Tuesday, 21 December 2010

Snow

OMG SNOW!!

In case you haven't all noticed; there has recently been lots of snow.
Last year we also got quite a bit of snow in early January and I decided to make an igloo in the back garden;



As you can see from the last picture, it was quickly put together (in a single day I think) with round-ish blocks. With the proceeding high-winds and its egg-shape structure it soon started to topple over.

This year, the snow was back - and I was ready for round two: A second iteration.

Unfortunately, we were pretty much snowed-in this year, and all I had at my disposal was a medium-sized ice-cream tub which must have been about half the size of the box I used to make the bricks the previous year.

Several deliberate improvements included filled-in brick gaps, a more-even circular-base, a wider doorway and an overall larger igloo.

Unfortunately, I soon ran out of daylight, and warmth. I left it for the day and vowed to finish the following day with the vast amount of snow which was left. I was incredibly impressed with what I had achieved:







The next day soon arrived and I rushed out like a small child to get it finished. To my dismay, the previously awesome snow had been frozen into a fine powdery snow. Have you ever tried to make a sandcastle out of sand with no water in it? It was like that. I cannot describe my child-like disappointment.

So, my poor unfinished igloo is now sitting in my garden awaiting some more 'nice' snow, or to be consumed by the sun.

Thursday, 16 December 2010

Retro Game Review - Qix


I have chosen the game ‘Qix’ by Taito released in 1981 for my retro game review assignment. The objective of Qix is to fence off, or “claim”, a set percentage of the playfield by drawing a series of lines with a player-controlled marker to ‘box-off’ parts of the screen. The player has choice over drawing speed (slow and fast for differing amounts of points) and has to avoid numerous enemies while doing so.

 
Many retro games were designed in a completely different way to how many computer games are created now. Retro games were often based from original ideas or non-digital games, whereas many new games are simply evolutionary developments of pre-existing ideas or concepts which have been proven to work. Retro games are often seen as a sort of ‘bare backbone’ of digital games – Often comprised of only a small selection of core concepts and mechanics. Compared to more complicated modern games, this often makes retro games much easier to analyse and review to see what works about the games and perhaps why.

There are many ways to analyse games; Greg Costikyan for instance splits games into four different sections - Interaction, Goals, Struggle and Structure.

Costikyan defines Interaction as how, and how much the games ‘change with the player’s actions’ (Costikyan, 2002: 10) or even how ‘the game state changes in response to your decisions’ (Costikyan, 2002: 11).  In Qix, there is a large amount of interaction with the game – the player interacts with the game on a second by second basis.  So many possibilities will be going through the players’ mind: “Where should I claim next?”, “Can I make it?”, “Shall I go fast or slow?”, “Should I stop and wait for the enemy to move, but chance getting killed by another”.

But why would the player need to make those considerations? Why would you need to claim that place, why would you need to avoid doing that? Costikyan writes that ‘Interaction has no game value in itself. Interaction must have a purpose’ (Costikyan, 2002: 11).

Goals provide that purpose. In Qix, The player has many goals including staying alive, claiming 75% of the screen and getting the highest score that they can. This will change Interaction into decision making; ‘Interaction with a purpose’ (Costikyan, 2002: 11).
The more often decisions are made by a player; the more involved they will be in the game.

Completing Goals via interaction in Qix does not in itself make the game compelling; Costikyan writes that there is no thrill in victory if there is no struggle to get there. For this reason Qix uses a variety of game mechanics to ensure it is not easy to get to those goals. Qix includes 3 types of enemy, each with its own task in hindering the player. The “Qix” itself, whizzing around the game screen, makes it increasingly hard for the player to claim large parts of the screen at any one time. Varying numbers of Sparx additionally whizz around the screen edges where the player could otherwise sit in peace when not drawing lines – This stops the player from being able to sit in one place for very long at all. Finally the “Fuse” will appear and start gaining on the player if they stop while drawing a line (possibly trying to avoid other enemies by stopping).

