Thursday, March 19, 2020

Beat The Price Increase

The new pricing structure takes effect on February 15th. We are offering up to a 30% discount our current off MSRP until that date.
Most items will see a 5% to 8% increase and a few specific items will be higher.
If you have an item or two that has been on your bucket list, this might be a good time to blow the dust off the list.

 (from prior post)
We started down the road to manufacturing plastic kits in 2012, a lot has happened since then. I have seen shipping prices nearly double, WGF has ceased to be our distributor and we have taken over that aspect of operations. We now purchase our kits from WGF China directly.
We recently place two restock orders to bring our stock levels back on par, the shipping costs have been an eye opener. In many cases shipping from China to the US was more than the actual cost to manufacture a kit. Some kits needed to be brought in line with their cost of production. This price increase was as minimal as we could make it most items will see an increase of 5% to 8% with some more drastic adjustments to kits that were selling into distribution at a lower than delivered cost to us.
To maintain the health of DreamForge-Games it has become clear that we will need to implement a price increase, effective February 15th2016
 
 Mark Mondragon
DreamForge-Games

Monday, March 16, 2020

Ep 23: Campain Ribbin’ Is Live!

Ep 23: Campain Ribbin' is live!
We talk with Henry Hyde about his new book "Wargaming Campaigns" and running a wargame campaign.
https://soundcloud.com/user-989538417/e ... ign-ribbin
The Veteran Wargamer is brought to you by Kings Hobbies and Games
http://www.Kingshobbiesandgames.comhttps://www.facebook.com/Special-Artiza ... 644366746/
Join the conversation at https://theveteranwargamer.blogspot.com, email theveteranwargamer@gmail.com, Twitter @veteranwargamer
Follow Henry at http://henrys-wargaming.co.uk/Twitter @battegames
Shot, Steel and Stone Facebook group: https://www.facebook.com/shotsteelandstone/Wars of the Faltenian Succession E-Book: https://payhip.com/b/7he8The Wargaming Compendium: http://thewargamingcompendium.com/Gladius Publications: http://gladiuspublications.com/

Other companies we mentioned:
Tony Bath's Hyboria Campaign: http://hillcantons.blogspot.com/2010/12 ... art-i.html
Schleich figures: https://www.schleich-s.com/en/US/eldrador.html
John Keegan - The Face of Battle: https://www.amazon.com/Face-Battle-Stud ... +of+battle
Cartographer's Guild: https://www.cartographersguild.com/content.php
GMT - 1960: The Making of a President https://www.gmtgames.com/p-574-1960-the ... ident.aspx
Katie Aidley (Katie's Game Corner) Twitter: @katiesgamecrner
GZG - "StarGrunt" Jon Tuffley: http://downloads.groundzerogames.co.uk/sgii.pdf
Martin Van Creveld - "Supplying War": https://www.amazon.com/Supplying-War-Lo ... 0521546575
Martin Van Creveld - "War Games": https://www.amazon.com/Wargames-Profess ... an+creveld
Games Workshop - Mighty Empires: https://boardgamegeek.com/boardgame/52/mighty-empires
Bob Barnetson - aka Bob in Edmonton http://edmontonwargamer.blogspot.com/
Too Fat Lardies - Pint Sized Campaigns: http://toofatlardies.co.uk/product-cate ... f-command/
Music courtesy bensound.com. Recorded with zencastr.com. Edited with Audacity. Make your town beautiful; get a haircut.
x




Sunday, March 15, 2020

The Journeyman Project - Meeting On The Planet

Written by Reiko

Agent 5 Journal #3: "That Elliot Sinclair really seems to have gone nuts! I've now neutralized two of his assassin robots and retrieved more evidence that Sinclair is the one behind them. Meeting the second robot face to face was rather alarming, but once we left the planet behind, it was just a matter of time before it was in my crosshairs. The Morimoto Colony is now safe again."
Last time, I successfully saved the life of speaker Enrique Castillo in the year 2310, thwarting one-third of the malevolent plan to derail the Cyrollan offer to join the alien Symbiotry of Peaceful Beings. I also uncovered a video that appears to point to Elliot Sinclair, the inventor of the time machine, as the one behind this effort. I have two more time periods to investigate. Let's find out if the Morimoto Colony on Mars in 2185 is as dangerous a time as the other two. As I activate the time machine, I brace myself for another attack.

I guess it isn't enough of an emergency yet.

