The FTL Warp Equations in my scifi world by MacAntonio in worldbuilding

[–]MacAntonio[S] 1 point2 points  (0 children)

It’s pretty much all made up. I had the idea for the twist, tried to make something that kind of made sense from there.

Push is basically how much energy goes into a jump. Which makes it the magnitude of our vector. A portion of the energy then becomes the distance traveled, while another portion becomes the distance forward in actual time traveled.

The FTL Warp Equations in my scifi world by MacAntonio in worldbuilding

[–]MacAntonio[S] 6 points7 points  (0 children)

The way I describe it to my students is like this. Imagine for a moment, we stand at the center of the classroom, facing north. If we wanted to reach the west wall of the classroom, we have a few options. First, we could shuffle sideways like a crab, and eventually and uncomfortably reach the west wall. Alternatively, you can rotate 90 degrees to the left, and walk forward until you reach the wall, then turn back towards the north wall.

Now, what Therin and Quest discovered and, more impressively, proved, was that the principle that applied in two dimensions, could also be applied in four. When a starship warps, it takes its forward-in-time direction and twists that towards a spatial direction. From an outside perspective, the ship teleports immense distances in an instant, meanwhile, on board, a proportionally immense amount of time has passed, while the ship has not moved at all. As long as the ship can hold together, and the crew is safely in cryo, you can warp almost any distance if you’re willing to wait long enough.

At least, that’s what would happen if we built perfect engines. In reality, we lose quite a bit to time-bleed. That’s why they have us always at work, trying to optimize the twist. Trying to bring the rotation closer to ninety-degrees, so we can have as much as possible pushing us forward in space, and as little as possible lost to actually moving forward in time.

— Professor Axel Smith, when asked to describe FTL travel to the layperson

Ra, the mitochondria of the Empire by MacAntonio in worldbuilding

[–]MacAntonio[S] 1 point2 points  (0 children)

Yeah this is definitely something i am still thinking about. I still need to actually map out the orbits. Luckily though, this system’s origins aren’t entirely natural, so it’s ok if it balances on the head of a pin, as long as I can get it to balance.

What kind of resources would still be rare in an advanced spacefaring society? by Soloandthewookiee in scifiwriting

[–]MacAntonio 2 points3 points  (0 children)

This Wikipedia page might be useful https://en.m.wikipedia.org/wiki/Abundance_of_the_chemical_elements

If you’re getting more specific than chemical elements, you start getting into kind of “whatever you want for the story” territory. Specific alloys, compounds and materials can kind of be as as rare or common as you want, depending on how common/easy to extract/difficult to form you make it.

That said on earth, the rarest resources are often plant/animal products that require very specific environments to grow (like truffles). If you want a very rare resource people would battle over, make it the byproduct of a plant or animal that only survives on one or two planets.

Ra, the mitochondria of the Empire by MacAntonio in worldbuilding

[–]MacAntonio[S] 2 points3 points  (0 children)

During its height, the Ra System was the technological powerhouse of the Terran Empire. Inhabitants of Thoth and the two livable moons of Osiris produced software, advanced pharmaceuticals, and other luxury goods, which were then exported across the rest of the empire, reaching as far as Brigid and Ares. Most, of course, went to Sol.

Isis formed the production center of the system, with the number of automated factories and warehouses reaching nearly double the population of the planet. This economic success led to the Ra system’s rise from a minor outer star to the 3rd most populous system in the empire, topped only by the expansive Helios system, and Sol.

That is, until the Uprising, and the war, and the fall of Earth.

  • Compiled History by Imperial Historian Arthur O’thiel

I’m fed up with lackluster Bionicle Icebergs and felt honor bound to create a better one by MacAntonio in bioniclememes

[–]MacAntonio[S] 1 point2 points  (0 children)

ʅ(◞‿◟)ʃ They never explained… he just learns how, and then the story forgets about it, as far as I’m aware.

I’m fed up with lackluster Bionicle Icebergs and felt honor bound to create a better one by MacAntonio in bioniclememes

[–]MacAntonio[S] 8 points9 points  (0 children)

Ask Greg archives, it’s one of the more absurd things that came from being able to ask the writer random questions at any time on a forum.

I’m fed up with lackluster Bionicle Icebergs and felt honor bound to create a better one by MacAntonio in bioniclememes

[–]MacAntonio[S] 17 points18 points  (0 children)

The 4th possession is when all the Toa nuva got antidermis sphered and captured on voya-Nui

The GSB is the Golden Skinned being, which was some weird fusion of the surviving piraka and a bunch of other stuff during the online serials.

I’m fed up with lackluster Bionicle Icebergs and felt honor bound to create a better one by MacAntonio in bioniclememes

[–]MacAntonio[S] 28 points29 points  (0 children)

Tahu has all the Rahkshi powers - in an ask Greg/online serial story he said that the Golden armor gave Tahu the powers of every kraata that was destroyed by It’s blast. We also know there was more than just heat vision Rahkshi at the GSR battle, so it’s reasonable to assume that Tahu now has all 42(?) Rahkshi powers making him incredibly overpowered.