Costikyan’s final section is structure. He defines game structure as ‘The means by which a game shapes player behaviour’ (Costikyan, 2002: 20), this may involve pushing the story along or any other type of progression toward the ultimate goal of the game. Costikyan believes ‘A game’s structure creates its own meanings.’ And he refers to this as ‘Endogenous meaning’ (Costikyan, 2002: 22). Qix does not really have any kind of storyline or definite progression in the game world and subsequently provides very little endogenous meaning. If you win, you get given the same blank screen with extra enemies to make it harder to complete the same goal. It doesn’t have fairies, characters or scenes to provide a story or situation to the player; it’s simply a few coloured abstract shapes which could represent anything. Yes, retro games are very basic, but even a retro game such as asteroids (which is also a series of abstract shapes) visually shows objects which represent something. The player can then relate to them and can subsequently create their own story and meaning based on what they see: “Asteriods is about a spaceship defending itself against asteroids within space”, and not “That diamond is attacking that hexagon for no apparent reason”.

The lack of structure and endogenous meaning in the game does not make Qix an awful game, but it does make the game very hard to relate to. The lack of progression also makes the game very repetitive; it’s like playing the same level over and over again, just a bit harder each time.

Zagal describes this type of progression as ‘Challenge segmentation’. It involves ‘self-contained challenges to be negotiated by the player, with successive challenges implying greater difficulty’ (Zagal, 2008: 178). Qix also includes a form of ‘Temporal Segmentation’ because each successive challenge has a time limit in which the game starts to get insanely difficult, which in turn acts as a sort of ‘cut-off’ time for the challenge.

Zagal explains three types of ‘Challenge segmentation’; Wave, puzzle and boss which are generally found in classic arcade games, and yet Qix does not fit into any of these categories. Zagal describes the first, ‘wave challenge segmentation’; as ‘a kind of challenge segmentation generally observed in games that requires quick reflexes and good hand–eye coordination’ (Zagal, 2008: 187), which initially seems to fit Qix very well. However, he then continues to say ‘A wave is a group of usually similar enemy entities that must be avoided or destroyed as they approach the player’ (Zagal, 2008: 187), which Qix does not include at all. Zagal also describes Puzzle and Boss segmented challenges, which again is completely irrelevant in Qix.

The Enemies in the game act as a way to keep the game moving at an incredibly fast pace. Venturelli mentions four concepts about pacing: Movement Impetus, Tension, Threat and Tempo’ (Venturelli, 2009: 2).

Venturelli describes tension as being ‘the perceived danger that a player might become the weakest side’, and threat as the ‘actual power of the opposing forces’ (Venturelli, 2009: 2). He also describes ‘Movement Impetus’ as ‘the will or desire of a player to move forward through a level’ and ‘tempo’ as ‘the time between each significant decision made by the player’ (Venturelli, 2009: 3). These four concepts play very important roles within Qix; much more than the segmentation.

Within Qix the tension and threat work together – the tension and threat in the game are created by the enemies travelling around the screen – threatening to reduce your lives, and effectively corner you and/or kill you. Whether it is possible or not, it seems that in Qix the tension is too great: ‘the perceived danger that a player might become the weakest side’ (Venturelli, 2009: 2) is always huge because the player is always the weaker side in the conflict. In Qix the player never has any means of beating or becoming more powerful than the enemies (like they might do in games such as Pac-man), which will quickly become disheartening for the player as they are effectively fighting a losing battle.
The ‘tempo’ in Qix, in the terms of Venturelli, would be described as very low. ‘Lower tempo represents more frantic decision-making by the player’ (Venturelli, 2009: 3) and therefore offers an ‘intense’ form of play.

The ‘Movement Impetus’ in Qix is always the players’ will to complete the level and to move to the next. Venturelli mentions two techniques; ‘Adding and replacing’ (Venturelli, 2009: 5) When adding, additional mechanics are progressively added to the game (this may include new abilities or other such unlocks) whereas he describes replacing as the act replacing some non-core game mechanics with others. These two methods obviously give two different effects; the first usually increases the difficulty, whereas the second would push players toward many different ways of playing. Qix does not have either of these methods and instead is generally difficult to play from the beginning; it doesn’t have player upgrades or introduction of new enemies – the game simply throws all of the available mechanics your way when the game starts.

In addition to this; the enemies in Qix are very unpredictable. Brathwaite and Schreiber cover many reasons why chance is implemented into games but I believe the main reason why it has been used in Qix is to ‘prevent solvability’. Brathwaite and Schreiber state that adding a random element to a game often removes the ability to solve the game because ‘making the same exact decisions may lead to different outcomes’ (Schrieber,2009: 70). If the enemies were not sufficiently unpredictable, the player would be able to find a pattern within the game. This is often a very bad thing because, as Venturelli notes, ‘when there are no more surprises, there is no more fun. If all the patterns have been figured out, the game becomes uninteresting.’ (Venturelli, 2009:3).

