User:Titty Luv

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That one shark person that scripts things.

Started playing SecondLife back in 2003, during the beta period. I have long since forgotten my old username, which is a shame really (I'd like to see all of the old stuff I made!). Over the years I have been involved in a lot of stuff in SL, some naughty and some nice. Mostly nice. I would consider myself an SL veteran of sorts. I script a lot of the time that I'm on-grid, and offer a scripting service for anyone and everyone. There isn't much I can't do in terms of scripts, so feel free to hit me up. I do most stuff for free!)

I can confirm the rumour that I am actually a shark in real life is indeed true.

I also have a Marketplace!

The best way to contact me is to drop me an IM/Notecard combo in-world.].

What I Do

As mentioned above, I can do most things SL related, but here are a few things that I specialise in:

  • Security: Developing and implementing security systems on top of existing systems or completely from scratch.
  • Networking: I am a qualified network engineer, and have worked in/created large scale networks both inside and outside of SL.
  • HUD Systems: Low script count/Memory usage HUD systems.
  • Commercial systems: Vendors, Delivery systems, rental systems etc, made to specification.
  • Script optimisation: I am obsessed with making scripts low-impact on server load to help improve the SL experience by eliminating unnecessary lag.
  • Working alongside others: I am very flexible with my work. If you would like me to work alongside you on a project then that's awesome!
  • Odd Jobs: I will do these 9/10 times the moment I am asked to do them. Depending on the scale of said job, you could even get it done for free! (I do stuff for free A LOT)

What I Will NOT Do

  • Re-texturing.
  • Advanced 3D-Modeling.
  • Advanced animation.
  • Work with stolen stuff.
    • (Textures, models, sounds etc. That you don't have the rights to. Just make stuff yourself! Its the only way you will learn, plus its fun!)

Project List

Listed newest first, to oldest.

  • Bolts (Currently working on)
    • Bolts is a sort of homage to the Ratchet & Clank series of games. Its primary focus is on smashing crates and collecting Bolts (The game's currency) to trade for wrenches with more abilities. The game features an advanced network of objects and intractable entities to form the game, and even makes use of out-of-world services such as a database and a private object DNS service. The style of the game is quite unique, and features a lot of custom mesh modeling work done by my partner Niion. The game project is currently in development, and is planned for public release in the near future. Keep an eye out for this game, it's gonna be fun!
  • Riot SL (Binned??)
    • Riot was my own personal attempt at an advanced networked game within SL. It featured things such as unique accounts which were processed and stored off-world in a secure database, and its primary focus was on breaking stuff. The story behind the game was something along the lines of "You and many others are angry at the government for the constant changes in legislation, making your life more and more restricted. You decide to make a stand, and riot." The game was round-based, and had featured a dynamic destruction system, a wide range of improvised weapons to choose from, and mini-events within the game world. Unfortunately, the project was abandoned by myself as I lost the drive to see it though, and I did not have the resources (A full sim at my disposal) to create the game world to work with the system. I still have the project files somewhere, and the off-world service still works. So who knows, I might come back to it some day.
  • DynHUD (WIP)
    • Dynhud is a modular HUD system aimed at creators. It is designed with being modular in mind, and came with 3 example modules (Description module, built-in notecard driven AO and a part colour-changing module.) Adding modules is as simple as linking them and clicking them in their active/inactive states. Creating modules is just as simple if you are slightly script-savvy. Included with DynHUD is the API used by the system for easy access across the entire system. In its current state, DynHUD is usable. Barely. There are still quite a few bugs to iron out and there are a few things that could use optimising. But still, as it stands the whole system only uses 1 script. And that is something I am very proud of.
  • G.O.A.T Ship (Finished)
    • The G.O.A.T Ship was a collaborative project that I was a part of. It was an interactive environment in the theme of a futuristic space ship, and featured explorable crawl spaces, a zero-gravity corridor, working elevators, a working airlock that actually sucked out out of the ship with a bunch of junk (this was so cool), and a hilarious ship A.I. voiced by a good friend (Crozi. The environment is no longer available, as it was cleared away to make room for the next project.)
  • Abandoned City (Finished)
    • Abandoned city was another collaborative project between my partner Niion and myself. Another interactive environment, Abandoned City was a 1/4 sim sized build with a run-down setting to it. Again, I worked exclusively on the scripting for this project. The environment included interactive entities that included: A working subway, several enter-able buildings with interiors linked by teleporters, A bank vault with a robbery type mini-game, a working monorail system and several working arcade games all scripted by yours truly. Again, this build is no longer available as it was cleared away to make room for the next project.