books or not, so I will keep controls from being overly complicated. More advanced moves from the books will probably not be possible, so I will focus on making the general moves feel really cool and make sense for the player. Current features These are the features that I have right now. This will be updated as I go along. The most recent additions are in bold. Steelpushing / Ironpulling Mouse buttons for push / pull (on/off) One target at a time Lock onto target (look around and still control the object) Good-enough physics Coin Drop coin in front of camera Pick up coin from ground (added June 23) Hold coin in front of camera (added July 1) Choice to drop coin on ground and instantly push off it (added July 1) Choice to push coin forward from hand (added July 1) Pewter Switch on/off (added July 11) Greater jump height (added July 11) Faster running speed (added July 11) Extra Health (added July 11) Faster Regeneration (added July 11) Higher tolerance towards fall damage (added July 11) Auto-Pewter @ landing (Reactively take damage to pewter instead of Health if not burning) (added July 12) Tin Switch on/off (added July 20) Makes mist less impeding (added July 20) Makes damage sight-blur less impeding (added Aug 1) Makes bloodshot screen more impeding (added July 28) Take more damage (added Aug 31) Level A small Skaa area of Luthadel by the wall Downloaded free 3D assets Sexy, effective mist (added July 31) Nonsensical metal plates placed in various locations for easy testing (don't @ me) Pickupable coin pouches (added June 23) Pushable coin pouches (added June 24) Tutorial area with signs (added June 25) Pickupable metal vials (added June 25) Player Coin counter (added June 23) Health tracker (added June 24) Fall damage (added June 24) Regen health (added June 24) Metal tracker (added June 25) Auto-pick up coins and vials you pull towards you (added June 26) Pick up metal vials to inventory (added July 30) Drink metal vials from inventory (added July 30) GUI Health bar (added June 24) Bloodshot screen while damaged (added June 24) Damage blurs your sight (added Aug 31) Metal bars Steel (added June 25) Iron (added June 25) Pewter (added July 11) Tin (added July 26) Coin amount (added June 25) Pewter Health bar (added July 11) Screen shakes when falling too fast (added July 12) Hold button to open vial inventory (added Aug 1) Sounds Taking fall damage (added June 24) Dying (added June 24) World music (added June 25) Pick up vial (added Aug 1) Drink vial (added June 25) Pick up coin (added June 25) Coinshot (added July 1) Asset Rights Future features
  5. This is based on "The Last Post Wins!!!!!" It follows the same basic idea, but with one major difference: instead of the winner being the last poster, the winner is the ninth poster, not counting this opening post (this is post zero). If you double-post, triple-post, or multi-post in any form, only the first post in the chain counts. Anyone can join, though I won't be participating myself or counting my posts. After the ninth post is posted, I'll add a post with all contributing posts, including the winning posts. After the contest is over, you can continue to use this thread for whatever.
  6. The idea is pretty simple, you post a video link for a song along with the song's title and the next person posts a video link for a song that shares one or more words of the song title. And it keeps going in a neverending chain. Fun stuff! Here's an example Weight of Lies (by the Avrett Brothers, thanks for the recommendation @Truthless of Shinovar, they're great) And following that Weightless Again (by the Handsome Family) Just to make this more eclectic homonyms count too (so you could post the video for Waiting For the Bus by the Violent Femmes after Weightless Again)
  7. Here is a new and improved version of a game I recently posted, now with a light-lance included! Here's a video of the gameplay. Not very high quality video, but it works. starsight2.mp4
  8. So, this thread is a thing, but I was told that instead of unlocking and necroing it I should just start a new topic, so here it is! In case you don’t want to visit the old thread, the game is thus: you give a random idea, and someone else makes a magic system based around it, then gives an idea of their own. Be as detailed as you want; levels of seriousness can be as high or low as you want as well. Keep it to the Shard’s standards on adult content. To start us off, animal feces.
  9. This is a spoken game often played at camps, or at least that's where I learned it. It's one of those where you try to figure out what the rule is as you play. (Looking it up or asking someone who does know is not allowed - and sure, if you do it we may never know, but you'll know and hopefully you'll feel guilty so just don't cheat ) Anyone who does know the rule, don't say it! I am going to bring a puppy through the green glass door.
