Friday, October 14, 2011

Humor Article

Here's the link to an article I submitted to collegehumor.  I can't post it here since they own it now; I probably should have checked up on those rules before submitting it.

http://www.collegehumor.com/article/6181880/fantasy-final-fantasy

You can read some of my other articles as well.
I hope you enjoy them.

Of course none of them got published, when have I ever given the impression that I can be funny?

Tuesday, October 11, 2011

Gator

For this blender project I made a gator, with armature and animation included.
What you see here is a still of the gator chomping a box.  When you press space, the chomp animation plays.  It also sets off a property above zero, and that when it runs into the box with that property above zero it will end the box.  A countdown limits the duration of this.
In order to accomplish such a task, I had to connect sensors from different objects.  The collision detection is still simple, but it's a start.
I used an armature to do the animation.  The gator has not only a walk animation, but also a chomp animation.  I wonder...I could probably make an independant swim animation too, that is activated by collision with water.

Sunday, October 9, 2011

Drafts of Potential UI

At this stage of our game it is important that we clearly define how our game will be played.  The way the game appears is also very dependent on this factor, and so the user-interface and the gameplay mechanics are tightly intertwined.  I made a few simple drafts of different ways the user-interface can be done, as well as some notes on what kind of game we can expect this UI will be used for.
Included with the diagram is a picture of how some things might play out in the game.  I used clippings from Diablo 2, Starcraft 2, Warcraft 3, and Neverwinter Nights 2.  I am in no way affiliated with the makers of these games.  If the clip-examples do not help you visualize the sample then by all means ignore them.  Yes they do look messy.
Feel free to analyze and critique anything about any of these.  That’s what we are here to do: figure out what is game is going to be like.  Also, for more notes on UI mechanisms, you might be interested in the post below, a survey of UI schemes used in different games.

Sample 1

A: Shout-out commands: Corresponding to F1, F2, etc. (and can probably be clicked) these are commands that our main character can quickly give out in the heat of battle.
B: Character Icon.  Contains Information on character.
C: Command card.  The list of specific commands that can be given to the selected unit group.
D: Minimap.  A brief overview of the lay of the land.
E:  Command map.  When a non-character unit group is selected you use this scrolling map to issue location commands.  It is much more detailed than the mini-map, but more zoomed and more birds-eye-view than the main screen.
F:  Character moves:  A bar of commands of the character’s abilities, number 1- 0 (and maybe – and =).  Can be clicked or quickly accessed with the keyboard.
G: Unit information.  Contains a brief bit of information on the selected unit/group.
H: Save unit groups.  These show all of the icons for the unit groups you have made.  Can be accessed with the numpad or physically clicking the button.
I: Menu buttons.

This first sample is for if you want to always get a good view of the main character but also have other teams of units go far off.  You would need some ability to control their actions as they continue onwards, and so you would be using the command map, which can also serve the purpose for recon attempts.
The shout-out commands could work out well if, included with the character, is a small unit of bodyguards that will follow him everywhere.  In that case, even if you are busy ordering around another group of units, you can still quickly order your bodyguards to a quick mode of action to buy you time until you complete your task with the other group.

Sample 2

A:  Shout-out commands.  A more extensive list of commands the character can give to a selected group
B:  Character Icon. Has information on the character.
C: Command card. It is used to fine-tune behavior modes of individual units within the selected group.
D: Minimap.  An overview of what you know about the surrounding areas.  
E:  Unit info.  Has information on the unit/unit group that is selected.
F:  Character abilities.
G:  Saved unit groups.  Icons for unit groups you have made. Can be accessed with numpad or by click.
H:  Menu buttons.

This second sample is for the most character-focused approach.  Everything will center around him, and you will always be able to quickly use his abilities.  As you might have noticed, the list of shout-outs is much longer than the first one.  This is so you have a broader range of commands.  Also, here the shout-outs are more meant for the selected individual unit group, not just bodyguards, should there be any.  In this version, in fact, any unit group can be made a body guard, as long as you shout-out a command to tell them they are.
There is still a command card, but it does not get into the detail that the first one did.  It instead gives the mode of behavior that is meant for individual units within a selected group.  This feature might not be necessary, depending on if the unit groups are meant to be only individual units.  You might want one guy in the group to heal the other groupies, or have him focus on taking out enemies with his spear.