To my relief, nothing happens. I materialize at the end of a long corridor facing an emergency exit. I can't go through the exit, so I turn around and start moving down the corridor. Along the right side are three shuttle exits. I'm not allowed to open numbers two and three ("Shuttle launch not authorized"), and number one won't open either because there's no shuttle there.

Near the end of the corridor as I approach an intersection, I halt because I hear something coming. There's nothing to do except watch as another robot travels along the crossing corridor, pauses in the middle, turns to look at me, then continues on its way. I'm pretty sure it saw me, but it doesn't do anything. I cautiously step out into the intersection and look around, but the robot is nowhere to be seen now.

Cameras are also forbidden, according to the Japanese text.


Side note here: I already knew by the name "Morimoto" that the Japanese would be involved with this colony, but it's made very clear by the way some of the signs are in both English and Japanese. The screenshot above is the only time I noticed any additional information in Japanese only, though. Later, all the signs are in English only.

Now I have three choices. I can see the end of the corridor ahead of me, so I go that way first. There's a welcome sign for the colony on the door, but then I hear voices and get a warning that interacting with humans is forbidden, so I guess that's the way into the main areas. (If I step forward, I'll get caught by security again.)

A useless airlock.

I turn around and take one of the cross-corridors, the direction that the robot came from. A few steps down the corridor, I find with a number 4, the "Ore Processing Machine Room." There's also a small side area that seems to just be a lookout point for the colony, with a large window. The door opens on a small airlock, but when I step in, I get a warning: "Atmosphere in this environment is not breathable." Well, that's bound to be a problem. I can click the Pressurize button and it lights up, but it doesn't seem to help. If I press Spin at this point, the airlock will turn around and I will die due to lack of oxygen.

The transport promised by the door.


Next I follow the robot's path down the cross-corridor the other way and, after a short turn, find another door labeled "Maintenance Transport". This one also has a 4 on it. Maybe the whole area is considered area 4. The other side of the door doesn't have a 4, but does have the Japanese characters for "exit". Through the door, I find what looks like a tiny train platform with a sort of open transport shuttle on the adjacent track.

Still no sign of the robot, but I suppose it could have taken the shuttle before me and sent it back. I step onto the shuttle. Nothing happens, but I look around and find some equipment in the back: wire cutters and a maintenance key. Hmm, those could be very useful. I grab the wire cutters first but almost miss the maintenance key as they are both near the bottom edge of the viewing screen.

Wire Cutters inventory item

Maintenance Key inventory item

I turn around and face the front of the transport. There's some kind of poster ("Queen of Outer Space") and a photograph of a boy taped up on one side of the narrow viewport. I wonder if that means that normally there's some sort of maintenance worker that operates this vehicle. When I trigger the handle, the transport starts making its way through a maintenance tunnel to a second platform.

We meet again...

Cautiously, I step into a T-shaped maintenance room with two visible panels of interest. I am right to be wary, because as I step further into the room and turn to see the body of the T, I'm alarmed to see the robot at the end of the corridor. This time it doesn't ignore me. It moves toward me and says, "Out of my way, human, or DIE." Yeah, that isn't threatening at all, right? I turn and continue further into the room to get out of its way.

I can't turn around while it's moving, but I can hear it clanking away. By the time I can move again, it's gone. It seems to have taken the maintenance transport, so I'm going to have to find another way if I need to get back to the original area. There's a button by the platform to summon it, but it says "Maintenance Transport Disabled". I guess the robot didn't realize I'd come after it, but now that I did once, it doesn't want me following it again.

How quickly would this be a health hazard without a shield?

I turn my attention to the door that was behind where the robot was standing. It's labeled "Shield Generator". When I open it and step in, I get a warning: "Excessive levels of radiation detected. BioSupport Suit attempting to compensate." I didn't notice initially, but later I realized that the Shield BioChip is automatically enabled here. I'm not sure whether this sequence can even be done without it, or whether the game just imposes a time limit on you before you keel over from radiation. The BioChip screen says "Energy Conserved," so maybe the suit's energy just drains faster while you're in the generator area, which would then impose a tighter time limit on the whole time period.

I check out the screen in front of me. It says: "Shield Generator Diagnostic/Repair, Platform 4" with a selectable link that says "Return to Last Position". When I touch that, the whole platform moves forward to a central pillar labeled "Shield Generator Panel 5".