However, Costikyan also notes that ‘If the game is too hard, players will find it frustrating’. Unfortunately, (although everyone will find it different) I found this was the case with Qix; the large number of enemy types and unpredictability of each one means that the game is seemingly too difficult to beat, and subsequently easy to lose interest in. Yes, the game does need some form of chance within the game to prevent solvability, but it seems Qix has either too much randomness, or too many entities which include it. The Qix enemy itself is incredibly unpredictable – It is fast, it changes speed, size, direction and paths within milliseconds – this, combined with the other random enemies on screen, seems to create too much randomness and very little skill within the game.

In conclusion, Qix is home to many original and unique mechanics and ideas. The designers of Qix have managed to create a game which induces a large amount of interaction by the player which allows them to make many purposeful decisions with the help of many goals. The designers of Qix have implemented ways to hinder the players from reaching these goals and creating struggle while doing so. The sources of struggle within the game have also been very cleverly used to move the game forward using tension and threat, and achieves this very successfully. Additionally Qix uses various forms of randomness and chance to prevent solvability and subsequently increasing replay value. Unfortunately Qix also has many negative points; Qix has very little (if any) structure within the game and subsequently creates no endogenous meaning. Without endogenous meaning the game has no relation to the player, very little meaningful progression and becomes very repetitive very quickly. Because of this, the player will be moved forward through the game with successful use of tension and threat, but there will be nothing different for the player to experience when this happens, rendering that movement they made to be almost useless. Despite the designers of Qix correctly choosing to use chance to reduce solvability, they have consequently also created a wall of randomness which almost removes the ability for players to make purposeful decisions due to the unpredictability of all possible outcomes.

In my opinion, Qix has an astonishing amount of potential as a successful game – It has many mechanics and components which already show promise of a great game. After all, Qix seems to be based from one of the most popular toys of its time – The Etch-A-Sketch. Unfortunately it seems that quite of the few mechanics of Qix contradict with each other or are too overpowering within the game. I believe a few added mechanics and overall tweaks could make Qix into a very fun and interesting game.


Bibliography
Costikyan, G. 2002. I Have No Words & I Must Design: Toward a Critical Vocabulary for Games. Proceedings of Computer Games and Digital Cultures Conference. pp. 9 – 33.

Schrieber, I.; Brathwaite, B; 2009. Challenges for Game Designers.  Charles River Media: Boston.

Zagal, J. Fernández – Vara, C. Mateas, M. 2008. Rounds, Levels, and Waves: The Early Evolution of 
Gameplay Segmentation. Games and Culture. Volume 3 Number 2

Venturelli, M. 2009. Space of Possibility and Pacing in Casual Game Design: A PopCap Case Study. VIII Brazilian Symposium on Games and Digital Entertainment.

P.s. excuse me if the formatting is shocking - i copied and pasted from a word document. 

Friday, 10 December 2010

Kinection?

I'm a big fan of the Iron Man films; there is something about the combination of Marvel, great characters, comedy, lots of intricate 3d-ness and technical stuff which really does it for me. (note the big picture that I re-created at the top of the blog)



You may or may not know that most of the film is actually completely non-existent e.g. the scenes; simply green-screened or edited in!

There are several things that I really like in the film, the first is the suit - It's soo... Technical and shiny and it moves in wonderful ways and... mmm...Yeah. The suit-up scenes are always my favourite parts:

Iron Man: The Mark III Suit

Iron Man 2: The Mark V Suit

The second thing I really like is the holograms, displays and HUD's which are shown in the film - this is what I have really come to talk about.

Some of the displays portray technology which is already in use - I guess it gives the film a sense of realism - whether it involves touch-screens (found in most modern phones) or projected keyboards.

Laser-Projected Keyboard
The Film also contains a lot of technology which is not so realistic - Holograms and floaty-things for instance.

Iron Man Interactive Hologram

As an Ex - DT student who used a lot of CAD/CAM techniques, the concept of creating or previewing anything in this way really fascinates me.

I found this 3D company who has made videos such as this; I'm not sure if they actually worked for the film or whether they did it off their own back, but the things they have come up with are amazing. It also shows a scene from the film with, and without, the scene around the actors edited in.

