@Igigog@mastodon.gamedev.place avatar

Igigog

@Igigog@mastodon.gamedev.place

Oh hey there! I'm a friendly procedural quest nerd looking for other nerds to practice our nerdiness °^°

Other than that: Backend developer, 0 games made, 0 games planned, but some interest in modding.

Feeling blasphemous by not being a gamedev in this gamedev place. Deal with it :ь

This profile is from a federated server and may be incomplete. Browse more on the original instance.

beeoproblem, to random
@beeoproblem@mastodon.gamedev.place avatar

I hate autocorrect.

I want to type "UNsomething" not "in something"

Igigog,
@Igigog@mastodon.gamedev.place avatar

@beeoproblem just disable it

Google hates this trick...

SirLich, to gamedev
@SirLich@mastodon.gamedev.place avatar

I'm creating a turn based game with random enemy spawns, telegraphed with a sigil on the floor one turn prior.

What do you think about having a few sigils, representing difficulty (minion, normal, elite, boss), rather than making all the sigils unique (or all the same?).

For example if you see en 'Elite' sigil you won't know whether it's a heavyweight (better to stand back), or a lich (better get close to kill quick).

Is this interesting, or just annoying?

#gamedev #godot #godotengine

Igigog,
@Igigog@mastodon.gamedev.place avatar

@SirLich I guess, the real question is "based on the sigil, are there interesting decisions player can make?". If the "Elite" sigil is basically "you should get really close or really far", there is no decision to be made, so it's not useful. On the other hand, if it were to signal type of the enemy (melee, long range etc), I can see the potential to make decisions and be surprised by how underprepared I am when a boss level enemy arrives

Igigog, to random
@Igigog@mastodon.gamedev.place avatar
Igigog, to random
@Igigog@mastodon.gamedev.place avatar

Hey @organicmaps , I just want to say thanks for everything you guys are doing. The UX is very solid, I love the app.

Igigog, to random
@Igigog@mastodon.gamedev.place avatar

The older I get the more I care about UX and the less I care about used technologies.

You can write your stuff in COBOL for all I care about, just make me not question my sanity when I press a button.

demofox, to random
@demofox@mastodon.gamedev.place avatar

We have a new mopping / vacuuming robot and it has a default setting of "random path" (random angle turn when hitting an obstacle). The manufacturer recommends that and all the reviews say random path is the best setting.
Friends, random does not do it for me.
I'm pretty sure theory says it takes an infinite amount of time for it to cover the whole area, and practicality says "dude my floor is finite, just do systematic full coverage"

Igigog,
@Igigog@mastodon.gamedev.place avatar

@ataylor @demofox no, not really. My Mijia G1 was great at not being random without a map

aeva, to random
@aeva@mastodon.gamedev.place avatar

There are some improvements and new modes I've been thinking of adding to L.C.H.O.O.Q. and I might pick at it a bit today since I'm on vacation starting today.

I've been thinking about how far I can reasonably push this without rendering any text and not have it fall apart into a confusing mess, and I think the answer is probably quite far, because there's countless examples of reasonably sophisticated games that don't really need in-game text at all.

Igigog,
@Igigog@mastodon.gamedev.place avatar

@aeva ah yes, an opportunity

djlink, to random
@djlink@mastodon.gamedev.place avatar

I suspect there's a significant % of people expecting a gigantic graphical leap for GTA6. It's gonna look good for sure, but jumps like we had before on PS1->2->3 etc are things that will not happen as fast now.

Igigog,
@Igigog@mastodon.gamedev.place avatar

@djlink at this point, I don't even know where to jump. Graphics are kinda good nowadays

djlink, (edited ) to random
@djlink@mastodon.gamedev.place avatar

Came across OneDev, an open-source self-hosted Git server, with a Kanban interface for project managing and CI/CD integration. Might be of use for some of you.
https://github.com/theonedev/onedev

Igigog,
@Igigog@mastodon.gamedev.place avatar

@djlink wait that looks awesome

glaskows, to random
@glaskows@mastodon.gamedev.place avatar

I have come to believe we got to the point computers can do pretty much everything we need them for, but for the most extremes scenarios.

Computer companies should invest now into making computers last for as long as possible and make them more sustainable to operate and manufacture.

We are trapped on a never ending cycle of benchmark breaking CPU updates, which don't bring much benefits to the majority of users because software keeps declining in relative performance.

I wonder...

Igigog,
@Igigog@mastodon.gamedev.place avatar

@glaskows to be quite honest, I feel like 90% of my computer usage can be done on a Raspberry Pi. The other 10% barely need more performance than a Steam Deck can show. Why would I want to upgrade, like, ever - is beside me. Maybe into smaller form factor, but surely not into more performance.

Igigog,
@Igigog@mastodon.gamedev.place avatar

@glaskows well, to be fair, steam deck is low powered... If we look at my 500w tower PC, deck's 20w at peak isn't that much :)
As a development environment it works, but needs a bit of tinkering because of read-only file system. Works fine with distrobox though. Other than that - great device, to be honest. I'm very impressed with all the small details Valve put in there to make life better.

fasterthanlime, to random
@fasterthanlime@hachyderm.io avatar

woof this one hits

Igigog,
@Igigog@mastodon.gamedev.place avatar

@fasterthanlime sounds like an absolutely normal behaviour to me though... I mean, yeah, it absolutely is correct, but I feel like everyone are doing it and that's normal. Just a weird human society thing.

mastohost, to random
@mastohost@mastodon.social avatar

New Website, Who Dis? 😛

Masto.host website redesign is live: https://masto.host/

You can read the announcement at https://masto.host/new-website-who-dis/

The redesign was @christian work. He's great! I recommend hiring him if you need any front-end development work.