Now the screen informs me: "Access panel cover must be unlocked before diagnostics can be initiated". I have the choice to lower the diagnostic screen or retract the platform, so I lower the screen, and then I can see that there's a sort of keyhole. I try the maintenance key that I found in the transport, and it fits perfectly.

Now the screen comes back up with an operational menu: "General Shield Evaluation", "Measure Output Levels", or "Run Diagnostics". The first two just tell me this: "Atmospheric Energy Shield Generator is fully operational at this time." But when I try to run diagnostics, the screen says "Insert Access Card" (which I don't have) and then "Foreign Object Detected..."

That can't be good.


The screen shifts to what looks almost like an x-ray image of the inside of the panel, highlighting the foreign device inside. Then it informs me: "Analysis reveals timed detonation device wired to explosive charge". That must have been what the robot was up to back there. If it can trigger a bomb to destroy the atmospheric shield generator, then the whole colony will end up destroyed.

My options are to "Attempt Circuit Link to Detonator" or "Cancel". You can guess which one I picked. The screen informs me: "Circuit link reveals multi-level disarm code. To deactivate, complete the electrosynaptic connections by filling them in with the appropriate color nodes."

I win level 3 on the fifth guess.

I find my second mini-game here. It's a simple variant on Mastermind (or Codebreaker, depending on how you know it). I get up to five or maybe six guesses per level and must guess the correct sequence of three colors. For each guess, it will tell me how many of the three are correct. In regular Mastermind, each slot can be any of the colors, even if that means the same color is used more than once, but here each color can be used only once.

There's also a countdown timer on the far right side that counts down from seven minutes, so I have to be fairly quick. Level 1 offers only three colors, so it's trivial to determine the correct sequence. Level 2 offers four colors, and I get it on the third guess. Level 3 offers five colors, so it's a bit trickier, but I get it still with over four minutes on the timer. The screen assures me: "It is now safe to remove the explosive device".

Access Card Bomb inventory item


I grab the device from the open panel, retract the platform, and get out of the shield generator room. I seem to have thwarted this part of the plan, but I haven't fixed the temporal rip yet. There must be more to it than this. Maybe there's another bomb somewhere else, or maybe I have to chase down the robot and stop it somewhere else? I'd better keep looking around.

The label on that station is really hard to read.

Oxygen Mask inventory item

On the far side of the maintenance room, I find something labeled "Air Mask Station". There's also some sort of tank in a rack below some tubes. When I drag the tank thing to the gap between the tubes, the tank fills with oxygen, and then I get an oxygen mask. Oh hey, I'll be able to use the airlocks if I have this. And what do you know, there's another airlock on the wall behind me, just like the one in the first area. I wonder if they connect.

The description of the oxygen mask says it only holds 8 minutes worth of oxygen, but it also has a fully functional air filtration system. That might also be useful for me to withstand the sleeping gas I encountered in the first time period.

The ore basket is the only way out.

I trigger the oxygen mask and immediately pressurize and spin the airlock. On the other side, I find a maze of identical red corridors. I switch to the Mapping chip and systematically work my way through the maze until I find something unusual: a set of large baskets moving up a sturdy chain. This seems to be my ticket out of here. As soon as a new level comes into view, however, I have to be quick and move forward out of the basket, or I'll get crushed in the ore crusher. Apparently that was a maze of mining tunnels, and those baskets are how the Mars miners get ore up from the tunnels.

My earlier hunch is confirmed when the ore crusher exit takes me through another airlock, and I find myself back in the original area. (I also remove the oxygen mask.) When I move forward, I hear and see the robot cross my path again, heading back toward the shuttles. I follow it and hear an announcement about an unauthorized shuttle launch from shuttle bay 2.

Sunset over the canyons of Mars? Except we're facing south...


The only thing I can do now is head to shuttle bay 3. For some reason, this time the door opens and I can access the shuttle. Apparently the security systems are down in this region of the colony, so I can manually open the door. I hop in the shuttle and it automatically turns on and runs a startup sequence, then starts moving through the Martian canyons. It's on autopilot, heading to a launch tube to leave the surface of the planet. I also get some more chatter (over some kind of radio, maybe?) about the unauthorized launches of the two shuttles, and how they can't override or stop the launches due to the security breach.

Targeting shuttle 2.

I watch as the ship is launched through the launch tube into space. The planet must be behind me now, as all I see is a field of stars. The shuttle's computer announces that it detects the autopilot target. It also gives me an explanation of each of the available weapons. What follows is another minigame where I have to destroy or capture the robot's shuttle by shooting at it enough times before it gets to the alien ship.

