The past few months have been very hard on me, especially with my poor school performance and overall demotivation. I am always looking for something to do to lift my spirits and help me to not feel so bad. One of those things is ArtBreeder. Over the past week I have been sinking so much time into messing around creating images. ArtBreeder is a website that uses AI to generate images, whether it be of fantasy landscapes or people that don't exist (and it's very realistic). Once you select images that you want to use from the site it uses AI to make "children" of your selected image(s). You have a variety of sliders to mess with for each type of image, though some have more than others. The amount of possibilities is endless. There is so much inspiration to be drawn from the images you can both find and make. You can also just try to make abominations or make something as realistic as possible. Sometimes the AI can be frustrating, when you want it to do something that you think is similar to what you already have, but it doesn't do exactly what you want. Another annoying thing is the base images that are used for some of the types and how lowering the chaos slider too much will make your image look too similar to said base image. Overall, though, I really enjoy messing around with it. I messed with the album covers section for a while and even touched one of them up a lot to try and make something that would genuinely look like an album cover (like adding real words and smoothing out a lot of the sort of stains and inconsistencies). It is nowhere near a waste of time and I fully recommend it if you are looking for inspiration.
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Our most recent GAD topic has been player interaction and game genres. The main difference being the genre is the content of the game/what the gameplay is generally like, while interaction is who/what a player is playing against. We have talked a lot about how to identify each type of both, but not really much on the side of how they intertwine. That has mainly been discovered through our own playtime and our recent project that asks us to compare games of different mediums. We compare genres and player interactions and how that creates an overall experience for whatever the game is, whether it be casual, cooperative, competitive, a puzzle, a shooter, or a sandbox. There are an infinite amount of combinations that can be effectively reached if they are pulled off correctly. The key to something being fun is pushing the baseline that matters for YOUR audience. That's why Mario Kart Wii worked so well. It made it so that it was less skill reliant so anyone could play, but still had techniques that would give you an advantage. The low stakes make it easy to play casually whether it be with friends, bots, or people all across the world. The same goes for most card games, with a little bit of barrier of entry. It can be hard to learn card games sometimes, especially if its more obscure. But once you've learned it, you can play it whenever, wherever, and with ever whom you please. It even allows for some rule bending and customization due to the word of mouth format most standard decks follow. There are few restrictions, but many ways to play with a deck of cards. Something like UNO is also very easy to learn and play. The major importance of card games is who your playing against. Solo card games are fine wherever, but other games won't work if you're on your own. This is a reason why solitaire is so popular, as it is easy to understand and is played alone. Overall, you can pair any interaction type with any genre and have it work if you know what you're doing
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