Now for the reason I am here:

I found a recent Viral video which has shown somebody manipulating the new abilities of the new Xbox Kinect. Now, I'm no gamer - and new consoles and their games are usually well out of my price range so don't expect me to know what I'm taking about or to describe in any detail of how or what they have done - All I know is that they have just come one step closer to physically recreating the holographic displays seen in the Iron Man films.

The Video

I was like - "That is soooo Iron-man Inspired."
Preview

Friday, 26 November 2010

Dinner For...

Dinner for... Well, you decide!

Just as a note - If you haven't watched 'Dinner for Schmucks' (you should) and wish to be oblivious to the story of the film or any spoilers, stop right now just in case; though I have tried to cut most of it.

I recently watched the film "Dinner for Schmucks"; The basic storyline of the film being that a businessman has to bring an "idiot" guest to dinner for everyone to make fun of, and subsequently to secure his new promotion. Everyone does the same and the "winning" guest gets a trophy. of course the main character is stuck between morals and financial promotion.

The main character literally bumps into his guest accidentally - His name is Barry and is hobby is being a mouse taxidermist/artist. Basically, he creates art from road-kill.

The Movie put aside (though still recommended), I just thought I'd share his work - Understandably, it's the legendary Steve Carrel in a film; I don't imagine he made them, or either that it is 'real'... But whilst the concept is a bit messed up; it is really quite amazing in it's own right.

The Film starts with a series of these scenes; almost telling a story.



 When the film gets situated a little more; Barry shows some more works of art; all are based around famous works of art: recreated with mice. e.g. Mouse-a-lisa


 The as the film draws to a close, Barry finishes with an epic speech including some of his work;

---

"This is something I call 'The tower of dreamers'."


"One thousand years ago, the only people on earth were monkeys; and they said
'We'll never walk erectus, We'll never use tools, We'll never talk.'
and then one monkey said
'Oh yeah? Well I'm talking right now!'
That monkey was a dreamer."


"Fast forward 500 years; the Wright brothers decide to make themselves a flying machine.
'You fools! You idiots. What's your problem?' everyone shouted.
'That will never work; because plywood weighs more than air!'
to which the Wright brothers responded;
'No, it doesn't.'
The Wright Brothers were dreamers."


"The earl of Sandwhich, and sir Francis Bacon.
If it was not for them, the 'BLT' would simply be 'lettuce and tomato'.
They were dreamers... And sandwich makers..."


"Vincent van Gogh - Everyone told him:
'You only have one ear; you cannot be a great artist.'
And you know what he said?
'I can't hear you.'
Vincent van Gogh was a dreamer."


"Louis Pasteur turned cheese into medicine..."


"Benjamin Franklin.
People said:
'You can't fly a kite in a rain storm.'
And ben franklin said:
'Yes you can - If you have an electric kite.'"


"The man who broke more bones than any man in history: Evel Kenevil..."


"So dare to dream; dream your wildest dreams. You can climb the highest mountain.
You can drown in a teacup - If you find a big enough teacup;
And if somebody tells you you can't do something, you say;
'Yes I can - Because I'm doing it right now."

----
 
Hope you enjoyed it!
 
Just as a note - It is a comedy; I wouldn't try taking any of the 'history', 'facts' or 'quotes' above in any assignments you may have.

Tuesday, 23 November 2010

But... Why is the Rum Gone?!

I've always been a fan of the Pirates of the Caribbean series for one reason or another so it was a great incentive for me to start iterating a die game which was (apparently) played in the second film - 'Liars Dice' or 'Perudo'

After doing some research (as it has been a while that I've actually watched the films, I found (and instantly remembered) the section featuring it. HERE

The game itself is quite a simple, differing by game type or theme;
each player has a set equal  amount of die which are rolled and hidden from the view of all players. Each player can only see their own set of die.
Each player takes it in turns making bets on the total population of die, of a certain die number in play (including all of the die the player can't see). e.g. six threes, six fours, seven fours,
the bets must increase either by die population or die number each turn (as above).
If the player thinks the previous bet is too ridiculous to be possible they will challenge the previous bet - This is when everyone shows their die and checks to see if the player who placed the bet was wrong or right.
'Right' would be if the total population of die (of the number stated) is equal or more than the amount they bet there were.
'Wrong' would be when the opposite is true.

What happens on 'wrong' or 'right' really depends on how it is played - We played so that if the player is wrong, they will loose one of their die, and if the player is right the challenger will loose one of their die.
when this happens and the next round is played, the player with less die will be at a disadvantage because they can see less of the total number of die available; this creates a negative feedback loop. Our challenge was to try and lessen or remove that feedback loop.


