=== ANCHOR POEM === ═══════════════════════════════════════════════════──────────────────────────────── @user-570 I really do like the idea of only being able to speak in toki pona. How are you enforcing that? Using sitelen pona? how do you type, by pointing at a grid of characters? or just... by typing? what happens when someone types english? 20-30 players per instance is definitely not Massivetm but it still sounds like you're building systems which emphasize socialized play. I like that, I believe it's always important to have players contributing toward a larger community. It builds a sense of solidarity, and gives you chances to identify ways that people sabotage such systems (by, for example, wasting resources or being greedy) which is an interesting cultural experiment, I think. I thought it was an MMO because you pitched it in relation to the MMO I designed =P also the server software I described is an emulation project first, generic MMO software second, as it needs to be since it lacks a client. If a client was designed, that limitation could be removed. That's really all I'm trying to express. 😋 ┌─────────┐ ┌───────────┐ │ similar │ chronological │ different │ ╘═════════╧════════════════════════════════════════───────────────────┴───────────┘ === SIMILARITY RANKED === --- #1 fediverse/3039 --- ═══════════════════════════════════════════════════──────────────────────────────── @user-570 I'd LOVE a game which taught toki pona!! You've brought some of this up before. I'm uninterested in co-opting some existing thing in a way I then can't support myself off of. Well my points are these: MMOs are difficult because of the added complexity in their networking an open source networking solution exists however no open source client solution exists but one could be written, which is about as hard as making a game using Bevy or Raylib or Love2D, and if one were written, then games could easily be made on-top of them which you would then support yourself off of. I mean... I'd want to support myself too haha, and I can think of like 100 different games that could be made in an engine like that. the idea is that by opening up more design space you can apply your ideas as an early pioneer in a particular design direction that hasn't been able to be explored because the up-front investments in making an MMO are *huge*. Meanwhile, with this system you could script them in Lua very easily. ┌─────────┐ ┌───────────┐ │ similar │ chronological │ different │ ╘═════════╧════════════════════════════════════════───────────────────┴───────────┘ --- #2 fediverse/3047 --- ╔══════════════════════════════════════════════════────────────────────────────────┐ ║ @user-570 │ ║ │ ║ specifically in relation to MMOs, I think the scaling aspects of the genre │ ║ have never truly been utilized. Even something as simple as Agar.io (or │ ║ similar, can't remember any names teehee) with massive amounts of people (I │ ║ later learned they were bots, whoops) can utilize scale quite well, if │ ║ implemented well. │ ║ │ ║ The Massive part of MMO is valuable I believe, which is a big reason why I │ ║ like games that scale like Supreme Commander and Factorio. │ ║ │ ║ The Multiplayer part of MMO is valuable because multiplayer brings *randomized │ ║ outcomes*, which are always more fun than playing against bots. Multiplayer │ ║ combined with Massive gives room for community, but only if the game is │ ║ designed to encourage it. │ ║ │ ║ Online... you can't have multiplayer without online haha │ ║ │ ║ I believe you can make massive games with very few players, and you can make │ ║ intensely isolating games with lots of players (like WoW today) │ ║ │ ║ and the middle ground in old WoW where guilds are required to do anything │ ║ worked well for a while, but no longer. │ ╠═════════╗ ┌───────────┤ ║ similar ║ chronological │ different │ ╚═════════╩═══════════════════════════════════════─────────────────────┴───────────┘ --- #3 fediverse/3037 --- ╔══════════════════════════════════════════════════────────────────────────────────┐ ║ @user-570 │ ║ │ ║ have you ever wanted to design your own MMO? If you think you can make a │ ║ client, there's a server already set up which interfaces with World of │ ║ Warcraft. So... the hardest part is done, and suddenly the rest is about as │ ║ hard as making any other game. │ ║ │ ║ The reason I ask is because there's no open-source client for the WoW engine │ ║ server software Azerothcore, but if written then there could be a whole new │ ║ field of indie design as solo developers would be able to build their own │ ║ multiplayer games with ease. │ ║ │ ║ well, as easy as making a game in Godot at least. That's the dream. I don't │ ║ think I could build such an engine, but I spend an awful lot of time thinking │ ║ about how engines are built. │ ║ │ ║ There's a lot of freedom in the design space, for example this mod server I │ ║ made which emulates Risk of Rain: https://www.youtube.com/watch?v=6HsW4g2ZIgk │ ║ │ ║ It has randomized enemies, treasure chests, wandering vendors, and deployable │ ║ hearthstones. If you've played WoW that stuff might ring a bell, otherwise │ ║ it's probably just random features │ ╠═════════╗ ┌───────────┤ ║ similar ║ chronological │ different │ ╚═════════╩═══════════════════════════════════════─────────────────────┴───────────┘ --- #4 fediverse/2435 --- ══════════════════════════════════════════════════───────────────────────────────── @user-570 hehe yeah if you've played World of Warcraft, this one might seem more doable. All the assets are already there! https://ritz-menardi.neocities.org/design/wow-server.txt also, you can't sell it because it's other people's