Looking for meaning in your life

What is it about conscious existence that compels us to look for meaning in everything? Is it because we have too much time on our hands? Is it because we take everything personally? Is it possible that meaning makes us feel worthy? Is it fear of the unknown? I think it’s a little bit of each.

The human mind (and maybe other minds for that matter, but I don’t have any experience in those forms of thought) does not enjoy chaos – sure some people like surprises more than others, but chaos or being in a position in which nothing is known for sure and the next moment could hold any number of possibilities, is very hard for the human mind to process. Given enough time most people will begin connecting dots and filling in blanks, creating theories and probabilities to reduce the amount of unknown.

This is evident in human behavior such as insecurity, anxiety, and worrying. These mostly only occur because of fear of the unknown and uncertainty of the future. The human mind will attempt to reduce these feelings through many means, some turn to drugs/alcohol to numb the mind, some look to others for reassurance, and some will imagine many possible outcomes and follow each to their logical (or illogical) conclusions. One thing is for sure, people are really bad at predicting the future.

Sure, some people actually make the future. But no one can accurately predict the future 100% of the time. Did you ever notice that people predict what will happen with a set of events, but in a few months no one really remembers the prediction? Or if they do, it’s only because they got it right. The human mind has an amazing capability to fill in the gaps of data, most of the time without even noticing that a gap even exists (computer’s are notoriously bad with this concept), and this means that most predictions are made on bad and incomplete data.

Why do humans make these predictions, and look for meaning in their environment? As if the environment was solely created to have meaning to them? Probably because the center of everyone’s life is “me”. Well not me, but “you”. Not you, but the center of you is you and the center of me is me, you get my drift. It’s hard to accept that sometimes things happen to you so that you might be an example to others, and vice-versa, you witness events happening to other people so that you might grow from their experience.

Looking for meaning helps us make sense of the world and allows us to find justifications for our’s and other people’s behaviors. Justifying that something bad happened to another person because of direct actions that they took, helps us to confirm to ourselves that we are smarter, that those events could never happen to us. And if we are smarter, if we are impervious to the bad, then we don’t have to be insecure, or anxious, or worrisome.

Except it doesn’t work that way, feeding into a behavior only causes the behavior to become stronger. Our need to find meaning becomes stronger, our need to remove our basic feelings such as insecurity becomes stronger.

Focusing on not coloring outside the lines is not the same as focusing on coloring inside the lines. They sound the same, but they are not. So to is a focus on not being insecure, anxious or worrisome not the same as focusing on being secure, calm and worry-free.

Focusing on finding meaning in your life does not create meaning because the focus is on finding instead of creating meaning, and how can you tell when you’ve actually found it?

Like the saying goes, “Life is not about the destination, it’s about the journey.”

Is it impossible to “save” another person?

Generally I post about my projects, games, etc… but this time I thought I would ask a question aloud.

Is it impossible to “save” another person?

The word save has multiple meanings, none of which require altruism or selflessness as a prerequisite. In this text, I will refer to “save” in a philosophical/religious context, meaning “to rescue from danger or possible harm, injury, or loss”. I am not referring to saving someone money, or saving their life from an accident; since all of that is obviously accepted, though sometimes debatable.

In a philosophical/religious sense, saving a person can be seen as showing them “the way”, [[ insert your version of "the way" here ]]. This is fairly evident in life, people disagree all the time about petty or trivial matters, and sometimes they disagree so much that people take sides; declaring that their vision of the truth is more correct than their brethren born into duality.

How many people can raise their hands to say they have never felt doubt about their entire life? A feeling that the way you have been raised or the things you believed in were not the best course to set sail and the feeling of uncertainty of where you currently stand? So it seems that we can (psychologically) solidify the ground underneath us simply by converting others to (and therefore, also confirming) our belief systems.

If, so far in life, you have managed to avoid this type of life, Congratulations! Read on to learn about the rest of us.

Back to our question, Is is impossible to “save” another person? If you’ve read the Bible (I’m not a religious person, bear with me), you may be familiar with this verse:

“How can you say to your brother, ‘Let me take the speck out of your eye,’ when all the time there is a plank in your own eye?”
Matthew 7:4

I believe that within each person’s lifetime, you’ll have a semblance of saving yourself. For each person it will take on a different set of circumstances in the form of your own strengths and weaknesses. Usually, for most people, this will be in the form of self-mastery, your biggest struggle in life will be attempting to undo the problems that you yourself have created. Many people would probably debate me (if they read this) on that last sentence, but suspend your disbelief for another 30 seconds.