  10. Heyo! I decided to teach myself how to use Unity over quarantine, and after getting a grasp on the basics started working on a Mistborn video game. I decided to start simple and make a game based on Waxillium Ladrian, mostly because his powers are some of the easiest to translate to a platformer without adding any extra mechanics. Additionally, focusing on a Twinborn keeps the control scheme and HUD simple - no need to switch between metals or show a wide array of metal levels. Overall, I tried to be faithful to the physics as shown in the books, though I did make a few decisions based more on what would be fun to play than existing information on the magic. Here's a quick run-through of the tutorial level I made, showing off the Allomancy and Feruchemy. Update: You can now play the demo online here! Basics: It's a platformer. You can run, jump, and climb up ledges. You can jump through the bottom or drop through the top of yellow platforms, while blue "glass" platforms have to be shattered to pass through. There is a slight amount of simulated air resistance, but it's only really noticeable when moving very quickly or when storing weight. I originally wanted to completely remove control while in midair, forcing the player to rely on Allomancy to move around. However, we're so used to being able to nudge characters in midair that this really detracted from the enjoyment of the game. So, while there's not as much control in midair, the player can still move a bit in either direction. This also makes balancing on anchors with Allomancy a bit easier. The player is damaged when colliding with the ground or other obstacles based on the impulse of the collision. Basically, the lighter you are, the faster you have to be moving before you take damage. Feruchemy: There are three discrete levels of storing/tapping mass that the player has access to. The mass at each level is double the previous, and the rate at which mass is stored/tapped in the metalmind is dependent on linear distance from base mass: Level: | Scale: | Rate: -3 | 0.125 | +0.875 -2 | 0.250 | +0.750 -1 | 0.500 | +0.500 0 | 1.000 | +0.000 +1 | 2.000 | -1.000 +2 | 4.000 | -3.000 +3 | 8.000 | -7.000 Like Wax, the player will usually want to be constantly storing, and briefly switch to tapping when they need some extra oomph. Because of the extra air resistance, and the lower impulse on collisions, someone storing at the max rate can survive falls of an indefinite length. Being lighter also means the player can jump higher, while being heavier makes it easier to break glass panels. When changing mass, momentum is mostly conserved, but the change in velocity is decreased from what it should be to prevent some game breaking jumps and steel-pushes. Allomancy: Allomancy was probably the trickiest part to design, mostly because it's the least consistent. Artemos has talked about those issues in depth here, so I won't repeat what's already been said. My decision was to decouple the force on the metal being pushed and the force on Wax. While this completely breaks Newton's Third Law, it does allow for interactions more in line with the books. The force in either direction follows the equation A * (pm1 * pm2) / (r^2), where A is some constant, pm1/pm2 are the perceived masses of the character and the target, and r is the distance. For the force on the target, its perceived mass and the character's perceived mass are their current mass. This means that, if the character is tapping weight, their pushes are stronger and coins are shot faster. For the character, the target's perceived mass increases when it's well anchored, with the amount anchored depending on the angle between the push and the slope of the object the target is anchored against. Additionally, the character always perceives their own mass as their base mass. This means that if the character is storing weight, they can push themselves further and faster. Next Steps: If you want to poke at the code or play around with the mechanics, you can check out the current build on github. I've certainly enjoyed working on this, but I don't really have any future plans for this specific project, mostly because I want to create games that I can freely share and distribute. If I were to continue, the entire code base would probably need an overhaul, since it was written as I was still learning. I may reuse and reskin some of the Allomancy mechanics as magnet-based superpowers in a future game, because jumping around on coins is legitimately enjoyable. Enjoy!
  11. game

    Okay so this was in a introductory post by, @rosamarine and ppl suggested we move it here as a game so yay! So it's basically would you rather, but Sanderson stuff. One person will post a would you rather, and the next replier will post their choice and why, with another question. It'll be good guys. Okay, I'll start: Would you rather be a roommates with a kandra or a Returned?
  12. Hi everyone! I have a suggestion - let's practice worldbuilding, with on-the-fly suggestions and feedback. This can be a little like "Whose-Line-is-it-Anyway?" improv mixed with a general critique, as well as a chance to show off your process. How this is proposed to work: You can do up to three things in this thread: You can propose world building ideas and list an example of them in existing fiction You can use ideas suggested in the thread to world build You can give feedback on what someone else has world built, remembering to be descriptive rather than proscriptive, and focusing on the good while not neglecting the bad You may do any combination of the above in a single post The first few posts - and any subsequent ones later - should be the world building ideas, preferably listing an example of how it was done before SO THAT WHAT IS BUILT USING IT IS NOT A COPY. For example, if the idea proposed is "mythological creatures that have been genetically engineered", then an example listed would be "The Dragon Riders of Pern", so that if someone uses that suggestion they know to try to push the world building in a different direction to Pern's After a few posts have been made with world building suggestions subsequent posts can then include people selecting from among those suggested and doing some basic work with those ideas, again trying to push them in a different direction than the source Ideas proposed can be worn out cliches, terrible ideas, etc., or your favourite tropes from your favourite series. They are seeds to be used by anyone who chooses to use them. The way they are used is up to whoever decides to use them After world building someone may then critique the setting, which can be subsequently revised afterwards So, with that said, here are a few world building suggestions: Space faring civilisation of explorers (Star Trek) Mythological creatures that have been genetically engineered (The Dragon Riders of Pern) Single undesirable planet the source of something the civilisation needs (Dune) Gender specific magic (The Wheel of Time) Knights from a religious order trained by mystics from another religion (The Elenium) Organisation that is tracking down and containing mysterious artefacts (Warehouse 13) Hope you have fun!
  13. So there are a few threads where people talk about who would be the best actor to play X Sanderson Character in a movie, and I figured It'd be fun to do the reverse. Give an actor and the person below you says which Sanderson Character that actor would best portray and why. Then they give a different actor for the next person. To start I'll give Robert Downey Jr. RDJ. Iron Man. Which character would he do best?