The time limit on this is pretty generous. I'm told that shuttle 2 has targeted the alien ship and will reach it in five minutes. The real-time limit is even a bit more than that. What's really interesting is that, if you run out of time here, shuttle 2 will destroy the alien ship with no warning, and then the suit will warp you back to the present automatically. It's not a death or outright failure.

When I was waiting for it, this explosion startled me every time.


Instead, you can jump back to the colony a second time, follow the robot and go through the ore tunnels, trigger the shuttle launch, and try the minigame again. There's no apparent penalty except that it's a second visit to the same time period, so there will be some kind of score penalty at the end. It seems like a paradox to be able to redo the time period when I already have the access card bomb and everything, but time travel is inherently paradoxical, so I'll ignore that for now.

The minigame is kind of fun and not too difficult, although I never did figure out exactly when I could hit the target with the beam weapon and when I couldn't. Sometimes I appeared to be aiming correctly, and the line of fire would appear to go right through the ship, but it wouldn't be a hit. I figure at this point the graphics just aren't quite good enough to properly represent a 3D targeting problem on a 2D screen. The easiest and fastest way to win the game is to use the graviton cannon, which doesn't have to be targeted so precisely anyway. Just three shots of that will quickly destroy shuttle 2 and resolve the time rip.

Capturing the shuttle instead of destroying it.

But there's a better way to do it! I can use just two graviton shots to knock the ship's energy down, and then whittle down its energy with the energy damping beam. The beam is a lot harder to aim, but even so, the game allows enough time that I was able to destroy the shuttle with nothing but the beam. However, the point isn't to destroy the shuttle, but to get its energy low enough (the "target ship energy" gauge turns a slightly brighter red) that the tractor beam can capture the shuttle. If its energy is above 10%, it can break free of the tractor beam.

My nemesis, the robot.

Once the shuttle is captured, I can then use the close range transporter to jump over to it. This allows me one last confrontation with the robot, which has now been neutralized since the electrical systems of the shuttle are shutting down.

Trace BioChip item.

As with the one I faced in 2310, this one self-destructs, allowing me access to its chips. It has a duplicate Mapping chip, which I don't need, and a new Trace BioChip, which I might need. It also has another Optical Memory chip which uploads a new video to mine and also triggers the resolution of the time rip.

New "Poseidon objective" video.

I'm automatically returned to the present, just like the other time, and now only the Norad VI time period in 2112 is still available. The Optical Memory chip now has a new video, addressed to "Poseidon". What's really strange, though, is that in this video, Elliot Sinclair tells Poseidon he's sending him to Norad VI to fire the missile at Gorbastan. He doesn't mention anything about the Mars colony. Is this another bug? I don't see how I possibly could have done Norad VI first, so if I face a robot there, will its video tell me about Mars?

Beyond the enigma of its objective, this video is even more chilling than the other one. Sinclair goes on a bit of a rant about how his time machine wasn't used the way he intended, and then goes on to declare that he's got a high place on a skyscraper where he plans to assassinate the Cyrollan ambassador, and if anything goes wrong, he's also got a huge bomb set up that will destroy all of the floating city of Caldoria. What a crazy terrorist. Now I figure there will probably have to be an endgame level where I stop Sinclair directly after neutralizing all three robots. In fact, at least one of the ending screens had a "Finale" score item, which is probably the endgame.

BioChips: Interface, Mapping, Pegasus, Optical Memory, Shield, Trace
Other inventory: Transport Card, Journeyman Key, Tranquilizer Dart, Antidote, Stun Gun, Wire Cutters, Maintenance Key, Access Card Bomb, Oxygen Mask
Time travel trips: 3
Score: 60560
Session Time: 2 hr 30 min
Total Time: 5 hr 45 min

Deaths: 7 (total: 16)

Spinning the airlock makes it the same pressure as the environment on the other side...

#10: If I pressurize and spin the airlock without wearing a working oxygen mask, I die because I can't breathe, naturally. The ending is called "Suffocation": "Just a reminder: OXYGEN IS A NECESSARY PART OF LIFE." Yeah, I'll keep that in mind.

#11: If I move forward past the warning about interacting with humans, I get the "Caught by Security" ending again. So each time period has at least one place that triggers that ending.

"Be careful not to choke on your aspirations."