Sample 3

A: Character icon.
B: Minimap.
C:  Unit/Unit group description.
D: Saved unit groups.  This time accessed by click or by 1-0 (or – and =), instead of numpad.
E:  Portrait of Unit.  Actually helps player identify who he has selected.
F:  Command card.  Contains buttons for all of the unit orders and such.
G:  Economy Statement.  If you want to know about your lumber and whatever else.
H:  Menu buttons.

This approach is most in line with the mainstream RTS.  That’s about it.

Saturday, October 8, 2011

Survey of User-Interface in Games

            I have not yet drafted any ideas for user-interface layouts yet, but I have done a little survey of different ui systems used in various games (that I have recently played).  I feel that each of these games have some element that is relevant to our project.  I’ll get right to that—research first, though, I need to know what I’m doing.
            Here I have a list of ui diagrams from several games.  Included with the diagram are some comments that I make about gameplay mechanics to which the interface is related.  The way I see it, interface and mechanics are inseparable, and since we still have considerable room for our gameplay to develop I decided that it might help to throw out a few ideas and opinions.

Dynasty Warriors 4


A:  Character info: contains a character portrait and health meter.  Also includes a “musou gauge,” a meter that tracks a variable that fills up either by charging it or dealing blows.  When full, it enables a powerful attack that then drain the musou gauge lasts until you stop the attack or run the gauge to zero.
B: Enemy Unit:  Most immediate enemy/attack target.  Contains health meter, rank, and army name.
C: A meter that measures the tide of battle, one army vs. the other.
D: map of the area.  The map color-codes the area according to which team has control of it, as well as marks the location of the champion characters for each team.
E: Number of kills.  Because that’s cool.
This picture provides a better view of the area map and kill counter. 

Additional comments:  Dynasty Warriors 4 has a good action pace.  One thing it had that I felt was relevant to this project was the inclusion of body guards, where you have a team of escorts to assist you.  They just do only that though, defend you.  There is no mechanism for further control, except for maybe asking them to stay behind.  I think that that section could use more sophistication, like if you could order them to heal you or attack only one character, for example.  Also, even though you play single player, you are on a army, which includes commanders and many lesser troops, and sometimes even siege weapons.  Now if you had the capacity to order those guys and manage them, that would be something.

Neverwinter Nights 2

A: Area Map
B: Spell Menu: contains the list of spells available for the character to use.
C: Box that includes a lot of data and the calculations used in-game.  Rarely necessary, if ever.
D: Some buttons that give access to the various menus.  And the rest function. And a team ai toggle button.
E:  Quickselect Bar:  Customizable bar.  You get about 12 rows of 10 slots that you can fill with various abilities.  These abilities may then be selected by pressing a key 1-0, corresponding to the slot.
F:  Camera Mode.  You might want to choose a mode that emphasizes either the character or the scene.
G: Combat Mode:  Allows user to select the combat mod of the character.  Whether it be for stealth, detection, or spellcasting, etc.
H:  Character icon.  Includes health meter.  Usually there would be several of these, since you often play in a party of several characters.  The additional ones would be displayed successively underneath this first one.
I:  Action in progress:  It displays an icon for the action you are performing this turn.  I should explain this later.
J: Future actions.  Actions you will perform in subsequent turns.

Additional comments: It is essential to note some gameplay issues with this one.  One thing is that you can pause the game anytime and issue commands to your characters.  This is necessary because the game would be impossibly hard without this mechanism, even if you ignore the fact that your team AI is so awful that you need to manage everything they do (turning of their AI makes it relatively easier).  Pausing every single moment, though, is tiresome, and really takes away from the action of the game.  Concerning the action in progress icon, although the game is real-time (when you don’t have it paused), it still runs by turns.  Every five or so seconds is a little time slot for the turn, so you can select an action for a character to perform and he’ll do it for that turn as long as you give the order within the needed time frame.  It sounds cool to mix action pace with strategic turn-based play, but at least the way it is done here, it doesn’t quite work out so well.  For one thing, you need the game paused almost always, but then you need to unpause it if you want anything to happen.  And so, if you are just a moment to late in getting to a certain character he’ll waste that entire turn.  I could go on about this game, but this is enough.  Strangely, it is still a fun game.

