Earlier when i started blogging again, i promised that I will be looking at damage more closely. I'm interested in brushing up on my physics through it, just basic physics, i don't have the time nor the materials that would allow me a deeper look.
Here is the Damage theory tables made public. Its very bare and I only have a few entries. I'll let people edit, as well save private copy for myself if any vandals would come in. I've not begun being more specific, and most of my sources are from wikipedia. To make up the missing Joules value, I've made the excell sheet calculate it based on projectile weight and muzzle velocity.
The intent of the Damage Theory tables (there will be other Sheets, it is a Google Spreadsheet) that will be made to look at Arrows, Spear and Javelin throwing (by using Athlete performance data),
I will also have one column dedicated to Sources and Citations.
The intent, like my previous work, is to make the data available to hobby game designers who want the means to develop a better fire arm resolution system (for both table top, board game, miniature gamers etc.
I'm not that great at the math or the physics, but I'll put in stuff when I can. I think over time I'll have a few more entries to put. Strangely Google docs have a strange twist on Game Design, particularly Open collaboration and Note-sharing.
Open Game Design Notes. whats hard in game designing is the research, finding the data to model what we want for a game system. Because it is supposed to be a simple system, the complexity of math is near layman averages. That makes game designing, for me, attractive: I don't have to have great math, and I can improve on my math as I grow dissatisfied at how much compromise I made, because of the lack of ability, which drives me to study up a little bit more, depending on what time I have available.
I think I'm not that far off the mark, to think many amateur game designers have a ton of notes. those who try to model a particular kind of event or interaction, will have written many different rules, scratched them and began work from the ground up. I have 20lbs worth of old browning notes still being kept for the sake of appreciating my geeky past.
I think if one looks at the total of all their game design notes give both a narrative in scientific proficiency and story telling adaptability. Still there are some lessons, I'm sure not just myself fail to learn and consider in the next great idea, as well as many brilliant ones lost in the frustration and mess of all these notes.
So we have a ton of blogs, Open Game Notes. How about open game sources and compiled research? I'm sure often, there are those of us who have a great Idea but reality gets in the way to finish it. Some of us, don't really want any monetary reward for the idea or the contribution, some just want that Social Exchange or Social Norm. The satisfaction of the idea, mostly finished (except for our own little and personal touch) by the help of others is probably enough for some.
The problem is if those some, or most probably tiny few, can find each other and keep in touch with their own ideas and contributions.
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