#12: Yeah, this one is only going to happen if you're trying to find silly deaths or if you forget how to move (paralyzed by fear?). The robot meant what it said. If I don't move aside, after some time, the robot attacks, and I get the "Didn't Move" ending: "What do you do when a seven-foot-tall robot tells you to get out of it's [sic] way? Go ahead. Take a wild guess."

The radiation eats through to my bones.

#13: If I let the bomb's timer run out, I would have thought the bomb would explode, but instead my shield gets overloaded and I get too much radiation. The ending is "Lethal Dose of Radiation": "A lethal dose of radiation in this situation would have been about 240 rads. However, the 4,700 rads of radiation eminating [sic] from the radon core of the shield generator had little trouble eating through your energy shield and disintegrating your flesh."

I probably fall off that maintenance platform, too.

#14: If I try to remove the bomb without analyzing it and doing the minigame to disable it, then the bomb explodes. I would have expected the same ending from letting the timer run out, but that kills me with radiation rather than an explosion. The ending here is called "Explosion" of course: "Had you been able to disable the source of the explosion, you might not have had your atoms scattered all over the martian landscape."

What a rocky end to my exploration.

#15: The ore crusher's scoop moves quickly, and if I don't jump out just at the right time, I'm crushed inside it. The "Ore Crusher" ending says, "He who hesitates is lost. The ore crusher is a not-so-subtle reminder of this fact." After I encountered this, I always made sure to save at the end of the maze just before jumping in, in case I failed to time the next move correctly.

Just as bad as being crushed.

#16: If you flail while it's dark inside the ore crusher and jump too early, you either run into the wall or fall out of the scoop and die. This would be an easy death to miss as long as you're precise about jumping out to safety. This ending is called "Shafted": "You really should look where you're walking - you've fallen down the shaft! Fortunately the fall didn't kill you. Unfortunately, the landing did."

Two time periods done, one to go. Let's see if I can survive sleeping gas and unravel the third robot's plans next time!

Note Regarding Spoilers and Companion Assist Points: There's a set of rules regarding spoilers and companion assist points. Please read it here before making any comments that could be considered a spoiler in any way. The short of it is that no points will be given for hints or spoilers given in advance of me requiring one. Please...try not to spoil any part of the game for me...unless I really obviously need the help...or I specifically request assistance. In this instance, I've not made any requests for assistance. Thanks!

Thursday, March 5, 2020

Frictional Fan Jam 2019


Screenshot courtesy of Newsman Waterpaper and their mod The Streets of London.


#FrictionalFanJam

September is a meaningful month for Frictional Games, as it marks several of our anniversaries. This year on the 8th of September Amnesia: The Dark Descent will be turning 9, on 10th Amnesia: A Machine for Pigs will be 6 years old, and on 22nd SOMA will have been released for 4 years.

Therefore we would like to make this month special by celebrating your community creations. Please join us for Frictional's Fan Jam of 2019!

We have recently launched an official Discord server, so you are welcome to ask questions, share ideas, and chat with other participants in the #fan_jam channel.

Overview

The goal is to create a new fan work related to one of Frictional's games: SOMA, Amnesia games and the Penumbra series, or older titles such as Unbirth. You are free to create any transformative work: a mod, fanart and fanfiction, cosplay, or something different like a video or a plushie. The project should be at least loosely related to the given theme.

Since some projects (for example mods) can require more effort than others, you are also welcome to participate in teams.

Please see submission guidelines below!

Theme

Autumn/Decay

Deadline

The event kicks off on Friday the 6th of September. The deadline for submissions is 23:59 UTC on Sunday the 22nd of September. The jury will be going through submissions starting Monday the 23rd.

Prizes

The jury of Frictional Games employees and Frictional Games Discord moderation team will pick the winners of the jam. Jury members can participate in the event, but are disqualified from winning.

The winners will receive a poster of a game of their choosing, signed by the Frictional team members, sent to their home address (teams can decide on one address, max 4 prizes per team). The Frictional Team will also be featuring the works on a video with comments from Thomas and other employees. And finally - upon release of the next game, the winners will receive download codes for the game on an available platform of their choosing.

Contact

The jam is organised by Frictional Game's community manager Kira together with the moderation team of the official Discord server, proposed and drafted by Draugemalf. The easiest way to contact the organisers is on the Frictional Games Discord server's #fan_jam channel. The channel can also be used to share ideas with other community members, get feedback and look for team members.

If you don't have a Discord account, you are also welcome to contact Frictional Games through Twitter or our Contact Form, and we will help you as soon as we can.