Kingdom Hearts

A: Enemy Health meter.
B: Menu.  Contains a few commands; changes with the situation.  For example, “Attack,” “Talk,” “Throw,” “Read,” “Magic.” In the case of the magic option, it will then yield another menu, of all known spells.  Spells that you don’t have enough power to cast are grayed out.
C: Character Icon: Contains the character portrait, the health bar, and magic power bar.  The status bars wrap around a section of the character portrait’s arc.
D:  Allies:  Has portrait, health, and magic of allies.

Additional comments:  You have two allies that will always follow you around.  You can enter the pause menu and set up some AI guidelines for your buddies.  What would be really cool, though, is if you could set up some shout-outs that they would automatically respond to.  No I have not played Kingdom Hearts II, so I don’t know how that works.  Also, I wish there was so more dynamism in the basic combat—if you were a magic miser, like me, you’d end up clicking x a bunch.  I could have used more variety on that end.

Warcraft 3

A: Hero Icon.  Although warcraft 3 is an RTS, you also have a hero, a powerful unit that you command within your army.  The hero icon contains a thumbnail portrait of the hero, along with miniature health and mana meters.  It flashes red when the hero is being attacked.
B:  Just some menu bars, e.g menu, quest log.  Clicking this icon will select the hero and cause the view to center on him.
C:  Time of Day.  Since time of day makes some difference in warcraft, this is displayed.  It doesn’t show an exact number unless you move the mouse over it, instead it has a sun or moon icon moving slowly across it.
D:  Some Statistics:  Food usage, Gold, Lumber, and Upkeep.  Upkeep is a statement on a simulated tax on your gold income, that increases as your army’s food usage reaches certain critical values.
E: Minimap.  Small map, shows basic lay of the land, and any marks any enemy or friendly troops within your visible range.  You may use the minimap as a means of issuing commands to a certain location.
F:  Portrait of selected unit.  Flashy 3d portrait of unit (or unit type) selected.  Also has health and mana data.
G:  Selection info.  In warcraft 3 you may have up to 12 units selected at once. If you have only one unit selected this window contains the attack and defense statistics of the unit.  If more than one unit is selected it will display the array of unit thumbnail portraits.  Thumbnails include health and mana bars.  If there are more than one type of unit selected you may quickly scroll through it to select a desired unit type and issue a general command to that unit type in the selected group.
H:  Inventory.  Heroes may hold up to 6 items.  Most other units do not have any inventory, in which case this section is just decoration.
I:  Command Card:  Contains buttons for all of the commands you can issue the select unit (or unit group).  This can be as attack, stop, move, level up, build, etc.  In the case of level up and build, for example, clicking on them will then have the command card jump to another set of options.  (e.g. you select build on the cc and then it shows you what you can build).
 The picture above has only one unit selected.  This unit is the hero--he's the big man on screen.  A player may have more than one hero.

Additional comments:  Even with all of the comments I can make on it, Warcraft 3 is still one of my favorite games ever.  The multi-player aspect isn’t that great though.  Too many players like to focus solely on their hero, who has immense power, and gets more powerful with experience.  I’ve always felt that the hero should be an asset in the army, not the army itself.  Also, nobody likes “Upkeep”; when you begin getting around that margin you tend to avoid training units, since you don’t want to incur that upkeep tax until you have to, and it puts a damper on your spirits.  On the other hand, it has the secondary effect of causing the player to focus on upgrading their individual troops and improving infrastructure at these intervals, which isn’t so bad.