Another mechanic in the game we played was that the number one was "wild" - It stood for any number which is called (and subsequently cannot be bet upon). - referenced in future as "wild ones'

This means there may technically only be four fives and three two's in total, BUT - If there are also three 'wild ones', the total is unexpectedly risen to a possible eight fives and six twos.

In the original rules, the 'wild ones' HAVE to be counted toward the final population of the number which is called - regardless. Unfortunately we didn't read the instructions word by word first time round, and so ended up iterating before playing the game. Are rule was that each player could individually choose whether to count any 'wild ones' they had into the final total when a player was challenged.

This subsequently gave light to a new mechanic - Tactical play.
by being able to choose whether to use your 'wild ones' or not meant that you could possibly raise or lower the population of dice called; this could be to give somebody a better chance, or get somebody to loose more die.
this worked well, but also led to certain members ganging up on each-other.

Then, of course, we played it 'properly' according to the rules we were given.

Our final iteration (because it takes a surprisingly long while playing through!) was having 'open die'
'Open die' were a selection of dice which were independently rolled which everyone could see - regardless.
(a bit like the cards in poker)
The idea of this was that even if players are losing (with perhaps one or two dice left), they can still see a higher percentage of all the dice and therefore make more reasonable bets.

Though we didn't get time to iterate this fully, it seemed to work pretty well (perhaps tweaks to 'open die' population could be made)

Another iteration was unofficial, but we had someone who did not hide their set if die from everyone - This meant that people were comparing two sets of die; theirs, and the unshielded person's die - This, surprisingly had very little effect on the unshielded persons dice-loss rate!

On another note - there will be a new Pirates of the Caribbean Film -  "Pirates of the Caribbean: On Stranger Tides"


Pirates of the Caribbean has got to be one of the only films I know which was based from a theme park ride of the same name - Rather than the other way around.

Entertainment:

I've got a Jar Of Dirt!
Why Is The Rum Gone?

Thursday, 4 November 2010

Halloween

Firstly - Halloween is great - I've always loved it, end of story.
Unfortunately there is not much you can do at Halloween in the UK after the age of... Like... 10 or so without looking a bit weird, out of place or having lots of people stare in disapproval (or all three). That never usually puts me off anyway, but I think perhaps I draw enough attention to myself without making an designing an elaborate Halloween costume and scaring the S*** out of everyone in our town.
I've got to be honest, I was quite disappointed in the evening of Hallowen; Halloween comes once a year and I hadn't even left the house from playing games completing uni work all day. I had a quick think and decided to ask a few friends if they wanted to raid some supermarkets in the morning and haggle to get some pumpkins for stupidly cheap prices to be 'creative with'.

In the morning Ross turned up at my doorstep and we both cycled into Felixstowe. After previously getting a tip off that Tesco's had cheap pumpkins we walked in and had a rummage in the pumpkin box. Amazingly they were selling 'large' pumpkins at 50p a hit! I'll be perfectly honest, if the pumpkins that we picked up were large, I'd hate to see the so-called 'small pumpkins'. We decided we could get two each and proceeded to hug them to the self-service checkouts.

I'll be honest, The self-service staff members were not the only people who gave us confused looks, and I don't blame them.


After paying for the Pumpkins... We had a sudden realisation that we were so exited about the price of the pumpkins that we hadn't thought about how we were going to transport them. Luckily ross had brought a bag/satchel which (to my amazement) carried his two pumpkins, and I decided I would bag my pair up and strap one to each of my handlebars... Sounds like a great idea doesn't it?

We actually ended up making quite a few detours before arriving at Ross' house including town, library and Lidl - Lidl was for lunch and we decided on a pack of 8 sausages for 95p to put in sandwiches and a bag of crisps, so we were at about £2.00 each in teams of spending.

The route - A = Start B = End the random squiggle is backtracking, town and Lidl right at the bottom. This is the simplified version and  It is something stupid like 5 miles!

Anyway, I digress - We picked up some extremely old pumpkin carving tools from my house and eventually got to our destination.
Pumpkin Carving Kit

Everyone knows how to carve pumpkins; first you cut out the top, and then you gut it. Of course we additionally made a mess to accompany it. We googled around  for a while and decided to get some black and white images we liked from google as a template and cut out either the black bits or the white bits instead of using a pre-determined pattern. We found a picture of a storm trooper and set to work; first taping it to the pumpkin, pricking through the paper into the pumpkin, removing the paper and cutting through the pricks like a dot-to-dot. evidently when reading this you will be able to tell I used to do this a lot when I was smaller.