Submission guidelines


  • The works must be related to one or more of Frictional's games (SOMA, Amnesia: TDD, Amnesia: AMFP, Penumbra, and Unbirth, Fiend, Energetic)
  • The works must be at least loosely related to the the thematic of Autumn/Decay
  • The creation must be submitted on 22nd of September the latest
  • The work must be your or your team's original creation
  • For mods you are free to use assets you can legally use, or have the permission to use from the creators


Submitting your work

You can submit your works through several channels, either by posting an image (for fanart, cosplay and similar) and/or a link (mods, fanfiction and similar).

  • On Discord, you can share the project on the #fan_jam channel. Please make it clear that it's your final version.
  • On Twitter and Tumblr, you should mention @frictionalgames and tag the submission with #FrictionalFanJam.
  • If you don't have a social media account, please send your submission to team@frictionalgames.com with the title "Frictional Fan Jam".
  • Due to Instagram and Facebook's limited searching and tagging tools, we will not be accepting submissions through those platforms.
  • All submissions will be posted by the jury on Discord's #fan_jam_showcase channel for easier judging.



And that's it! Go get creative! We're looking forward to all your great projects!

If you have any questions, just let us know.

Gobliins 2 - Floating Castle

By Ilmari

I am probably overthinking it, but I have a hard time understanding the geography of the game. The world outside the castle shows no sign of a sea nearby. Still, under the castle is what the manual calls a sea passage. In fact, it is so big a passage that it holds a sunken boat and a mermaid population. Maybe the castle and the lands surrounding it float on top of the ocean?


Or perhaps someone just built this here?

Puzzlewise the boat used a mechanic familiar from earlier parts of the game: if a goblin stood on an oyster when it opened (I'll not go into details, but this involved lot of a seemingly unrelated actions and an eel scaring a fish into the vicinity of the oyster), the goblin would fly into the bow of the ship it couldn't reach otherwise.


Like this

On the bow, there was a platform, and when the figurehead of the boat was manipulated, the goblin on the platform would fly toward a dark corner described by the game as ???. Here another part of the boat was helpful. I could light the lantern on the aft of the ship to attract a fish with a lamp, which I could then use to light up the dark corner, revealing a treasure chest. Unfortunately, neither of the goblins had the strength to open it. Time to move to a new screen.


The merfolk

The most important part of this screen were the stairs at the middle that led to a passage going to the castle throne room. The problem was that a) the passage was barred and b) an octopus wouldn't let me move past it. Time to check other parts of the screen.

Using my trusty stool, I could mount the seahorse, who would take me to the platform at the upper left corner of the screen. Here, a goblin could speak with the mermaid queen, whose eyes were taken by the demon king Amoniak who had conquered the castle. At the uppermost ledge, there was a bottle I couldn't reach.


Because of a tentacle monster

I could also try to enter a cavern, only to be driven away by the owner of the cavern - a small octopus. The octopus was followed by a…


...glove?

I could catch the glove with a seashell. Within the glove I found a starfish. It took me a while to figure it out, but I eventually learned it was strong enough to help me with treasure chest at the previous screen. My reward was a sword, which I could use to pry a diamond from a skull attached to boat.

The glove itself proved also to be useful, since I could use it to cover the tentacled monster. Thus, I finally had an access to the bottle, which contained a pearl and a parchment from the Prince Buffoon, asking someone to save him from the clutches of Amoniak. The emerald, together with the diamond, were meant as new eyes for the queen, who thanked me by removing the bars from the passage. Octopus, on the other hand, wanted to see the parchment to be convinced of my good intentions.



The ocean section has felt a bit of a detour in the overall course of the game. It seems like the producers wanted to include a marine themed portion into a game, no matter what. I am hoping the game speeds up a bit, now that I am stepping into the throne room.

Inventory: stool, elixir, glove

Session time: 1 h 30 min
Total time: 16 h 30 min

Tech Book Face Off: The Seasoned Schemer Vs. The Reasoned Schemer

Years ago I was led to the Schemer books by some of Steve Yegge's blog posts. It's been over two years since I've read The Little Schemer, but I enjoyed it so much that I always planned to read the sequel, The Seasoned Schemer. I recently made the time to do just that, along with working through another Schemer book, The Reasoned Schemer, that's not so much a continuation of the other two Schemer books as it is a tangential book written in the same endearing style as the others. Daniel P. Friedman and Matthias Felleisen wrote The Seasoned Schemer in the style of a Socratic dialogue, but in a much more whimsical way. A host of authors, including Daniel P. Friedman again, as well as William E. Byrd, Oleg Kiselyov, and Jason Hemann put together the questions, answers, and Scheme-based reasoning language used in The Reasoned Schemer. The real question is, are these two books as good as the original?