Diablo 2

A:  Allies.  Contains little portraits of your allies.  Includes health bar.
B: Health orb.  A glass orb filled with a red fluid meant to represent the amount of health you have in proportion to your maximum.
C:  Attack/Left click action.  Displays the symbol for the left click action.  This action always takes the form of some sort of basic attack e.g. poison dagger, or just the plain old “attack”.
D: Contains statistics on the characters experience until level up, and the amount of stamina left.  Stamina is the energy to run the character has.
E:  Some menu buttons.  Has some buttons that allows you to access various menus for you character.  Also has button for the automap.  More on that later.
F:  Belt.  Displays pictures of four items in that you can quickly access by pressing to the corresponding number 1-4.  Depending on what belt your character is wearing, there are also a few backup slots, where if you use one of those items the one in the backup slot will take its place.
G:  Spell/Right click action.  This holds the action, usually some sort of spell, that you activate when you right-click.  Clicking it yields a chart of all available spells, where you may move the mouse over a spell icon and click an F1-F12 key, making a shortcut.
Diablo 2 under a higher resolution.  The automap is turned on. 

Additional comments:  All of the options for quick selections really helps make this game work on the action level.  The spells and the belt are important things you need to toggle.  Also, I liked how they added the ability to instantly switch between weapon sets.  In one situation you might want to focus on spellpower and equip your magic gear, in another you might want to use a strong up-close attack.  Diablo 2 at its best allows the player to choose how he wants to play his character, and that is what’s great with its system.
            It uses an automap feature for navigation.  It works by overlaying on outline of the map over the scene, marking the position of your character on the automap at the exact position of your character on the screen, effectively centering him on the map.  It might sound distracting but it works pretty well, though at times I wish I didn’t need it so much.  If there is something on the automap you want to approach, you just have to move your character to where it is placed on the automap—since movement is all incremental you’ll be going in the right direction, it this goes on until the position of your character reaches the position at the automap.  This feature, though, would not work so well in strategy games, since you might want the player to command some troops to far off places.

Starcraft 2

A: Menu Buttons: Includes tabs for the menu, and the like.
B: Idle workers: If you have any idle worker units, this icon shows up, with the number of idle worker units displayed.  I forgot to mention Warcraft 3 also has this feature.  If you click on this, it takes you to one of the idle workers, automatically selecting him.
C:  Minimap: contains all of what you currently know of the map.  The scouting you have done, the greater you are aware of the going-ons of the map.  Can also be used to select a location for a command.
D: Unit information.  If only a single unit is selected it displays all of the attack, defense, health, and energy information of the unit.  If more than one unit is selected it displays all of the unit portrait thumbnails in groups according to the unit type.  Again, you may scroll through the unit types and issue commands..  There are no health bars, but health information for the individual unit is conveyed by having the portraits colored from green to red, green for much life and red for low—otherwise the portraits are monochromatic.  Another big difference between SC2 and WC3 here is that the number of units you can select is virtually unlimited.  The window only holds 24 portraits, so when you have selected more it generates tabs on its left, so you can still access those units.
E: Unit group tab.  In starcraft and warcraft, when you have a unit/some units selected, you may press control + num and be able to instantly access that group anytime by pressing the chosen number.  In starcraft 2, it also makes a tab, which can also be accessed by clicking it.  The tab includes the fast-access number, a sketch of the dominant unit in the group, and the total number of units in the group.  This is a feature that I really like.
F: Unit Portrait.  Contains a flashy portrait of the selected unit.  No information, all looks.
G:  Command card.  Works just like the command card in warcraft 3, with buttons for attack, move, etc.
H:  Hero Icon.  You rarely have heroes in starcraft 2, but the option is there.  It shows a hero theumbnail portrait along with a health meter.
I: Economy:  Has sleek windows displaying amount of minerals, gas (your resources), and the food usage.