  14. Edit 3: Here's a quick look into my most recent progress - labels over targets, a more detailed HUD, and several physics tweaks. I'll edit what I can from the original post, but there's a lot of physics discussion in the replies that I highly suggest you read. Jofwu and I've discussed other possible relationships between Force and Distance, and there's a bit of a strange one that he came up with a while ago: Allomantic Force ∝ e ^ -d/D where d = distance and D = 16 When the target is right next to the Allomancer, e ^ -d/D approaches 1 and the AF approaches its maximum. When the target approaches an infinite distance away from the Allomancer, e ^ -d/D approaches 0 and the AF approaches 0. This strategy looks very similar to the linear relationship but avoids its icky discontinuity at the max range of the push. I like it a lot. For comparison, you can see all three Force-Distance relationships together here. Edit 2: Following Jofwu's footsteps, I had a conversation with /u/Phantine on reddit and am reconsidering how distance affects the Allomantic Force. I was originally confident in an inverse square relationship between Allomantic Force and the distance between the Allomancer and target, but through testing, a *linear* relationship has better handling and feels more reminiscent of Allomancers' movements in the books. I've added both as options in the game: The Allomantic Force is proportional to the inverse of the square of the distance between the Allomancer and the target When the target is right next to the Allomancer, the Allomantic Force approaches infinity. When the target approaches an infinite distance away from the Allomancy, the Allomantic Force approaches 0. The Allomantic Force decreases linearly with the distance between the Allomancer and the target. When the target is right next to the Allomancer, the Allomantic Force is at its maximum. When the target is at the max range (arbitrarily at 50 meters), the Allomantic Force is 0. I've also added the option to control the strength of your push through two control schemes: The player sets the *percentage* of the maximum possible force they can push with, or The player sets a *constant force* to try to push at, if possible. Edit 1: If you want to play the current build of the game, you can find it here on my GitHub. Aside from that, I've looked back at [8], @digitalbusker's post and see I misunderstood it a bit. I've re-read it and realized that I agree with it much more than I thought I did originally. In one paragraph, they said, This sounds just like the Allomantic Normal Force idea I used in the game. If you push on a target and the target can't move, the target pushes back on you as if there were a long, tangible line between you and the target. In this way, the ANF does work somewhat like an elastic collision. I did some more testing in the game and anything that involved directly manipulating velocities of the target or Allomancer worked poorly. I feel like sticking to forces rather than energy is the right way to go. Table of Contents I: Introduction I-a: My intent I-b: Current game progress & Videos I-c: Referenced forum posts I-d: Definitions II: Force, mass, and acceleration of a push III: Anchors and the pole analogy IV: Math V: Summary & Final points Part I: Introduction Over the summer I’ve been rereading Mistborn and have been thinking about the mechanics of Allomancy. I decided to have a go at recreating the physics of Ironpulling and Steelpushing in the Unity physics/game engine. I don’t intend on actually creating a game to sell (that’d be a bit illegal), so this is mostly an endeavor for personal fun. What follows is my current progress on the game as well as my current thoughts on the math and physics of Pushing and Pulling. Part I-a: My intent My goal is to take what Brandon describes in his books and do my best to create a working model of them in the Unity engine. My purpose in posting this here is to record my thoughts so I can be internally consistent, encourage discussion, and improve the game’s mechanics with your suggestions and criticisms. I don’t expect to perfectly recreate Allomancy as Brandon describes it in the books because there are some things with little connection to real-world physics (such as Feruchemical weight). I’ll try to give the pros and cons for all my decisions. If you disagree, tell me! I’ve been in my own personal bubble while making this, so I’d love some external input. Part I-b: Current game progress & Videos So far, I’ve implemented most of the physics and fundamentals of Ironpulling and Steelpushing. Here are some short videos: The setting: The sandbox I use for testing is based on Luthadel. There are metal poles stuck in haphazardly-placed buildings, and a few windows with metal frames/latches. At the intersection are metal objects of various masses, including coins, ingots, and 16-ton steel blocks. Blue metal lines: When the player (the grey sphere) begins passively burning metal, they see blue metal lines pointing towards nearby metal sources. The wider the line, the heavier the metal, and the brighter the line, the closer the target. Basic pushing/pulling: The player can “target” a metal. They can then push or pull on that metal. They can increase or decrease the strength of the push, as indicated by the wheel near the bottom. They can target multiple metals simultaneously (as indicated by the bright blue number beneath the wheel). Pull targets vs. Push targets: The player has separate targets for pulling (indicated by blue) and pushing (indicated by red). When the player pushes or pulls with specified push targets and pull targets, the player only pushes on the push targets and only pulls on the pull targets. If the player only has pull targets or only has push targets, they can push and pull on any target. Pushing/pulling with coins: The player can throw, drop, and pick up coins. The number in the lower right corner indicates the number of coins in the player’s pouch. Flying around Luthadel: It’s a bit tricky, but the player can fly between buildings by pulling on metal latches and pushing on coins. Some things are still a bit buggy, namely the camera, coin physics, and width of the white part of the blue/red line pointing at a target while pushing. Part I-c: Referenced forum posts Many of the ideas used in the calculations come from the work previous Sharders have done on making sense of Brandon’s magics. Here are some that I used, which I recommend to anyone interested in the physics of Allomancy: When I use specific ideas from these threads, I’ll mark it with a [#]. Other threads I found interesting: Part I-d: Definitions Key statements are italicized. Key terms are written in bold for their first appearance. Push – unless I specify otherwise, I’ll simply say “push” instead of “push/pull” to refer to the math of both steel and iron. It’s a lot easier to read while still means the same thing. All physics and rules of a pull are the same as a push, just in the opposite direction. Target – the metal that an Allomancer is currently pushing on. Coins are often