The Seasoned Schemer front coverVS.The Reasoned Schemer front cover

The Seasoned Schemer


Do you like learning about programming?
#t

Do you enjoy challenges?
#t

How about functional programming?
#t

And food and pictures of elephants?
Of course.

Then you probably enjoyed The Little Schemer, and you'll enjoy this book just as much. The Seasoned Schemer more or less follows the same format as The Little Schemer, and it more or less picks up where the latter book left off. What do I mean by more or less? Well, the first book leaned more toward asking questions of the reader that you could actually answer from following the line of questioning. Towards the end it became more of a dialog between two people while the reader was observing that dialog. The Seasoned Schemer definitely follows the later style of a question-answer dialogue that the reader is not so much participating in, but taking in and learning from instead.

This change of pace is not necessarily bad, though. It was just as entertaining and enlightening as before, and there were plenty of times where I sat there chuckling at the zany Q&As that were bouncing back and forth. Whenever there were questions about how to write functions or what was the result of executing functions, I attempted answering them, but there were long of stretches of dialogue that were meant more to be experienced than to be answered.

As for continuing on from The Little Schemer, the book does do that, and the authors assume the reader has read it in its entirety. However, they do remind the reader what the functions are that they defined in the first book so you don't have to go searching back to refresh your memory. They also relax the difficulty level through the first few chapters instead of continuing to ratchet it up from the high level it was left at in The Little Schemer. That's a good thing, because things were getting pretty mind-bending towards the end of the first book, and it was nice to ease back into things before getting crazy-weird again, as things do when you're learning how to implement and interpret the functions you're learning about in the language that said functions are already defined in.

They start out teaching the reader about some new functions that do various interesting things: let, if, set!, letrec, and letcc. As in the last book, the reader learns by doing, and you end up implementing a bunch of functions that modify lists of foods in various ways using these built-in functions. Then things get much more challenging as we learn how the built-in functions themselves are implemented in an interpreter written from scratch. It's an extension of the interpreter developed in the last book, and the extensions are even more difficult to comprehend because the implemented functions themselves are more difficult, especially letrec and letcc

The ramp-up in difficulty was softened somewhat by the pure whimsicalness of the dialogue, sometimes poking fun at LISPers themselves:
How many more conses does deep use to return the same value as deepM
499,500
"A LISP programmer knows the value of everything but the cost of nothing."
Thank you, Alan J. Perlis
(1922-1990).
<Next page>

But we know the value of food!

((((((((((((((((((more pizza))))))))))))))))) 
((((((((((((((((more pizza))))))))))))))))
(((((((((((((((more pizza)))))))))))))))
((((((((((((((more pizza))))))))))))))
(((((((((((((more pizza)))))))))))))
((((((((((((more pizza))))))))))))
(((((((((((more pizza)))))))))))
((((((((((more pizza))))))))))
(((((((((more pizza)))))))))
((((((((more pizza))))))))
(((((((more pizza)))))))
((((((more pizza))))))
(((((more pizza)))))
((((more pizza))))
(((more pizza)))
((more pizza))
(more pizza)
 more pizza)

Maybe it's not as funny repeated here, but then you'll just have to read the book to get the full effect. I had a blast working through it, and I couldn't put it down. The challenge of fully understanding everything in it was steep, though. I definitely will need to go back through both Schemer books to get a better understanding of how everything works, especially the later chapters. If you enjoy a challenge, don't mind a drastically different writing style for a textbook, and like having a little lighthearted fun in the process, then definitely give this book a chance. Of course, you've already read The Little Schemer, so I didn't even need to tell you that.

The Reasoned Schemer


After whetting my appetite with The Seasoned Schemer, I was ready for more scheming with this book. It should be stated that The Reasoned Schemer is not a continuation of the other two Schemer books. It goes off in a completely different direction. Instead of getting further into the theory of computation and how to build a Scheme interpreter in Scheme, this book describes and then builds a language like Prolog for logic programming in Scheme. In fact, miniKanren is derived directly from the language development of this book.