assets, but, like, who cares right? The serverside code is already built and open-source, the only thing that is proprietary is the art assets and the client. And the IP I guess. ┌─────────┐ ┌───────────┐ │ similar │ chronological │ different │ ╘═════════╧═══════════════════════════════════════────────────────────┴───────────┘ --- #5 fediverse/6318 --- ═══════════════════════════════════════════════════════════════════════──────────── what if toki pona but for hieroglyphics like the gobi desert ┌─────────┐ ┌───────────┐ │ similar │ chronological │ different │ ╘═════════╧═══════════════════════════════════════════════════════════╧───────────┘ --- #6 fediverse/3040 --- ═══════════════════════════════════════════════════──────────────────────────────── @user-570 that sounds like a different application than what I was talking about (it's for the the MMO you mentioned right?) and I'm just going off of what I've heard. Like... the "don't make an MMO because you'll spend forever building the server code and won't ever get around to making the actual game" sentiment that is prevalent in the industry. I guess I'm just saying that with the open source advancements we've made (specifically with Azerothcore and Eluna) we can use the design of the best MMO ever made as a starting point and branch off from there roughly as easily as making another kind of game from scratch. Kinda was always the allure of Blizzard games to me, the idea that they were super duper modable. ┌─────────┐ ┌───────────┐ │ similar │ chronological │ different │ ╘═════════╧════════════════════════════════════════───────────────────┴───────────┘ --- #7 fediverse/465 --- ══════════════════════════════════════════───────────────────────────────────────── ┌───────────────────────┐ │ CW: cursing-mentioned │ └───────────────────────┘ https://ritz-menardi.neocities.org/wow-chat/wow-chat Hey, I made a pretty simple game. I'd like to add more to it, like dynamic quests (shouldn't be too hard) and co-operative experiences, but for now you can play on my simple server. Let me know if you think that "Risk of Rain in the World of Warcraft engine" is a neat game, because if so then you (as the person who has power over me in this capitalist system) can hire me as a game designer (the profession that most aligns with my designs of the future) and together we could make something most beautiful. What's that? You're just the same as you and I? A person in a random world with a singular expression of our own will (defined by our perception and intentions) who consists of the consequences of the "best decisions we could have made at each and ever decision-making point" throughout the totality of our collective life and experience? Happy new years. 2024 is gonna be awesome and great. I can't fucking wait. ┌─────────┐ ┌───────────┐ │ similar │ chronological │ different │ ╘═════════╧═══════════════════════════════────────────────────────────┴───────────┘ --- #8 fediverse/33 --- ═════════════════════════════════────────────────────────────────────────────────── ┌───────────────────────┐ │ CW: World of Warcraft │ └───────────────────────┘ I thought it'd be cool if there was a chat program where you could play a little multiplayer game together and so long story short I'm now working on a WoW server. The idea is to remove all the monsters and quests and such and just let people chat to each other. They'd be able to go wherever they want (choosing a background) and wear whatever clothes they want (creating an avatar) and then they could just chat IRC style. But then I thought "ah but what if it spawned in monsters" so I'm planning on making it randomly spawn packs of monsters that are of the appropriate level every 30 seconds or whatever (as long as the previous one was defeated of course) so that people can mess around fighting things while they talk with their friends. But it'd be optional. AND THEN I thought "hey IRC is kinda 90s what if we made a Matrix bridge" so I'm also working on that. Wish me luck. ┌─────────┐ ┌───────────┐ │ similar │ chronological │ different │ ╘═════════╧══════════════════════─────────────────────────────────────┴───────────┘ --- #9 notes/joust-gdd-with-extras --- ══════════════════════════───────────────────────────────────────────────────────── imagine a game where you can have conversations with an AI that's playing the role of a character in a video game. Picture this: You're a traveller visiting the tournament that's in town. There's jousting, melee duels, archery contests, all kinds of things that are just fun to play around doing. The earliest sports, if you will. Anyway the whole game is about talking to the other people there - basically the games are "playing in the background", and while you can compete in them it's not the bulk of the game. Most of it is just having a conversation with an AI and acting it out *like a roleplaying game*. O M G teach people to roleplay the way you play games! You're always going on about how "different" your way of gaming is than other people. So *show us* how you do it, how do you play? Like what are the fundamental, actual, steps that you take? You can show us by programming a game that inspires that playstyle. That's what game design is all about, finding creative ways to think. Well, think and act. But still. anyway, so you know what you're about? Good. Let's go. ┌─────────┐ ┌───────────┐ │ similar │ chronological │ different │ ╘═════════╧═══════════════────────────────────────────────────────────┴───────────┘ --- #10 notes/joust --- ═════════════════════════────────────────────────────────────────────────────────── imagine a game where you can have conversations