a target. Distance – the distance between an Allomancer and their target. Anchor/anchored – a target is an anchor if it does not move. A lamppost, a coin stuck on the ground, and a metal roof would all be anchors. Note that the metal is the anchor, not the nearby wall/ground/stone. A target is unanchored if it is moving freely with no resistance. A target is partially anchored if it meets some resistance but is not fully anchored (i.e. a coin skidding on the ground). Allomantic Force (AF) – the force that an Allomancer directly exerts on a target while pushing. Equal in magnitude to the force that the target directly exerts on the Allomancer while pushing. The Allomantic force does not change if the target is anchored or unanchored. Allomantic Normal Force (ANF) – the force that is exerted on an Allomancer or target as a result of the opposing target or Allomancer's push or pull by the surrounding ground, walls, etc. I'll discuss this down below. Essentially, it's what makes anchored targets give that extra strength to your push. Now, let's jump into the physics of Allomancy. Part II: Force, mass, and acceleration of a push When Allomancers in the books refer to “weight,” they almost always mean mass. [1] Let’s ignore Feruchemical weight for now. When an Allomancer pushes on a target, the Allomancer exerts a force on the target that is equal and opposite to the force that the target exerts on the Allomancer. It’s F = ma, it’s Newton’s third law, and if anything else were the case, the physics of Mistborn would be far too distant from our world for a good simulation. This explains one of the core features of pushing and pulling: If you push on an object heavier than you, you will accelerate more than it (and vice-versa). You push on a coin out in front of you. The force is the same between you and the coin, but the coin has less mass, so it accelerates more than you. The coin goes flying, but you hardly move. Likewise, heavier objects (like cars) have more mass than you, so you accelerate more than them. The previous statements are most apparent with an Allomancer and target in free-fall or space, where the Allomancer and target (such as a coin) won’t be anchored by anything (such as the ground). When the Allomancer or target are anchored by a wall or the ground, things get complicated. Part III: Anchors and the pole analogy In the books, if an Allomancer is falling through the air, throws a coin downwards, and starts pushing on it, the Allomancer doesn’t feel much while the coin is falling through the air and unanchored. The Allomancer pushes on the coin, but their acceleration from the push is not enough to stop their fall. Once the coin hits the ground and stops moving, the Allomancer suddenly “can get a stronger push” and decelerate more strongly. Here is my interpretation: Pushing against an anchored coin on the ground has a similar effect as holding a long pole and physically pushing against the ground. The Normal Force due to the Allomantic Force (Allomantic Normal Force, or ANF) that the ground/wall/etc. exerts on the target is transferred to the Allomancer. If you held a long vertical pole and pushed down on the ground, the ground would push back on you and the pole. If you tried to push the pole into the ground, the ground would resist, and you could climb upwards relative to the ground. Allomancy mimics this effect. When pushing on the coin, it is like you are physically connected to the coin. If something resists your push, you experience that resistance. It's just like you're literally pushing against the coin with your fists. If the coin's in the air, hardly anything happens. If the coin's on the ground, the ground resists. I drew some free-body diagrams that hopefully help explain what I’m saying. In these, an Allomancer and coin are falling down. The Allomancer is pushing on the coin. Let me discuss two of the other theories as to how Allomancers get stronger pushes from anchored targets: When the coin is airborne, the allomancer is only pushing on the mass of the coin. But when the coin is anchored to the planet, they are also pushing on the mass of Scadrial/the ground around the coin, which causes the Allomancer to accelerate more. [not a quote, but the concept taken from 1] I’ll get into how mass affects the force later in the math section, but I want to now make something clear. With my interpretation, Allomancers push on the mass of metal, not the combined mass of metal and nearby non-metal (the planet). When pushing against an anchored coin, the Allomancer is only indirectly pushing on the ground – they are pushing on the coin, which pushes on the ground, which resists back on the coin, which resists back on the Allomancer – similar to holding a long pole and pushing on the ground. An Allomancer’s strength is the amount of kinetic energy they can add to the system of the coin and allomancer. When the Allomancer pushes on an unanchored target, that kinetic energy is distributed between the two, proportionally to their masses. But, when the target is stationary, their velocity is zero, so all of the kinetic energy is given to the allomancer (and vice-versa). [paraphrased from 8] I like this explanation. Honestly, I may agree with it more than with my own ANF theory. I tried it out, but it was a lot more difficult programming-wise than the ANF idea. Unity has easier force manipulation than energy manipulation, so I framed my theory using that. Energy is just force with extra steps. (See Edit 1) I’ll talk more about the Allomantic Normal Force and partially-anchored targets after the math in Part V. Part IV: Math Now, I’ll introduce the formula that I used to calculate the Allomantic Force. After that, I’ll describe each of the terms in detail. Allomancy is a lot like magnetism, so let’s start by looking at the formula for the magnetic force between two poles. In Allomancy, the “two poles” would be the Allomancer and target. Magnetic Force = Constant * q1 * q2 / r2 Constant – some constant that depends on the medium between the poles. q1and q2 – the magnitudes of the magnetic charges of the poles. r – the distance between the poles. The greater the charges, the greater the force. The greater the distance between the two poles, the weaker the force – and through the inverse square relationship, greater and greater distances cause much weaker and weaker forces. Now, the Allomantic Force: Allomantic Force = A * S * b * c1 * c2 / r2 (See Edit 2/3) A – some constant. This depends on how all pushes and pulls are described in the book and can be increased/decreased for overall stronger/weaker pushes. b – Burn rate. See below. S – Allomantic Strength. See below. c1 and c2 – the Allomantic Charges of the Allomancer and target. r – the distance between the Allomancer and target. Burn rate – the rate at which an allomancer burns their metals. For my purposes, burn rate is a range between 0 and 1, where 0 is “not burning at all” and 1 is “pushing as hard as you can,” possibly without flaring. I bound this to the triggers on a gamepad and to the scroll wheel on a mouse, which