Once again I thoroughly enjoyed the Socratic dialogue format of the book, and I felt that it was an excellent way to teach and develop the material. Like The Seasoned Schemer, the dialogue seems at times to be meant to be read straight through instead of having the reader answer the questions directly. Sometimes the questions are nearly impossible to answer with the information already presented, and sometimes the answers ask questions back to the questioner. It's more of a back-and-forth dialogue that's meant to reveal insight rather than direct questions at the reader.

Even with this reader-as-observer format, the reader can attempt plenty of the questions when they are along the lines of, "how is this implemented" or, "what is the result of this code." I did notice that the examples and implementations tended to be switched around compared to the other Schemer books. In the other books, the questions would start with examples using a new function where the reader was asked to predict the results. Then the questioner would move to the implementation of the function. In this book it seemed that as often as not, the implementation questions came first, and the questions on usage examples came after the functions were described. It works both ways, and I'm not sure I have a preference.

Another difference from the other books was a toning down of the sense of humor. The Reasoned Schemer is decidedly more serious, and that was a bit disappointing. I rather enjoyed the whimsical fun of the other books. The material was still solid and interesting, though, so it's only a minor quibble.

So what does The Reasoned Schemer cover about logic programming? It starts off with explaining how equality relations work, what fresh and reified variables are, and what unification does. These are all concepts in logic programming that feel very different than other types of programming. Then discussions of conjunctions, disjunctions, and defining relations completes the foundation of logic programming so that we're ready to move on to more complex topics.

Following the basics we build up conde from conjunctions and disjunctions, and we see that conde is similar to cond in Scheme. Then we continue on, building up a number of relations that are similar to the basic functions found in Scheme, like caro, cdro, conso, nullo, pairo, etc. Notice that all of these relations end in o? That's because these functions are just like their Scheme counterparts, except that they are relations. After a few chapters of building up relations associated with familiar functions from Scheme, we delve into a classical application of mathematical logic and build up an arithmetic system from fundamentals, defining addition, multiplication, and exponentiation (and their inverses) with relations. It was really neat, I must say.

After all of these chapters on explaining the language and using it, the last chapter goes through how to implement it in Scheme. It was pretty impressive seeing the whole language built in one chapter, minus a couple functions covered in a short appendix using Scheme macros. The whole experience was super enjoyable, and I'm extremely happy to have read these unique, wonderful books. The Q&A format, the wacky humor, and the strong content made for an excellent time learning Scheme and logic programming. I didn't understand everything the first time around, but that just means I get to read them again. I'm looking forward to it. I highly, highly recommend all three Schemer books.

Now make yourself a roasted lamb shank with baked spaghetti and cheese.
Enjoy.

Wednesday, March 4, 2020

UCLan Games Student Enters Rookies Competition 2019

Peter Dimitrov has entered two 3D environments into the @TheRookiesCO competition. One depicts feudal Japan, the other one is a cyberpunk theme. Check out the work and give it a high five!

















You can see more of Peter's work here:
















We are also proud to announce that Peter has had his 3D environment work included in Epic Games Unreal Engine Student Showcase Reel 2019! Congratulations Peter.

Not only that but Peter is also our winner of the LancsArtFestival 2019 Degree Show Award for Games Design!































New Year, Fist Update....


Hello all,
 

Just wanted to drop in and give an update. The transition from WGF is complete, we have our warehouse and have been shipping from that location for about two months. We have worked out the software issues for the wholesale orders and have been filling them.
 
We have about a year's supply of product on hand and OOS items such as the Panzerjäger are on the water heading here now.
 
I have been working on the day to day business aspects, cost analysis, product restocks back end implementation issues, etc. so not a lot of glamorous items to give an updated on for that front.
 
We have two restock orders incoming from China, the cost has been educational. The cost of shipping is not just crazy expensive for my customers but for us as well. In some cases, it costs more to ship a product than it does to produce it, in other cases the cost to produce a kit was not in line with what it is being sold at into distribution. Some kits were being sold at a net loss once shipping was factored in. Unfortunately, this will mean a price increase, some kits will see a marginal increase, other will be a bit more drastic.

I will give a detailed SKU by SKU run down and explanation later this week.
 
We have two new SKU's that will be offered once they arrive. The 15mm scale Capacitor cooler and a 60mm tall display model of one of our Assault Troopers. We should have these in hand sometime next month. We are putting the final touches on the files for the Shadokesh main trooper box set. No eta on a release date yet for the Shadokesh, until they are on the water and heading here it is simply impractical to give an estimate.

 
That's it for now.
All the best!

Mark