Friday, 24 February 2017

How to identify pages

When you add a story idea you'll need to say where it goes. To identify an existing page, just use the URL. For example, "journey-to-center/200.html"



Stories that link other stories together
Linking stories is my absolute favourite thing. Because it makes the game world feel rich: you are not stuck on rails, forced to read in straight line. For example, "Journey to the Center of the Earth" connects to "Goddess of Atvatabar" as they both feature underground worlds.

You can branch off at any time. For example, 
at the start of the book, instead of looking at the piece of paper that falls out of the book (the paper with she secret code), you could maybe jump right into the book he is reading, "The Chronicle of The Kings of Norway" and join the saga of gods and monsters. And later when the professor reads books about code breaking, maybe one of them is a famous book about real code breaking and spies? 

Can you think of ways to link existing stories? Create your own mini-story and I'll add it! 

Tedagame is now live!

From small beginnings mighty acorns grow. Or something like that.

Tuesday, 21 February 2017

CHANGES

The latest small changes, due to player suggestions
(big changes, e.g. whole books, get their own posts):
(No changes yet!)

Monday, 20 February 2017

Goodbye Photoshop, hello Smoothdraw

For over ten years I have used Photoshop as my main drawing program. That ended yesterday. from now on I use Smoothdraw! You'll see the different about a third of the way into Gilgamesh: more art, less edit.

Photoshop is for editing, not drawing

Photoshop is an editing program, not a drawing one. Yes, you can draw with it as well (and I did) but it is too tempting to polish, nudge, enhance, rearrange, push, tint, etc. This is also true of vector drawing programs: anything that says "fully featured" is all about he polish, not the initial sketch.

With all that polishing, Photoshop, drawings take too long. And that is fatal to this game. Worse, this creates stiff images. May natural style is cartoon-ish. but Photoshop let me draw realistic images  by starting with photos. That was great if I have a nice source photo to work from. Or if I have plenty of time. But for this game I need to spend just ten minutes per picture. So I would often end up using an imperfect photo for reference, and then reusing the resulting image again and again. You'll see that a lot with the muscular characters and gods at the start of Gilgamesh. it looks nice, in one way, but is stiff and I don't like it.

The final straw
The final straw with Photoshop was the endless bugs. Nothing major, just really annoying little things. For example, I planned to launch Tedagame on Saturday, but Photoshop stopped working with the tablet, so I had to postpone the launch. After years of grumbling I decided "enough is enough". No more Photoshop!

Full disclosure: I use Photoshop elements. Maybe the full version is better, but it costs £17 per month: that's over £200 ($250) every single year! No thanks!!

I just want to draw. I don't want Photoshop's little annoyances and distractions. I just want to draw!!! So I tried various other choices: The Gimp, Mypaint, Pant.net, Pinta, etc, and then discovered Smoothdraw, the program used by Kahn Academy. I love it! So here are...

Ten reasons why Smoothdraw is better than Photoshop


  1. Smoothdraw is more responsive. When you draw with Photoshop, there is a tiny delay between clicking and seeing anything. but Smoothdraw responds more quickly.
  2. Smoothdraw is more creative. Photoshop is a photo editing program. It's designed to edit EXISTING art and photos. But Smoothdraw forces you to create NEW drawings.
  3. Smoothdraw is more efficient. With Photoshop you spend a lot of time polishing an image. That is time you could be spending on the raw idea instead. A simple line drawing will get the message cross equally well. Smoothdraw is all about the idea.
  4. Smoothdraw loads faster. If you have an idea for something, Smoothdraw lets you draw it quickly, while Photoshop is still loading.
  5. Smoothdraw is easier to learn. Photoshop takes hours to begin using, and years to master.  Smoothdraw takes seconds.
  6. Smoothdraw is faster to use. it's stripped down to the minimum necessary tools. So your hand and your mind focus on drawing, not on menus and shortcuts and disalog boxes.
  7. Smoothdraw is more stable (less buggy). Photoshop has some pretty annoying bugs (I can give examples). But Smoothdraw feels solid.
  8. Smoothdraw cooperates with my computer. My Wacom Bamboo tablet sometimes does not work with Photoshop. But it works perfectly with Smoothdraw. When I want to draw something, Smoothdraw just works. 
  9. Smoothdraw works on your computer. Photoshop has heavy requirements. Not every computer can handle it. Smoothdraw is light, so just works.
  10. Smoothdraw is free!! 