allow me to variably control the strength of a push using the burn rate. Allomantic Strength – the most magic-y of the all the components of the force. Some Allomancers are naturally stronger than others, perhaps by sDNA. Allomancers get better with training and experience. These factors get bundled into the Allomancer’s Allomantic Strength. The Allomantic Force is not proportional to the Allomantic Strength (see [3]). Rather, the Allomancer’s maximum burn rate is proportional to the Allomantic Strength. In this way, Allomantic Strength acts as a sort of limiter. Stronger Allomancers must be able to burn more metal faster for a stronger effect. I won’t incorporate this in-game. Allomantic Charge – Analogous to magnetic charge. Contributes to the Allomantic Force. A property of both metals and Allomancers. I recommend now reading [1], which has a very interesting theory on this. I’m not adhering to it completely, though. An Allomancer or target’s Allomantic Charge is a function of its mass. To make the mass relationships of Mistborn work, we need to satisfy a few factors: The more massive a target is, the stronger a push an Allomancer can get off of it. The less massive a target is, the weaker a push an allomancer can get off of it. “[Wax] shot outwards in a grand arc above the city, flying for a good half a minute on the Push off those enormous girders” (AoL ch 1 pg 34) [3]. “…the lamp was a good anchor - lots of metal, firmly attached to the ground - capable of pushing [Wax] quite high” (AoL ch 1 pg 32) [3]. Both of the targets in these quotes are equally anchored, but the girders are much more massive and provide a stronger push. I don’t have any direct quotes, but we know that Allomancers get less of a push from coins than they do from, say, enormous girders. The “heavier” an Allomancer is, the stronger their push. This argument comes from Feruchemical weight, not mass, but it nonetheless impacts Allomancy in the books, so I should bring it up here. While tapping weight, Wax thought, “with this incredible conflux of weight, his ability to Push grew incredible” (AoL) [2]. I can’t quite remember the context or quote, but I recall that one of Kelsier’s surprises about Vin was her Allomantic Strength/Charge was large “for her size,” implying that smaller/less massive Allomancers usually have less charge. It’s symmetrical with the target’s mass impacting the Allomantic Charge. It’s intuitive and makes sense. There should be some soft maximum cap and minimum cap to the force. If an Allomancer pushes off of an absolutely massive multi-ton solid block of gold, they shouldn’t be pushed into the stratosphere. Likewise, coins are very light relative to lampposts and roofs, but they still provide a reasonably strong push. This leads me to the most disgusting part of the math. What exact relationship do the masses have with the force? The relationship can’t be zero. If this were the case, mass would have no effect on the force, which I argued against. Also, an Allomancer could push on a “metal” with a mass of 0 and still get a push, which doesn’t make sense. The relationship can’t be linear. If this were the case, a target 10 times as massive as another would provide 10 times a push as the other, which doesn’t appear to be the case. If an Allomancer pushes first on a 30g coin and then on a 30kg metal block, the Allomancer would receive 1000 times more the force from the block than the coin. In the books, Allomancers push off of girders and roofs which are much heavier than 30kg, but they certainly don’t describe such a massive difference in forces from coins. That’s duralumin-levels of strength. I’ve tried out a lot of relationships. Logs, sum of logs, product of logs, and roots. Eww. My solution was to take the root of the masses of the Allomancer and target. Specifically, the, ah, sixteenth root. It provided a good combination of strong-enough pushes from light coins and weak-enough pushes from very massive targets that felt most similar to the books. The number 16 was arbitrary. I figured I might as well use Scadrial’s base number for legitimacy. If I used a more elegant root (i.e. the square root), coins provided practically no force, and massive targets still pushed to the stratosphere. Higher roots “level the playing field” more than lower roots. c1 = sixteenth root of (m1) c2 = sixteenth root of (m2) m1 – mass of Allomancer m2– mass of target Because of how roots work, we can also say that c1 * c2 = sixteenth root of (m1 * m2). Regarding the maximum to the force that an Allomancer can get from an extremely massive target: The heavier and heavier the target, the less and less the increase in force. No pushes to the stratosphere. I’m not actually sure if this is the case with roots, but it felt like it was: the lighter and lighter the target, the less and less the decrease in force. Coins are very light, but still provide a significant push. In the end, I’m not actually trying to figure out how mass affects the force in the books. I am fairly confident Brandon didn’t consider the exact relationship while writing the books. I’m just finding ways to emulate it in a physics engine. Part V: Summary & Final points And here’s the final, composed formula for the force an Allomancer experiences while pushing: Force on Allomancer = Allomantic Force + Allomantic Normal Force = Allomantic Constant * Burn rate * sixteenth root of (target mass * Allomancer mass) / squared distance between Allomancer and target (See Edit 2/3) + Allomantic Normal Force Burn rate is between 0 and 1. A Burn rate of 1 gives the maximum Allomantic Force. When target mass is 0 or the Allomancer mass is 0, the Allomantic Force is 0. The closer and closer the target is to the Allomancer, the greater and greater the Allomantic Force. Like other normal forces, if the target isn’t fully anchored (e.g. a coin sliding across the ground, or a thin metal rod that bends as you push on it), the Allomantic Normal Force ranges from 0 to the Allomantic Force, depending on how anchored the target is. This means that an Allomancer pushing on a perfectly anchored target will be pushed back with twice the force as a perfectly unanchored target, assuming they have the same distance. This last bit about the distance is key. If an Allomancer is falling through the air and throws down a coin, the coin quickly falls further and further down. The Allomantic Force quickly becomes very small. Only once the Allomancer falls further and is near the coin – now anchored to the ground – does the distance stay small enough for the Allomantic Force to be large enough for a long enough time to scale a building. Friction (and air resistance) can also be a normal force, in this context; any (normal component of a) force that resists the Allomantic Force can be an ANF. Gravity, too, can be an ANF. An allomancer hovering in the air (whose push cancels out gravity) exerts an ANF equal to gravity back to their target. Theoretically, the Allomantic Normal Force could be greater than the Allomantic Force if the target accelerated in the opposite direction of the