Igigog,
@Igigog@mastodon.gamedev.place avatar

@mastohost @christian looks great! Until it looks not so great... (Firefox on Android)

fasterthanlime, to random
@fasterthanlime@hachyderm.io avatar

today is my first day on antidepressants, and marks the start of two weeks of anxiolytics "as needed" (brown box, it's just xanax). the AD effects won't start for at least two weeks, so.. patience.

I haven't gotten my "happy pills club" shirt yet, I'm assuming it's in the mail!

Igigog,
@Igigog@mastodon.gamedev.place avatar

@fasterthanlime
Antidepressants
Controlling tools of your system
Making life more tolerable
Making life more tolerable...

Serj Tankian

Igigog, to random
@Igigog@mastodon.gamedev.place avatar

There are two types of people...
@BaldSavant @mcc

fasterthanlime, to random
@fasterthanlime@hachyderm.io avatar

oh, today was "World Mental Health Day"!

it's not quite "World Suicide Prevention Day", but have an article from 9 years ago anyway: https://fasterthanli.me/articles/happy-stay-with-us-day

Igigog,
@Igigog@mastodon.gamedev.place avatar

@fasterthanlime thanks for that, Amos. Maybe it doesn't make me feel better, but it makes me feel understood; that's a win on its own. The part with dissociation really struck a chord - in my worst times I've split myself into three distinct personalities.

Except I couldn't really talk about it. Only my girlfriend knew, and that was scary by itself.

After some very-fucking-close situations, I'm better now. But it doesn't really go away fully.

I mean, thank you. Really. You matter.

fasterthanlime, to random
@fasterthanlime@hachyderm.io avatar

My brain is fully operational and Wanting To Do Lots Of Things but my body is just lying there, not moving. Please advise.

Igigog,
@Igigog@mastodon.gamedev.place avatar

@fasterthanlime I would advise lying there and not moving whatsoever. Maybe watch some videos.

code_disaster, to random
@code_disaster@mastodon.gamedev.place avatar

This is very helpful, Visual Studio.

Igigog,
@Igigog@mastodon.gamedev.place avatar

@code_disaster I love how they explain what is a NullPointerException, yet the explanation can only be understood by those who already know...

djlink, to random
@djlink@mastodon.gamedev.place avatar
Igigog,
@Igigog@mastodon.gamedev.place avatar

@djlink "How do we keep employees engaged?"
Stop giving them bullshit work.

logicalerror, to random
@logicalerror@mastodon.gamedev.place avatar

I'm having a bit of a weird thing here

void A()
{
}
void B()
{
A();
}

A(); // does the thing
B(); // doesn't do the thing

I run the debugger and A is called, and nothing else is done in B, inputs the same, outputs the same.
Yet the program behaves differently ⁉️

I need a break

Igigog,
@Igigog@mastodon.gamedev.place avatar

@logicalerror I always, always, always have a "Oh, I'm actually stupid" moment after these

fasterthanlime, to random
@fasterthanlime@hachyderm.io avatar

deleted_by_author

  • Loading...
  • Igigog,
    @Igigog@mastodon.gamedev.place avatar

    @fasterthanlime I know, right?

    Igigog,
    @Igigog@mastodon.gamedev.place avatar

    @fasterthanlime get help, friend. Shit is hard and it probably won't get easier without help.

    Although, I had a great success by converting all of my pain into hate, and then burning that hate to keep walking. If that makes any sense.

    Igigog, to random
    @Igigog@mastodon.gamedev.place avatar

    Was thinking about (dynamic/procedural) quest rewards lately. I feel like the idea of "You get X for doing Y" is in the wrong mindset, and instead the thought process should be "Z will pay me X for doing Y". Quest giver is the most important point when deciding the reward.

    I mean, the other one works for non-procedural quest rewards. When a game designer decides everything, it's not important what your characters think :)
    ...

    Igigog,
    @Igigog@mastodon.gamedev.place avatar

    Escorting knights is a task, so it must be rewarded. Yet, it makes killing wolves easier, so there must be some downscale there. Can't decide the reward independently here. Big sad.

    Second option is to decide independently, but also look at other tasks. Sounds complicated and unnecessary and overengineered.

    Gotta decide as the whole quest, but then how to get this nice fuzzy feel that everything works as it should be?
    ...

    Igigog,
    @Igigog@mastodon.gamedev.place avatar

    So here's my idea: quest giver decides the rewards. Tasks can independently help him decide by providing statistics. I feel like the whole decision on task level can be condensed to one single coefficient (how hard was it?) and a few tags.

    Then, quest giver can decide based on complexity of tasks, but also based on his mood, world state and whatever. Just a good place to put your calculations.

    So, basically: quest reward does not exist independently from quest giver.

    Igigog, (edited )
    @Igigog@mastodon.gamedev.place avatar

    @BaldSavant great point. Never thought of penalties directly, only as a reduced reward. But maybe I'm thinking a bit backwards, and instead it should be more of a "you'll get X, unless you make something unworthy". Splitting the logic into Reward - Premium - Penalty components feels natural, gives me some new sliders and gives a player more things to think about. Very, very cool. Thankies <3

    Also solves nicely the problem of showing the reward to the player before actually fully calculating it.

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