Additional comments:  Remember how I said I really like the “unit group tab” feature?  It’s true.  I don’t use it much since my memory is usually good enough for my purposes in this game, but I definitely see potential in this mechanism.  At least the way I’m playing Starcraft 2, there isn’t much need for ultra-tight control of specialized groups.  I’m taking if I wanted to send one team over here to take out this thing, while having another hold this position, while a third prevents some other guys from making it over.  I haven’t seen this kind of action in Starcraft 2, but it is something that I can imagine and it sounds fun. 
            Now suppose you can redesign your unit tabs: what if you could give that team their own team name and a portrait to represent them?  It might sound like it’s all polish, but if you are working with highly specialized teams it could be very useful for the player to be able to immediately recognize which team is which if he wanted to quickly give an order to them.  Of course, in order to have that ability to deal with such aesthetic features, the player would need some time that wouldn’t be better off spent managing other aspects of the game—the player would need some in-game downtime.  I like that idea actually.  It lets the player prepare himself so he can let his strategy come to fruition and rely less on getting his twitch down.  In fact, I’ve always liked that part in a game when you get defeated by some challenge and then you have to step back to the drawing board, and reformulate your strategy.  I am not a big fan of the whole “I was sooo close,” if the “so close” part was all just a function of luck in the first place.  A game shouldn’t have to much of a luck factor: a player needs to be able to make decisions to direct the result of the game.
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Finally, I'd like to give a shout out to all of the makers of these games.  I might have some critique for them at times, but I still like all of them so very much.

Also: my youtube channel; I've added some videos of what I have done on blender.
http://www.youtube.com/user/superbum900?feature=mhsn

Wednesday, October 5, 2011

Werewolf Time!

Sorry I haven't posted much of the work I have been doing with Blender.  I have done lots of cool new stuff, and here is the latest:
This is a new mesh I made.  I decided for him I would go for an approach that emphasized less the body and more the hands and face i.e. the primary parts for expression.  I also added an armature for these parts, so that he can even make some simple facial expressions.  Now with just a little bit of work with Blender shapekeys and a full moon we get:

You now play as a werewolf within the game environment.  The level begins with your transformation, and you play as him throughout the end.  All of the animations are the same; shapekeys are an effective way to add to the visual diversity of a game.
Of course, all of this is cosmetic--it won't add anything in particular to how the player plays the game--but the visual element can certainly add to the player's appreciation for some game mechanic.
Many games use some sort of transformation mechanic here or there.  In Jak(2 or 3) you can transform into Dark Jak, a powerful monster with destructive powers.  If that visual element weren't there, the player would just see that added element as another rule to remember.  Now, it's visual: it's in the game world, the player's world, making it real.
The project could use some of this power.  A boss character, for example, could start of relatively easy and then as you progress transform into some monster.  Or you could have a unit that has two modes, say, a human form and animal form.

The game so far is relatively simple.  It uses a crude 8-directional movement system with camera following the character, and has a jump mechanism.  The controls are AWSD and SPACE, respectively.  Should you wish to adjust the camera laterally mid-game, you may use the arrows keys.
I have to say, I liked playing with lean-old Gentleman Jack (as I call him), but Werewolf Jack has got some serious cool to him.

Friday, September 16, 2011

First Flash Game Critiques


Rating: 7 / 10

You might notice the reference to the game “Castle Crashers” in the title—this flash game adopts some artistic elements from its namesake.  First off, even before the game starts, I would recommend reading the loading screen.  It definitely ties in the game story and makes it that much more fun.  The game has a definite learning curve that took me some time to realize.  Still, once you learn the “rules of the game” through experience, it becomes substantially easier.  On one hand, learning is fun, but on the other hand this game doesn’t take too much knowledge and understanding.  The core concept is pretty fun, but the game is rather short—I just ask myself, “Would it have been that much harder to add a few more levels to this game?” Still, all in all, it is a nice looking game with a fun feel, and more importantly fun play.  Replay value isn’t the greatest, but it keeps me coming back.


Rating 7.8 / 10

This game has many things that I can like as a critic.  One, it has achievements.  Everyone likes achievements—not only do they give you some sense that you are accomplishing something but they also act as a means of telling how far you have gone.  On a less positive note, this game does not offer many achievements and fails to fully capture the benefits that they could offer.  I might get the top achievement in one category and be impossibly behind in another that I would think is similarly related, and I have to wonder how well coordinated the different areas are.
Another cool feature is the multi-axial system.  The game keeps track of health, but it also has variables for breath and hunger, which force you to keep track of more than one thing and prioritize.
That feeds into the last and what I’d say is the most important part: dynamic gameplay.  It isn’t one of those games where you find you are doing the same thing over and over again—as the game moves on, it forces you to do the same.  It isn’t enough to just hone in on your strategy: you have to analyze the situation and respond to it.
The game has a respectful learning curve and lends itself to much replay.  There is that solid informational learning that you could say, read from a strategy guide, but it also has that hard to acquire skill component that really adds to the replay value and gets you involved with the action of the game more.  It gets rather hard later on, I’m not sure how high of a score a normal person is supposed to get.

