Showing posts with label gorebagg gorebaggtv ejgold. Show all posts
Showing posts with label gorebagg gorebaggtv ejgold. Show all posts

Friday, May 29, 2009

I WAKE UP SCREAMING


It's two o'clock in the morning. I hear a muffled groan, a cry, a whimper and a threatening, growling sound...and then I wake up with a scream in my throat, sweat pouring off my forehead and palms.

I woke up just as I was about to die.

But no, it was just a dream. "Just a dream, a stupid nightmare," I reassure myself, and after a few minutes spent doing nothing in particular, I try once again to drift off to sleep, apprehensive that I might end up back there again.

Sleep doesn't come at once. I read, watch a little television, put a DVD in the player and watch a movie...then, mercifully, I drift off again into deep, deep sleep, in plenty of time to get enough restful refreshing energizing to face another day at work.

But here it is, four o'clock in the morning, only two hours later, and again I wake up with a gurgled yelp, having narrowly escaped death once more...or did I???

It seems to me that death was inescapable, and yet...here I am to tell the tale. How can that be???

It's easily understood in the light of parallel worlds. At every choice-point and crossroad of life there are at least two paths, each leading to a very different parallel world, and you just visited one or more of them while your present body slept in deep delta.

It's a common occurrence, one which can powerfully influence what we do in the daytime, yet we never really examine our sleep voyages, because we simply cannot remember them.

Now, at last, you have in your hands a potent tool for Lucid Dreaming, the Beta-Block Deep Delta. Merely place it by your bedside within a radius of 4 meters, which is almost 20 feet.



No need to turn it on -- it's crystal technology, so it's always on, powered by the incredible electro-magnetic energy of millions of transmitted radio waves coming from all over the Earth and even from outer space, from near and distant stars.

In the morning, you'll be entering your dream record into your Beta-Blocker LogBook, for later examination, interpretation and correlation with parallel universe experiences.

After some training, you'll be able to remember, and possibly even direct your actions in, your nightly dreams. Instead of nightmares, you'll be voyaging consciously in parallel worlds, connected by a thread to your present Earthly body, protected by your Deep Delta DreamWalker.

Why wake up screaming, when you can so easily, with Beta-Blocker technology, wake up smiling and happy?



www.brane-power.com

Tuesday, January 6, 2009

Game Design

Hi welcome to gorebagg's world. My name is gorebagg and i've been making worlds for quite some time now, starting with tabletop games and working into videogames on the amiga platform back in the 1970s, and into the pc about 20 years ago. Lately, i've designed an entire online mass player game with live dungeon masters working various areas of the map, and continually changing situations and environments. Our Godd gaming engine is capable of creating and rendering effects far more sophisticated than any engine on the market today. It has thousands of game effects and millions of rendering, imaging and audio effects and i have at my disposal an entire monster, overworld and underworld system.

My background in art and architecture doesn't guarantee a gorgeous surrounding, but it certainly helps. I have incredible folks on my team providing me with the incredible textures, models, sounds, tight beautiful rendering, online meshing and engine miracles that make any design look good.



I am a very good trapper assassin and was, in fact, the number one assassin on the diablo 3 ladder its last season. Trapper assassin was my profession during the cold war and i have brought my skills to the game development profession. I create environments, then provide mazes and puzzles to solve. A maze is a confusing and disorienting system of passageways and connections which mislead the uninitiated into wrong turns and traps...and that's where my former profession comes in handy.

I set AND BAIT traps along the maze causeways and the alleyways and back streets and sewers and dungeons and bad looking places in general. Baiting a trap merely means making it look attractive and harmless when it probably isn't.




Naturally, in order to create even better and more confusing and effective traps, i make it so that sometimes it's a very nasty trap, taking away full life or even worse, nourishment, hydration and energy, and sometimes it's a nice reward, such as an armor upgrade or a magic charm such as "88% Chance to Avoid AssHats for 30 Seconds".

Yes, there's plenty of humor in my stories...that's what games are, after all...stories. A videogame is no more interactive than a bedtime story, except that the work of the imagination is re-oriented toward something transcending the creation of a mental image of the environment within which the story is unfolding.

To me, a game without challenge is a boring game. Once again, my skills in Cold War Dirty Tricks makes it easy for me to imagine up some really tooth-grinding, jaw-setting curse muttering situations for any gamer from legendary to noob, rank beginner. I make levels of difficulty so you can learn the game from the ground up.

I like a game that has some jumping skills required, but not everyone can master those, so i make a longer route available to the
non-jumpers and non-climbers in the party.

Obstacles are fun to overcome, but some just can't be. They need another not necessarily obvious solution. Puzzles in 3D games differ from mazes in that a puzzle can take place in a single room, yet in a strange sort of way, a single room puzzle can be seen as a three dimensional maze. I also create temporal mazes, meaning mazes through time rather than through space.



Struggles of various kinds create a sort of ease of passage eventually. This is called "maze brightness" and if there's nothing else going on but a maze and a series of puzzles, the game gets quicly boring and you'll stop playing it.

One of my remedies for this is to make a random map, meaning that events, monsters and such will vary depending upon the random generator's selection of map variation.

Another remedy is to create randomity in the treasure drops, the finding of restoratives, the types of monsters encountered and more.

The best remedy of all for boredom is to replace the artificial machine intelligence with that of a crafty, relentless, cruel and mean warlord who's really into heavy domination. That sort of person is called a dungeon master, and with my design, any hosted game can be run by a living dungeon master who can at will change any of the effects in the map, calling up monsters, redesigning the game, and more...

sounds like fun? it is fun, but the real secret is, will you still be playing in gorebagg's world 20 years from now? the answer is yes, but only if gorebagg's world changes with the times, evolves with a growing industry and adapts itself continually to every new breakthrough in game design.

The Godd engine is on the cutting edge of game engines. Gorebagg's world strives to realize that potential and make it so.

I hope you will explore gorebagg's world. I'll make it easy for you to put on your computer.



One big difference between gorebagg's world and other gaming worlds is the non-combat reward system. Find out more about it on my website @ http://www.gorebagg.com