PS. the new art style

I mentioned that my natural art style is cartoony. That is how I will draw from now on. Will that cause problems for the more serious stories? I don't think so. The central philosophy of Tedagame is that death is that life is endless. The fun comes from exploring, not struggling. With endless life, death and frustration are no longer a problem. So it's impossible to be too serious about a particular story. To be clear, I'm deadly serious about the ideas. But the ideas are positive: they transcend death. So they are best expressed with a smile. :)

Wednesday, 15 February 2017

Gilgamesh map

Parts of this map are seen at various times in the Gilgamesh story. So here's the full thing.
Note that in 2500 BC the climate in Anatolia (the northern part of the map) was much wetter. The forests of the Annunaki were far more impressive than they are today. And note that the northern part of the Persian Gulf extended much farther. but the drying of the region (and diverting the rivers for irrigation, draining marshes, etc.) means the sea no longer comes as far north.

And if you think I am making this up, here is a more detailed map of the middle section. From the excellent "Study of Mesopotamia" blog.

This illustrates why I chose Gilgamesh as the second story in the game. It has everything: real history, important mythology (a major source for Genesis!), the meaning of life, and a fun adventure with superheroes, sex, violence, epic quests, gods and monsters. All wrapped up in what is probably the most important book ever written. (Because it is the first major book, and the most influential one for the formative first two thousand years that mankind had writing. It makes the Bible look like late fan fiction.) 

And of course Journey to the Center f the Earth was first because it's my favourite book, about the most important theme of all: amazing scientific possibilities might be just round the corner. 

Why I love making Tedagame

This game is my excuse to delve into what I love: ideas. Endless possibilities. Alternative scenarios for life, the universe and everything. In the hope that the best ones can come true. That is what fiction is for, and I hope to bring players along with me for the rise.

To illustrate, here is something I just posted on Facebook.

I love old books

I love old books. So Tedagame will be full of old books. They are amazing! For example, today I learned that The Epic of Gilgamesh is reliable history.

Today I start drawing the graphics for Gilgamesh. It reads like history that is written as propaganda (as history often is): the only really unbelievable part is the battle with the monster Humbaba, but a recently discovered fragment of the epic reveals that Humbaba was a human king, and describing him as a monster was just normal hyperbole. So let's have a closer look at the most famous part of Gilgamesh, the flood story.

The Great Flood

As you may know, Gilgamesh contains the earliest account of Noah's flood. Gilgamesh shows how the gods (or rather, their representatives) were human. In Gilgamesh, the flood was a deliberate breaking of dams in the city of Shurrupak, and not anything supernatural. Gilgamesh also refers to burning of houses: the gods made doubly sure that nobody survived (except Utnapishtim/ Noah, who was warned of their plans). So the flood probably refers to the burning of Shurrupak, which archeologists date to circa 2500 BC. Gilgamesh was king of Uruk at around the same time, so his story was almost contemporary.

Gilgamesh implies that the ark floated down the Gulf Coast and stopped on a  sand bank just out of sight of Dilmun (modern Bahrain). So I checked. Yes, sure enough, there is a large sand bank just north of Bahrain (the light part at the top of the picture)!

The sand bank

I checked the distances, and everything fits. The closest part of the sand bank is 11 miles away from Bahrain, so you would need to be 20 metres above sea level to see Bahrain on the horizon. Of course, Bahrain has some high ground, and a boat would have some kind of mast or lookout tower. But also, the ark would have rested on the northern part of the sand bank. So Bahrain is exactly the right distance away: far enough so that Noah thinks there is no land anywhere.