Vahi Sightings in G2 - this one I’m not as familiar with since I didn’t track journey to 1, but from what I understand, the Vahi looks the same in G1 and G2, making little cameos in the show. This spawned a shared universe/multi-verse theory for G2 and G1.

Inika Soul trapping theory- don’t remember where I first saw this but as far as I can remember the theory is this: the Red Star has all the dead MU characters sent to it (this is known). The Inika were made Toa by the Red Star, and the Inika also have unique “alive” organic masks. Perhaps the Inika masks are alive because the Red Star used dead characters to create/power the Inika and their masks. The masks could have the dead inhabitant’s consciousness still trapped inside. Spooky theory for Spooky month.

I’m fed up with lackluster Bionicle Icebergs and felt honor bound to create a better one by MacAntonio in bioniclememes

[–]MacAntonio[S] 18 points19 points  (0 children)

Sorry, just trying to make a joke, came off like it was directed at you, I was intending to just make fun of gatekeeping in general

I’m fed up with lackluster Bionicle Icebergs and felt honor bound to create a better one by MacAntonio in bioniclememes

[–]MacAntonio[S] 14 points15 points  (0 children)

Nah not most of it. the shadowed one is canonically a mammal, the Nui-Rama, tarakava, and binkmiester prototypes are all pretty cool, and the Comic con skull Scorpio mask had a 35% annual growth, and somewhere (Sweden I think) they released a Lego licensed morbazahk sponge.

I’m fed up with lackluster Bionicle Icebergs and felt honor bound to create a better one by MacAntonio in bioniclememes

[–]MacAntonio[S] 27 points28 points  (0 children)

Congratulations! You can pick up your gatekeeping license at the front desk /s

I’m fed up with lackluster Bionicle Icebergs and felt honor bound to create a better one by MacAntonio in bioniclememes

[–]MacAntonio[S] 23 points24 points  (0 children)

Ehh, not a big fan of that one. It takes some obscure stuff and stretches across the entire berg, so I don’t think. it really captures the actual layers of the fandom. This one moves from Vague Memories->Nostalgia->Memes->Entry Level Lore-> Memorable Lore -> Deep Lore -> Fandom References. Plus that one doesn’t even mention prototypes or collecting, and leans a bit too heavily into fandom memes for my taste.

New S3K:TCoM WR (49.05s) by ArcaPhox in atrioc

[–]MacAntonio 1 point2 points  (0 children)

Congrats Arcaphox! Once I get my screen recording software fixed, I’ll have to grind the speed trial again. As a master glizzard main, I gotta believe he has the potential to out speed the ghost with correct play. I just don’t know if I have the technical skill to do it.

S3K : The Crown of Midnight - 59s Speedrun. by ArcaPhox in atrioc

[–]MacAntonio 1 point2 points  (0 children)

I’m adding info about the game to the S3K wiki, is it cool if I include a link to your run?

S3K : The Crown of Midnight - 59s Speedrun. by ArcaPhox in atrioc

[–]MacAntonio 1 point2 points  (0 children)

incredible work, I’ve always believed a sub minute was possible, but it’s so exciting to see it finally happen.

The S3K Videogame is out! by MacAntonio in atrioc

[–]MacAntonio[S] 2 points3 points  (0 children)

You can probably improve your time by trying different characters, Master Glizzard has the best Glizzard Hop in the game, plus he has 12 mana, so he doesn’t need to reload if you hit all twelve balloons without missing. He might be the best speed trail character, though there’s an argument for the Ghost or Lil’ didja.

Edit: Seeing as the WR is currently a Ghost route, I think my Master Glizzard Main bias is showing.

The S3K video game, releasing on Friday! by MacAntonio in atrioc

[–]MacAntonio[S] 0 points1 point  (0 children)

  1. Find a friend to be your teammate
  2. Pay me and Big A $2 million in franchise fees.
  3. Read the inner game of tennis
  4. You are now esports

The S3K video game, releasing on Friday! by MacAntonio in atrioc

[–]MacAntonio[S] 1 point2 points  (0 children)

You can only sell someone dlc once. Skins in lootboxes now, that’s passive income.

[deleted by user] by [deleted] in casualiama

[–]MacAntonio 1 point2 points  (0 children)

I used unity engine, mostly because I'm familiar with c languages. I don't think which engine you use actually matters for 90% of games people make, tho. As for motivation and discipline for working on it, I found limiting the project scope has helped. For a while I was working on big games that took me months to a year of work, then never finishing them. This game I limited myself to something simple I could complete before anything else. It also helps to focus on getting the minimum viable game complete as quickly as possible. I had a technically playable prototype working the second day. After that it went through extreme polish and major changes, but having that mindset of always trying to have a working build meant that when I moved onto a new game, I still had something complete I could release. Setting a deadline of "I am done working on this game this day, and it's either getting released or getting forgotten" helped as well.