 We ended up with this;
Which looked  a little bit like this in a dark room;
It's probbaly easier to see what it is, if you know what it is - If you know what I mean.
We were secretly impressed with what we had created and decided to upgrade our carving abilities to the next level with some harder pictures/templates.
I created an epic spider-man logo pumpkin - I'll be perfectly honest it would be a lot more epic if it didn't have a strip of tape to aid the support of the incredibly flimsy bottom leg pieces - but I like it.
Ross, being obsessed with all things Mario  decided to attempt a Mario pumpkin - I'll be perfectly honest it looks good but I'm not impressed because it was a design specially created for pumpkins....
We started to run out of time as the evening drew to a close and so I found a quick picture of a space-invader and tried to devise my own way of getting some eyes to float in the spaces of the face - whilst not realising I'd cut off one side of the tentacles.

And finally, This is all the pumpkins in their pumpkin-like glory

And that my friends was another day in the life of Sean and Ross.

The End.
(For Now)


Saturday, 30 October 2010

An Evolution of Design Developments (EDD)

Don't worry, E.D.D. is just something I made up.
Today I shall ramble about my design method development for  a bit; mainly because it helps me keep track a little easier.

Okay, Let's go from the beginning;


What is this? well, this is a picture of the sun, surrounded by lots of little copied-and-pasted planets - you can just about see that... right?

So, anyway; the idea was to have the sun in the middle with all your 'play', 'High', 'low', 'odd' and 'even' within it, and have the planets with the betting numbers orbiting the outside; it sounded like a good idea at the time but the planets are way too close together to look decent.



This is the second iteration; it looks a little better because the planets are more spaced out, the problem is that is you wish to have these planets spinning around the sun, and then be selected with a pointer, the pointer will often be pointing to more than one planet - problem.


So, I tried not to dwell and tried to think of another idea - I had another idea to do with orbits (obviously something that interests me) and that was an Atom. I studied chemistry at A-level, so it made sense doing it about something I knew a little about.

So, I stole a picture of a nucleolus from Google and designed some electrons for it - of course the electron-orbits are not accurate but it was the basic idea that counted. I quite liked the look of it, but I still had the problem of the multi-select. (if you're wondering, if you judge in terms of electrons - It's Gallium.)

I proceeded to try and find another idea in hope of  setting rest to my current problems. After studying my current ideas for inspiration, and their similarities, it occurred to me that I had taken designs from one of the smallest things known to man, and some of the biggest things; so I thought I would see what I could find between the two.

This process reminded me of a game - Spore
The idea with Spore is to evolve from a cell, right up to animals and humans and then start taking over planets and solar-systems. So I thought I'd do some research:




So, what was next?
I thought I'd draw up some little icons showing the different themes there could be since I hadn't done much original artwork:
The question mark is just a place filler/holder as there seemed quite a big gap between the two.
So now I had... 7 ideas (or themes) all which were similar, but different.
of course, all these ideas have their own concepts - you could have ants circling around an anthill, cars circulating buildings and so-on.

I decided after all my hard work I would rack my brains out a little more to try and solve the multi-selection problem, as it would be apparent that it would be a recurring problem for all of my new ideas.
 After searching for various ways of arranging things, I came up with the concept of spirals - the below examples really caught my eye.
Not only does it look visually appealing, it spaces the circles out a bit more and seems to remove the problem of multi selection (well, the top one seems to at least)


Anyway, I thought all the ideas i had come up with had their good points, so I tried to be jammy and combine a selection of them into one. How did I plan to do this? Well, I quite liked the idea of spore because you could zoom from outer space, right down to something really small in a big swoop; It was like a huge version of Google earth - and from that came my inspiration.

I made a quick Mock up of a rounded google-earth-zoomer, and decided I could use it to effectively 'zoom' from one theme to another like a giant microscope; having multiple themes to choose from.

Yeah, I might have bitten off more than I can chew (as-per-usual), but I can soon simplify.

After all that, you may ask, 'What are you making again?'.
The answer is: 'A Spore-inspired-spiral-multi-theme-rotating-gambling-wheel-and-stuff'
Got it? Good.