The dove

At first, Utnapishtim/Noah sends a dove out (a homing pigeon?). It either does not want to make a 40 mile round trip, or does so, but comes back because the ark is his home and he always gets fed. But sooner or later a bird does not come back. Or it brings back a twig. So Noah knows land is not too far.

Once Noah knows land is not too far, the obvious thing is to pull some planks of wood off the ark and build an extra high lookout post. Twenty metres above sea level shoud do it (5 metre ark plus 5 metre normal look out plus an extra ten metres?). Then it's a matter of ferrying the contents of the ark across the shallow eleven miles to the coast. it's exactly the right distance. Any closer, and Noah would see the land. Any farther, and Noah could not ferry his animals there.

The lost ark

Where is the ark now? Perhaps without the weight of the contents, Noah managed to free the ark from the sand and sail it to the mainland. Or maybe he dismantled it there. Over the next four and a half thousand years any remaining wood would float away, but who knows, maybe the odd plank is still buried in the sand? But the chances are that plenty of other boats ran aground there as well, so I don't know if it would be worth planning an expedition to find the ark.

Ararat

As for the Genesis claim that the Ark rested on the mountains of Ararat, that is easily explained. "Ararat" sounds like the Hebrew "har" "arad" meaning "hill of descent". It refers to any hill where you descend from.

Mankind first developed agriculture and settled in towns in the mountains of Turkey. See Gobekli Tepe, Catal Huyuk, etc.) So Turkey's mountains are the the most famous "hills of descent". But Genesis refers to hills covered by water (Genesis 7:19-20), so they are what we could call sandbanks. Genesis describes how Noah rested on one of these sandbanks.

Gilgamesh was practically a contemporary of Noah, around 25000 BC. But Genesis was probably edited (from Gilgamesh and other sources) around 600 BC. That's almost 2000 years later! So it is understandable that when they read "hills of descent" they thought of the more famous "hills of descent". So they assumed the flood must have been much, much deeper than it was. But the earlier people knew another place of descent, the legendary gardens of Dilmun.

The Annunaki

It seems to me that the gods (the Annunaki) were the rulers from ancient times, and lived in the cedar forests of Turkey, just as Gilgamesh said. But when some farmers moved down the fertile crescent and invented writing, they gained their power base. This period when cities expanded is called the Uruk period because it centered on Uruk, and Gilgamesh was its most famous king. So the gods would have followed the farmers and continued their influence. Gods (elites) always grab the best land, so they would have settled in Dilmun, the beautiful region of gardens described by Gilgamesh at the end of hs epic.

Adam and Eve

All of this lets us identify the "lord" in genesis (JHWH), It would be a memory of Gilgamesh, the land lord of the area. But the "gods" (elohim) would refer to the more senior group. "Eden" was the sumerian word for the plains where Uruk's farmers worked, and the forbidden tree would be the cedars in the gods' forests. Adam would be Enkidu, brought in to do the work of Uruk's farmers and hunters. Eve was Shamhat, who made Adam realise he was naked and wanted clothes. I wonder if the serpent was the priest of Marduk, the oe who challenged the gods in the Enuma Elish, as the serpent is the symbol of Marduk. I'm not sure but I will definitely be looking at the Enuma Elish in Tedagame!

Why stories matter

Of course, this is not proof. But novels and a pics are not about proof: they are about possibilities. We are free to write anything as long as it is possible. And the ark resting on this sandbank is a  definite possibility!

Goodbye Facebook, hello again Blogger

I will soon move all updates to this blog, and stop using Facebook as much. Facebook is fine for memes and fun, but not good for depth of any kind. It's much easier to organise and find ideas on a blog.

Plus, blogs don't nag me for money every day. Facebook is always trying to make me "Boost this post" for money, and obsess over how many people read. No thanks. Not interested. If this blog is any good, people will find it. I don't want to spam anybody, thank you.

If people like this game, they will tell friends, If they don't like it they won't. Simple. And if it grows very slowly, that's best of all. Rome was not built in a day. And if Facebook had been invented in 753 BC, Rome would not have been built at all. Romulus and Remus would have been far too busy posting cute wolf videos instead.