I’m not one of those new-agers that says everything is in your head and having positive thoughts will manifest high energy positrons to ascend you into higher dimensions. Real, bad, undeserving events happen to everyone, all the time, big and small that are not the fault of the observer. The problems that the observer creates is in the reaction to these undesired events. When the event happens, and your brain begins deciphering the electrical pulses into recognizable neural patterns, those patterns are associated with your actions in the past (your subconsciousness) and brought to your higher level functioning consciousness “the mind”. If you produce an undesired outcome (to the self) after an undesired event, it is the result your past, this is self-reinforcing.

The key to fixing this? You must begin reprogramming yourself in the present to have desirable reactions in the future. Take a moment now when you are not stressed to begin the new habits so that when you are stressed, these new habits are easier to engage.

Whoops did I just try to save you? The answer is Yes, I did. But can I actually be successful: No. Even if this information changes your life, I never “saved” you because you are required to be in the right place at the right time, and you are required to take action for yourself. You are required to save yourself, me? I’ll get a warm fuzzy feeling and then in the end, I’ll still have to self examine myself, I’ll still have to save myself. But the good news is that we can all save ourselves together.

Agent2D Editor, AGENT:SHOOTER 2

It’s been a long time since I last posted (is this something everyone eventually says on a blog?) and I figured it’s time to post an update. Yes, AGENT:SHOOTER 2 is far into the works and its about time to see where it’s heading.

First, I must explain whats new. By September 2012, I had already worked on a few ideas for a new game, one of which I worked quite hard on, but the idea required a substantial time commitment- and I’m pretty much a one man shop (with the help of a friend). I put that project on hold for something I knew I could finish must faster, AGENT:SHOOTER 2.

The problem I ran into was the same problem I’d had with each project I started: It takes a really long time to create game purely by hand, meaning I literally had to build each Level, each Target, and each Menu with the keyboard. I did a ton of typing and testing. Picture this: Edit the level, making a change, rebuild the whole project (20-40 seconds), copy it over to my phone (10-20 seconds), wait for the game to start and then get to the part of the game that I want to test (5-15 seconds), overall testing a small change would take a minute or more from me, making 30 small changes in a day took 30 minutes from me of just waiting around for everything to complete. But I don’t make 20 small changes a day, I make many more, hundreds sometimes, and that is hundreds of wasted minutes.

So, I’d like to introduce to you the Agent2D Engine and the Agent2D GameEditor:

In these images you can see some of the new elements for AGENT:SHOOTER 2, but don’t mistake the name of the Game Engine “Agent2D Engine” and “Agent2D GameEditor” as being tied directly to the AGENT:SHOOTER and AGENT:GUNNER series, because it is very capable of creating any type of 2D game.

In the next few days I’ll be sending out a small beta of AGENT:SHOOTER 2 to a few select customers, but in case you want to be a part of the beta and I haven’t contacted you, fill out this form below and I’ll get back to you.

AGENT:GUNNER, v0.8.1

I’m pleased to announce that AGENT:GUNNER v0.8.1 is live on the Google Play Store and very shortly (in about a week) the Amazon AppStore. Here are some of the new features:

  1. 49 New Challenges.
  2. 1 New Location: The Cemetery.
  3. 1 New Weapon: Dogmatic XL-50.
  4. Numerous Fixes, and Improvements.
  5. Grenades, Flashbangs, and Riot Shield.
  6. Training Exercises.
  7. Advertisement Free Version of AGENT:GUNNER, only $1.99.
  8. Touch Mode controls.
  9. New Targets (Soldier, Innocent, and Target).

I’m very excited about this release because it contains my best work yet, and I can’t wait to hear what you have to say about it. Please feel free to contact me for any reason.

Albert

AGENT:GUNNER Status Update

If you’ve played my most recent game AGENT:GUNNER, you know it’s all about shooting a variety of weapons. If you haven’t played it, well, what are you waiting for?

When I first started dreaming up the idea, it began with inspiration from my brother, David, who I tend to bounce ideas off quite frequently. I intended to create a second game and I had tried three different ideas, but each game fizzled out for one reason or another. In my first game, AGENT:SHOOTER, there are a few scenes that require you to use the scope on the weapon, such as the Sniper Rifle levels in Episode 3. Some people really liked the idea, others found the idea very difficult compared to what they had been experiencing previously in the game.