push. If you pushed (not pulled) on a target, and the target moved towards you (e.g. a very determined Steel Inquisitor, resisting your push and walking towards you), that normal force would push on you harder. This could result in “pushing matches” between Allomancers who try to move towards each other for even stronger pushes. Allomantic Normal Force works both ways. If the Allomancer is anchored (e.g. braced against a wall), the target will experience an Allomantic Normal Force. Other details: There are two main coins in Mistborn: Imperial boxings (gold) and clips (copper or bronze). In real life gold coins are usually around 30 grams, but I’ve experimented with increasing their mass by about 10-100 times for the game. Currently, I’ve kept them as 30g. When pushed with any reasonable force, 30g coins instantly fly off of the screen like bullets. There’s no user feedback that they pushed on that coin, other than, “that coin no longer appears to exist.” If you drop a coin from the air, it is on the ground by the next frame. Coins are sometimes described as behaving like bullets, but I don’t like how that works in the game. With heavier coins, you can see the coin after you push on it, but it still moves very quickly. Another option (which is the one I’m using in the game) is to simply cap their maximum velocity. I’ve left it at around 120m/s, which feels good. That’s about 1/3 the speed of sound. It causes some problems with calculating the Allomantic Normal Force from the target, but those have been resolved with coding (more or less). The image on the coins in the game is taken from Shire Mint. Fun fact: Unity doesn’t let you modify force vectors individually, which makes this a bit hard. You can only add forces/accelerations/velocity changes one at a time, then they are all applied to the object at the end of the frame. Calculating the Allomantic Normal Force is absolutely disgusting. See my code on GitHub, if you’re curious. I hope you all enjoyed the read! Please discuss this and give your opinions on the physics and maths of Allomancy. Specifically, Are there any more elegant relationships between Allomancer/target mass and Allomantic Force that you think I should try? Does anyone have any esoteric knowledge of Unity’s Rigidbody/Force systems that you think could be helpful? Any general ideas for the game? Any suggestions from what you can see in the videos? Any spelling/formatting issues with the post? Thank you.
  15. Hey all. When I am bored I sometimes get around to programming things. I'm not cool like that, and I don't know any of those languages. But I DO use Scratch. For those, who don't know, Scratch makes coding really basic with "blocks" of coding. Anyways, hopefully one day I'll get around to the real thing. Anyways, I just wanted to say that I made a kind of inaccurate Skyward game--ah, let's say game inspired by Skyward. You are flying M-Bot who is for some reason letting you access only his destructors and nothing else, and you are a pilot who urgently wants to destroy all the asteroids in some asteroid belt until your shield goes down. Get to work. This is it. https://scratch.mit.edu/projects/353033268/ I do plan to make more interesting Sanderson-based games in the future. Currently I'm trying to work out the mechanics of Surgebinding, though that's proving very hard. It's a good thing I like a good challenge.
  16. So I guess not very many people knew, but there is a board game by Crafty Games (the same people that created the Mistborn Adventure Series) Called "Mistborn: House War" on Kickstarter. I was just wondering if anyone that lives in or around the Salt Lake City area was planning on a release party (of sorts) to play the game with people who know whats up, Because I know a couple of people that want to play but there isn't an event. Heck, maybe we can get Brandon to come. he lives around here. Just to clarify, I am not hosting a party. I was wondering if anyone else was. (Sorry if I posted this in the wrong area, but this seemed like the best place to put it.) Just me again.
  17. game

    This game is pretty simple. You come up with a sentence for the letters that the above person posts: Example: B M S H P == Buy me some hummus, please. Any number of letters is allowed, as is punctuation (for example, "BKSR,JDQ: FRT" is allowed). But be reasonable. Hopefully someone will play this... Here's the first: WGJPF
  18. This game is pretty simple. One person- the 'leader' thinks of a five-letter word. People then take turns thinking up and guessing other five letter words one at a time. The leader counts the number of letters shared between the guessed word and the secret word and tells that to the guesser. This continues until someone guesses the word, at which point they become the leader and think of their own secret five letter word. Words can be cosmere, non-cosmere, whatever you like (all in within the site's rules, of course). I'll think of the first word. Begin guessing!
  19. So this doesn't necessarily have to be done in cartoon form, but I think it's fun this way, and really a good drawing is one that conveys what you are trying to communicate, so go for it sharders, create your cartoon punchline riddles, we're all friends here. To start things off, here's a rather classy one, where, if you so choose, you can try to figure out what the champagne cork attendant is telling the bottle of wine. If you guess it correctly you will win one genuine upvote, if no one guesses it by tomorrow at this same time (1:20 PST), I'll post the solution: The cork says to the bottle...
  20. Hey guys, I've been working for a while now on the prototype for The Children of Preservation, a Mistborn themed 2D Platformer. It started as a fan tribute to Mistborn, I wanted to learn Unity with a cool project. But the first version had a good response from the community (I shared it mostly on Facebook groups). So I worked to make the prototype a bit more immersive, added more metals to burn, and other features like Hemalurgy. Before you try it out, I want to make sure you know a few things. 1 Everything needs to be polished. 2 I made custom artwork for the prototype so it was more immersive, but I'm no designer. The artwork would improve for a full version of the game. 3 I appreciate any feedback. Please don't hold back any notes. Those will be really helpful if there's a full version of the game. You can download the prototype for free here: https://dnxgaming.itch.io/the-children-of-preservation You can also take a look at the short teaser I made: Sadly, I don't have the resources to make a full version of the game on my own. I would need either a crowdfunding campaign or a publisher to get the right people and amount of time to develop it. In order to get that I would need a license. Which is not going to be easy. So, I'm asking for the support of the community to give the concept some momentum. If you want to see a full version of The Children of Preservation with awesome graphics and polished mechanics please drop a review at Itch.io or like the Facebook Page. Thanks!