Wednesday, September 14, 2011

Old stuff of mine

I made this website many years ago, it contains some old things I made on warcraft3:
http://bellsouthpwp2.net/r/a/ramclan/

(The site contains WC3 maps, which require the full version of Warcraft3 plus its expansion to run.)
I would like to apologize for the strange manner of speech used in it.  They are cool projects--experimental and incomplete, but cool.
more coming soon to this blog, pending if I can figure out more about how this works.

If you would like to see a slightly expanded version of "winterland" (from the website) you may be able to find it on epicwar.
EDIT: Look for it under "wanderers of the northlands"

Monday, September 12, 2011

Mesh Time!

I would say "my first mesh" but that is a lie.  My first meshes do not display any intelligence in their design.  Here it is, I call him "protodude":


He is meant to be a base model for some other simple humanoid meshes, with room for improvment.  That's right, it's meant to look like a person.  Nose & mouth segment inspired by the drawings of Quetzalcoatl (see post below).

Sunday, September 11, 2011

The following are some cultures of the Americas that I researched to get ideas for the kind of culture the game might have.  Most of them are Pre-Columbian Mesoamerican, with a segment on the Mikmaq at the end.  More cultures will be explored in time.
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Aztecs: Name from “Aztlan” (“White Place”) where, according to legend, is the name of the place they come from.  Their god Huitzilpochtli gave them a prophecy that they were to settle where they found an eagle on a cactus eating a serpent.  After much wandering they found this on an island in the middle of a lake.  There they established their settlement, later to become Tenochtitlan (Mexico City).  At first made servants to a nearby city, they eventually rose up and emerged as great conquerors.  This conquest made many enemies of the Aztecs who would help the Spanish later on (Vazquez et al).
Their culture shows influence from many other Mesoamerican cultures.  Their language was Nahuatl.  The empire was ruled by and emperor.  The Aztec civilization lasted from c. 1200 A.D. to 1521 A.D.

A model of what Tenochtitlan would have looked like, found at the National Museum of Anthropology in Mexico.  Since Mexico City was built over Tenochtitlan, few ruins remain.


some important deities:
Quetzalcoatl:  In the Aztec pantheon, the god of civilization, learning, and the wind.  Note the stylized gator mouth in his depiction.


Tezcatlipoca:  "Smoking mirror," the god of war.  Note how he is black with yellow stripes on his face, and in place of one of his feet is a smoking mirror. According to the myth he and Quetzalcoatl helped make the world by conquering the earthmonster and forming the world out of it.  He is the rival of Quetzalcoatl, and as the god of war, the Aztecs honored him greatly.

Huitzilpochtli:  Not much is heard concerning him until the aztects come along--but to them he was very important and was even the patron of their capital city Tenochtitlan.

Tlaloc:  god of rain.


Mictlantecuhtli:  "Lord of Mictlan (the Aztec underworld)".  The picture above shows him (left) and Quetzalcoatl(right).



Toltec: Militaristic society, founded the city of Tula (Hidalgo).  Primary god Quetzalcoatl, whose priests took up his name.  The most famous of the priestly-overlords is Topiltzin Quetzalcoatl, a cultural hero to the Toltec people (Vazquez et al).
Notable motifs in Toltec art include the Chac-Mool, which is a reclining male figure carved from basalt rock, and  15 foot tall sculptures of warriors.
the picture immediately above is an example of a Toltec Chacmool.


Mixtecs: “People of the Clouds,” tended to live in more elevated regions.  They developed advances in mining technology.  They were remarkable potters, goldsmiths, and painters of codices (Vazquez et al).  Time period c. 800 – 1500 B.C.

Above is an example of a Mixtec work depicting Mictlantecuhtli.


