Blue Mars: hup hup hup!

Dale Running in Blue Mars, with silver hair

There’s a patch out for the Blue Mars beta client, so I applied it and went in again. I changed my look a little; like the silver hair? :)

It was a very small patch; not much has changed. There’s a round non-watery floor over the central part of the landing area (although you can still walk out into the moving water if you want to). And (as I was able to verify when I ran into Eladrienne Laval and Phineas Messmer who were also exploring around) women now have some clothing that goes below the knees (although the unchangeable and rather eye-rolling female animations are still the same).

We also discovered that draw distance for avatars is much smaller than draw distance for buildings and terrain. (I’ll speculate that in general draw distance for dynamic, as opposed to pre-installed, objects is going to turn out to be much smaller.) So although you can see ‘way off into distant vistas, you’ll only be able to see people who are relatively nearby. (In fact after a few more running paces, the person that you see at the base of the bridge in the picture there suddenly vanished, even though they were actually still there.)

Which seems like it could be awfully freaking confusing, but we’ll see how it turns out once there’s some actual content to play around with.

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Yet more made things!

Yet More Made Things!

I taught the ThingMaker about cylinders (hence the PacMan shapes, from cutting cylinders) and about sort of vaguely monochromatic color schemes (hence the orange one upper-left, the first time that code got exercised).

Woot yay. :)

A next thing to work on: teach it about things that aren’t quite so circularly symmetrical…