  21. Update 1.2.1 – The Zinc Peripheral In Invested 1.2.1, the sphere's had a zinc peripheral installed, letting it use feruchemical zinc to increase its processing speed and slow down time. This makes it easier to fire coins while flying and select targets for Pushing and Pulling in the heat of the moment. See the changelog for all changes, but here's one in particular: you don't have to select targets before Pushing or Pulling on them. Trying to Push with no targets selected will Push on whatever metal you're looking at (dubbed "vacuous" Push/Pulling). This means you can fly around Luthadel without touching the keyboard. Since some of the controls have changed, be sure to check the in-game Help Overlay as a refresher. Next step: Means of quickly choosing different methods of controlling Pushes and Pulls. One of these will be a method for Pushing on all targets in a general direction, which Wax does a lot in the books. Another is the famous steel bubble. If math gets anyone excited, here's the fun differential equation I wrote for the intensity of the visual effect during zinc time. Fiddle with the variables and try to figure out what they're for, 'cause I ain't telling. X-axis is percentage of zinc remaining in the bank, and y-axis is intensity. Hope everyone's having a good summer. As always, let me know your thoughts. Update 1.2 Last year, I began working on a game/simulation implementing the magic system of Allomancy. I made a thread several months ago to document the initial state of the game and discuss different ways to mathematically model Pushing and Pulling. I establish a lot of the physics of the game there, so I recommend you read it if you haven't already. I've worked on the project a lot over the past few months. This post will be separated into three main sections: the first, focusing on the physics; the second, focusing on the game (with an interlude for more physics); and my plans for the future. Here is the second update on the progress of Invested. The Physics In Pagerunner's famous thread, I made several simulations comparing different models of Pushing and Pulling, showing off how Pushing duels could work as well as what happens when the coin you're Pushing suddenly hits a solid wall/ground. Those simulations can be all viewed in-game, so feel free to examine them yourself and experiment with the Allomancy settings. If we assume anchors do nothing special for your Pushes, Allomancy behaves like an undamped spring. If you push off of a coin into the air, you'll oscillate up to your max height, then fall all the way back down to the ground, then back up, and so on. Changing the relationship between distance and strength doesn’t change the behavior of the system. Pushing duels work in a similar way. The 10 cubes are allomancers, anchored to the ground. Without any dampening, you get a boring spring. The only model I could find that solved both of these problems was the infamous theory that the strength of Pushes is a function of velocity. In case you haven't been following those conversations, this theory (in its most basic form) claims "the higher the relative velocity between the Allomancer and target, the weaker the Allomantic force." Pushes on anchored coins will be stronger than Pushes on unanchored coins because anchored coins are completely stationary (that is, the relative velocity between the Allomancer and target is much smaller). The flavor of this theory that works best in the game (in my opinion) reverses the effect when the relative velocity is negative, i.e. when the Allomancer and target are moving towards each other. This means that Pushes on targets flying towards you are even more stronger than Pushes on targets flying away from you. When you're falling and throw a coin down, your Push will be weak until the coin hits the ground. Then, your relative velocity will be negative, and the Allomantic force will increase significantly, giving you a "jolt" as soon as the coin hits. This is the effect we see in the books, so it's what I have enabled by default in the game. With this model, Allomancers stabilize near their maximum height, rather than oscillate about it: Changing the constant used in the calculation of this velocity factor makes the system more critically/under-damped: Watch how duels play out. I've also unanchored the Allomancers, and this looks a lot more like how I envision Pushing duels in the books. The strength of the Allomancer is important, but weight determines who will move in the end. Again, you can experiment with these settings at any moment. The Game The player is a "primer sphere" - an Allomechanical construct or fabrial. It is an experimental device designed to test the limits of Scadrian magic. The sphere's mechanical nature gives it full control of its body and moment, allowing it to roll across surfaces and jump. This is enhanced by the first metal the sphere can burn: pewter. This is used for sprinting and pewter-jumping. By passively burning pewter, the sphere exerts a greater force while moving, allowing it to better anchor itself or move while Pushing and Pulling. While burning pewter and jumping, the sphere jumps further in that direction and can jump off or up walls or kick away small objects. Secondly, the primer sphere can burn iron and steel. Passively burning either of these metals reveals all nearby sources of metals. The wider the line, the heavier the source. The brighter the line, the stronger the potential Push on that metal. The sphere can "Pull-target" and "Push-target" one or more metals at once. When a metal is Pull-targeted, it can be Pulled on - likewise for Push-targets and Pushing. (Interlude: physics) After all the calculations are done, the player has some Allomantic Force they exert on the target. The mass of iron or steel burned is directly proportional to the net force they exert. If you're pushing with 1000N of force, you're burning 1000mg, or 1g, of iron every second. There's actually a WoB that mildly contradicts this: according to Brandon, metal burning speed is proportional to power drawn, not force. There are two reasons for why I make burn rate proportional to force. First, I can't be sure if Brandon is talking about "power" with the definition used in physics (i.e. a change in energy over time). If not, then there's nothing to worry about; the novels are wobbly enough to not be sure how precisely metals are burned. Still, in the future, I might shift things around to have all calculations work around power/energy rather than force, but the former is harder to calculate than the latter. My college-level textbook only talks about power in regards to applying a force to an object