Additionally, my friend Brad wanted to use the gyroscope on the Gatling Gun levels in AGENT:SHOOTER, but time constraints prevented me from releasing this functionality. My brother had brought up this part of my game during our conversation and it struck me as brilliant. There was so much potential in a game of this kind and I’ve never seen it executed the way I had it planned.

AGENT:GUNNER was released a few months ago and its had mixed reviews, but with this next update, due out later this week, I’ve tweaked the aiming system, added new weapons, new control styles, new upgrades, secondary items (grenades, shields, etc…) and added new locations such as the Cemetery. I thought it would be cool to display renderings of some of the weapons in AGENT:GUNNER.

How I quit my job, or a History of AGENT:SHOOTER pt1

I’ve always been interested in-game development, from as far back as I can remember, and it’s quite refreshing that somehow I worked myself into this position, if you had asked me where I saw myself in 5 years (5 years ago), I would not be designing games. Instead of may have been with the company I was at, or maybe out of the programming world altogether. So I thought it would be a good idea to explain how AGENT:SHOOTER was designed and developed.

I initially left my last job (October of 2008) to start a web-based CRM (Customer Relationship Management) software company. I wrote all of the software myself (over 100,000 lines of code) and made a pretty sweet user-interface.

There were several problems:

Lack of Sales/Marketing experience.

This became clearer as the software was more usable and closer to being “finished” (nothing is ever quite finished in any trade, it just becomes good enough). I had no idea how I would get people to try the software or how I would even get people to know that it existed.

Unclear direction from the start

I had no idea where or how I could grow this company, or what it took to run the company. I was solely focused on the software (which is a geek thing) and not on the business. So when it came time to start thinking about selling, I was left twiddling my thumbs.

No desire to actually sell it.

As I stated in the previous paragraph, I was focused on the software (or the technology) and not the real aspects of running a business. For me at the time, I would have rather added feature after feature than run this business for the rest of my life. I began to picture myself twenty or thirty years later, still running this business (if I was lucky) and hating every moment of it.

Honestly, I had doubts that I could run a business such as this. The responsibility of keeping my customers data safer than my own life was definitely putting a bad taste in my mouth. Finally, a year after quitting my day job (and exhausting a substantial amount of my funds) I declared, much to the dismay of my family, that I would no longer continue developing the software.

In the coming days, I’ll detail how AGENT:SHOOTER was born.

Permission Changes to AGENT:SHOOTER

Yesterday I released an update for AGENT:SHOOTER to the Google Play Store, and although I haven’t received a ton of feedback yet, I do know that a concern some customers have are the changed permissions. This post details the requirements for those permission changes.

As a side note, it’s important to remember that AGENT:SHOOTER is available in two flavors: Free and Advertisement Supported, and Paid with no Advertisements. Both of these versions require the INTERNET and ACCESS_NETWORK_STATE permissions, but the way they make use of the permission diverges.

Both of the versions communicate with my central server (aka Central Command), which contains instructions for AGENT:SHOOTER to execute when you launch the application. For example, central command can be used to push messages to AGENT:SHOOTER so that I can communicate to people who play the game. Additionally, Central Command can also be used to notify you that an update is available, especially if the update contains important fixes.

If you are using the Paid Ad-Free version of AGENT:SHOOTER, I want to assure you that is the extent of the INTERNET permissions. On the Free Ad-Supported version, I also serve Advertisements (obviously) and track anonymous use of the application so that I can improve the application and find out which levels are played the most, which levels are failed the most, etc…

I do not collect any personally identifiable data and would never sell this information, especially because it’s only useful to me.

And I’m making an assumption that most people would have no problem with online features, and this is that foundation.

AGENT:SHOOTER version 3.0

I’ve released a major update for AGENT:SHOOTER, bringing the version number from v2.7.1 to v3.0.0. Among the changes are an updated User Interface (U.I.); which unify both AGENT:SHOOTER and AGENT:GUNNER to a standard design, numerous bug fixes, increased performance and frame rendering, and finally and most importantly I changed the order of the episodes. This last one is the reason for this post.

Previously the campaign episodes were ordered one through four, and then the bonus episodes were unlocked by achieving high medals in each of the four campaign episodes. This resulted in having to play the game repeatedly (read: monotonously) to unlock new content. I suspected that many people did not continue to play the game because you had to potentially play a certain level over and over again to complete it and achieve a high medal.

Now all campaign episodes are unlocked sequentially, so that finishing episode 4 will unlock the episode 5 and so on. You will still have to purchase the extra episodes using your in-game points.

I feel that this change is necessary because it opens the game to a wider audience, I’d love to know if you have any thoughts or suggestions.