Zapotecs:  Came from the same region as the Mixtecs but mainly from an earlier time.  They developed a system of hieroglyphic writing and advances in astronomy.  Culture had a sense of death evident throughout artwork and the existence of their ornate tombs.  Origins have been traced back to 900 B.C., but the civilization truly begins around 100 B.C. and lasts to 900 A.D.

A mask of a sculpted mask depicting a Zapotec bat god, who was associated with death.


Teotihuacan:  Great city in central Mesoamerica.  Sacred and culturally important, it was also the object of some Aztec myths.  Evidence indicates a society held by a greatly powerful priestly class, as religious themes are immersed in their culture (Vazquez et al).  One of the most important among their gods was Tlaloc, god of rain.  Aquatic and horticultural themes pervade their artwork.  The city had a decent drainage system and developed agricultural techniques.  The higher classes tended to live in palaces close to the city center, while further out the standard of living declined, to where there were a great many commoners living in huts made of perishable materials.  Teotihuacan has left some architectural wonders and many mural paintings (Vazquez et al).   Quetzalcoatl also makes a noticeable appearance in the city’s culture.  Teotihuacan lasted from c. 500 B.C. to around 900 A.D., when the city was sacked and burned by the Toltec.

Pyramid of the Sun in Teotihuacan.
Temple of Quetzalcoatl in Teotihuacan.  Tlaloc is the leftmost head, Quetzalcoatl, "feathered serpent,"
can be seen just to the right.

Detail from a mural from Teotihuacan.


Olmecs :  Commonly referred to as Mesoamerica’s “Mother Culture,” the Olmecs lasted from around 1500 B.C. to 200 A.D.  Artistic motifs include jaguar themes, and the giant eight-foot high “baby-faced” heads.  The belief that the shaman could at will turn into an animal (esp. the jaguar) can be traced to the Olmecs(Longhena).  Artwork made of mostly basalt stone but also other rocks including, of course, jade (Vazquez et al).


an example of an olmec heard sculpture.

Maya:  Display the most advanced culture of all Mesoamerica in terms of intellectual achievement esp. in mathematics and astronomy.  Jadeite is commonly used in art.  They have left great amounts of structures and art to archeology as well.  As with all other Mesoamerican peoples their religion played an important role in daily life.  Their pantheon included Chac, god of rain (equivalent to Tlaloc), who was very important to them.  Itzamna, lord of the heavens; Hanub-Ku, primary creator of life and father of Itzamna; Kinich-Ahua, sun god; Ah-Puch, lord of the underworld (Xibalba) and god of death; many more deities also included.  In later periods Kukulcan, feathered serpent, made some appearances, probably due to Toltec influence (Vazquez et al). “He had led, legend said, a tribe of Toltecs called Itza, who renamed a Mayan center Chichen Itza, and eventually combined with the Maya” (Vazquez et al).  The various regions were ruled by the halachuinic, the warrior chief.  Time: c. 200 B.C. to 1500 A.D., with traces of cultural beginning stretching as back as far as older than 1500 B.C.


Sources: 
Vazquez, Pedro Ramirez, Ignacio Bernal, Ricardo de Robina, Demetrio Sordi, Ramon Pina Chan, Luis Aveleyra, Alfonso Caso. The National Museuam of Anthropology, Mexico. Pedro Ramirez Vazquez. 1968.

Longhena, Maria. Ancient Mexico. Barnes and Noble Inc.  2001.
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Mikmaq: Lived in present day Nova Scotia.  Had friendly relations with the French Acadians who settled there.  The Mikmaq referred to themselves as “L’nuk” (“the people”).  The villages were led by a chief, a “sagamore”, who could also have been a “buoin,” one of their medicine men/soothsayers/shamans.  The Mikmaq traded many beaver pelts in exchange for French goods.  They, the Mikmaq, lived in cone-shaped wigwams.  They believed “in a world infused with a spirit, a force they called manitou.  Every living thing had a measure of this spiritual power.  Special manitou looked after the Mikmaq, and Membertou (this village’s sagamore) assumed that the Normans as well had their own guardian manitou (Faragher).”

Source:

Faragher, John Mack. A Great and Noble Scheme. W.W. Norton & Company Inc.  2005.