such that it moves at a constant velocity, so the math would get… difficult. I'm working on a model called "Distributed Power" based off of Pagerunner's model 3 that does something similar to this, but it's a work in progress. The main difference between force and power (in this context) is that power is a function of velocity; but, if we're using the Exponential with Velocity model, force still changes with velocity, just with a different relationship. There's potential for a fair bit of discussion in regards to this. The second, more important reason for making burn rate a function of force is reduce obfuscation - if you're consistently Pushing with 1000N, you know you're losing exactly 1g of steel every second. If you have only 10g of steel left, your intelligent lizard brain can figure out how long you can keep up that push. This relationship is more intuitive for the player, and changing this to power would lose that clarity. (end interlude) It wouldn't be Mistborn if you couldn't throw coins. You can toss coins. If you Push while doing this, you'll fire coins directly towards the crosshair. Holding "jump" while tossing a coin will throw it downward, useful for cruising above the ground or a smooth landing. There's also a "Coinshot mode." With this, holding down Push (right-click) and pressing Pull (left-click) will instead throw a coin. This makes throwing coins work more like a conventional FPS where the LMB fires bullets. This (along with all of the controls, I guess) is a WIP. There are a few scenes for the player to play around in: a tutorial and several sandboxes (as well as the Sandbox, which has some fun zero-gravity targets). cracks knuckles cries in GTX 965M Turns On Motion Blur it's gamer time (recorded back when I only had my laptop at school) There is an assortment of other videos here. The Future We've talked a lot about Newton's third law a lot, but let's take a look at Sanderson's third law: "Expand on what you have already, before you add something new." Better ways of throwing coins Changing between semi-automatic and fully-automatic coin-throwing Throwing multiple coins in different patterns Oftentimes in the books, you see Mistborn throwing a "spray" of coins at an enemy like a shotgun blast. Pewter From the start, my plan with pewter was for it to work like a shield in other games, where burning it will prevent you directly losing health. Once health actually becomes a thing, pewter will serve this purpose. HUD General polish is needed. It should be more clear when metal reserves are refilled, coins are picked up, on-screen text changes, etc. Sound The game's completely mute at the moment. I have little experience with sound design and production, so having a meaningful sound system is still a ways away. Controls I've been living in my own bubble, so I've grown accustomed my choice in keybinds. I am absolutely certain think that they're not the most intuitive. If you play the game, please let me know which controls make sense and which ones don't. Argent threw in the idea of using bullet time (or, perhaps, Feruchemical zinc time) for steel and iron. It would help a lot to make Pushing, Pulling, and target selection easier. In general, make target selection better. When you're surrounded by metal objects, there is a lot of visual clutter on the screen. I need to make a better system of prioritizing target selection so that you can say "I want to choose this target" and not accidentally select a target in front of or behind it. I definitely plan on adding macros/techniques for Pushing and Pulling. Vin's Horseshoe Wheel is one example. What I call the "centrifuge" is another - Pulling an object such that it orbits around your body, then releasing it such that it flies in the targeted direction. Lurchers never got their fair share of offensive combat in the books, so I want to show how formidable they can be, with a spicy little feedback loop or two. Other Allomantic metals Tin: zooming in, informative HUD elements about the environment, dispelling mists/visible stars in Luthadel. Bronze: see nearby sources of kinetic Investiture, such as puzzle elements or enemies that would try to Push on you. My requests for you: Play the game! You can download it from my GitHub. What controls make the most sense for you? What bugs and physics kinks do you find? Sanderson's 0th law says to err on the side of awesome. What should I add that would be fun? Mistborn is a fantasy novel, after all - so what are your fantasies for Allomancy in a game?
  22. The game is pretty simple - Two situations and you got to chose which one do you prefer and why. Answer the question and frame a question of your own. The next person answers and so on Would you rather Find out the story behind how and why Shallan first bonded with Pattern OR see Maya awakened by the end of "War of Rhythm"? (Remember, choosing one means the other one doesn't happen in the book )
  23. I haven't posted in this subforum before, so I thought I'd mention it here. I've been working on a game/physics demonstration that implements the physics of Allomancy. You can find a longer description (and a lot more pictures and videos) at the full post here: Let me know what you think!
  24. This is another spoken game often played at camps, or at least that's where I learned it. It's one of those where you try to figure out what the rule is as you play (like the Green Glass Door, but a different rule). (Looking it up or asking someone who does know is not allowed - and sure, if you do it we may never know, but you'll know and hopefully you'll feel guilty so just don't cheat ) Anyone who does know the rule, don't say it! I'm going to take an ashspren on the trip.
  25. You've probably heard about this before. I've usually heard it referred to as The Pronoun Game. Yesterday it hit me; why isn't this actually a game? What we're going to do is have a list of cosmere characters (because without a list there'd be too many options). If you want to play, pick one and refer to them as he or she - or if you think it'll be easy, they. Then put them in a truthful sentence describing them - i.e. "She went to a lot of balls" being Vin or "They don't like horses" being Kaladin. Five people can have sentences going at any one time, and you can continue to hold your place as one for as long as your character goes unguessed. When they are, you should step down for someone else to take your place, unless nobody else wants to in which case you can choose a new character from the list and keep going. This will be our first category/list: https://coppermind.net/wiki/Category:Allomancers And here, I'll start us off: They go by more than one name.