with an AI that's playing the role of a character in a video game. Picture this: You're a traveller visiting the tournament that's in town. There's jousting, melee duels, archery contests, all kinds of things that are just fun to play around doing. The earliest sports, if you will. Anyway the whole game is about talking to the other people there - basically the games are "playing in the background", and while you can compete in them it's not the bulk of the game. Most of it is just having a conversation with an AI and acting it out *like a roleplaying game*. O M G teach people to roleplay the way you play games! You're always going on about how "different" your way of gaming is than other people. So *show us* how you do it, how do you play? Like what are the fundamental, actual, steps that you take? You can show us by programming a game that inspires that playstyle. That's what game design is all about, finding creative ways to think. Well, think and act. But still. anyway, so you know what you're about? Good. Let's go. ┌─────────┐ ┌───────────┐ │ similar │ chronological │ different │ ╘═════════╧══════════════─────────────────────────────────────────────┴───────────┘ --- #11 messages/380 --- ════════════════════════════════════════════════─────────────────────────────────── sitelen pona would be a good example of a language to teach to a fish. Or a computer. Visuals are easier to encode, after all ┌─────────┐ ┌───────────┐ │ similar │ chronological │ different │ ╘═════════╧═════════════════════════════════════──────────────────────┴───────────┘ --- #12 fediverse/3249 --- ╔═══════════════════════════════════════════════════───────────────────────────────┐ ║ when you ban someone from an instance, they're suddenly not sure who they can │ ║ trust. They've been getting to know one group of online people and friends, │ ║ │ ║ [I think discord with a limit of 4ish servers per account would be a pretty │ ║ useful way to focus your attention] │ ║ │ ║ it's important to always possess martial prowess, in │ ║ │ ║ -- so -- │ ║ │ ║ anyway [3 hours later] I think it'd be cool if there was a like "hey u r │ ║ banned, but also here's a ton of instructional videos about how to start up │ ║ your own instance" and like, scripts and tools and automation and all the │ ║ infrastructure that you built and maintain - you know, like... open source??!" │ ║ │ ║ but also it's... hard to follow that much documentation │ ║ │ ║ sometimes people just aren't built for certain tasks │ ║ │ ║ "well, if you can't use the machinery, then you don't deserve the machinery" │ ║ │ ║ oh yeah well what happens next, you say to the workers "if you don't know the │ ║ machinery, you can't get the benefits of it's production" to "if you don't own │ ║ the machinery, you can't profit from it." │ ╠═════════╗ ┌───────────┤ ║ similar ║ chronological │ different │ ╚═════════╩════════════════════════════════════════────────────────────┴───────────┘ --- #13 fediverse/1638 --- ╔═══════════════════════════════════════════════───────────────────────────────────┐ ║ and the player that's currently running the simulation can type to the chat │ ║ viewers watching and potentially recording. Like, if they thought it was │ ║ interesting, they could save it to an eternal hard drive that would go toward │ ║ the ongoing AI training. │ ║ │ ║ of course, such a thing would only apply to conventional warfare, the kind │ ║ that you expect to not expect. After all it's constantly changing, as new │ ║ technologies are adapted into use. Different conditions cause different │ ║ effects, and whenever there's a stalemate (because everyone has reached the │ ║ peak of, say, metal armor) then it's usually time for either a shakeup or a │ ║ contest of producing arms. And honestly after the world wars we kinda realized │ ║ that type of approach didn't work very well. It's just, burning up your │ ║ resources for... what? war has no purpose. We all just kinda want to live our │ ║ lives, and work toward a common collective cosietal goal. │ ║ │ ║ technology can be stressful. That's all the more reason we should expand it's │ ║ development and hinder it's impa │ ╠═════════╗ ┌───────────┤ ║ similar ║ chronological │ different │ ╚═════════╩════════════════════════════════════────────────────────────┴───────────┘ --- #14 fediverse/1602 --- ╔═══════════════════════════════════════════════───────────────────────────────────┐ ║ @user-1037 │ ║ │ ║ those all seem really cool though! They all kinda have the same basic UI tho, │ ║ kinda feel like there's opportunities for different kinds of expression. Like, │ ║ in game design there's a lot of different genres, and yeah sidescrollers │ ║ include mario and sonic but they're both very different experiences. So too │ ║ perhaps could we interact with our computers by programming them in more │ ║ engaging ways. │ ║ │ ║ they say some people are visual learners, others need to be taught, some │ ║ people need to watch someone else doing it, and a few might just learn by │ ║ plugging their brains into a computer and downloading a black belt in kung fu. │ ║ │ ║ Maybe typing long paragraphs of logic makes sense for some people, I know for │ ║ most it doesn't come naturally. Maybe some people are more used to like, │ ║ looking at maps that you can examine at different levels of abstraction. Like │ ║ players who play Paradox games zooming from a national perspective to states │ ║ and individuals and all the other things they might want to strategize using. │ ║ Or m │ ╠═════════╗ ┌───────────┤ ║ similar ║ chronological │ different │ ╚═════════╩════════════════════════════════════────────────────────────┴───────────┘ --- #15 fediverse/3 --- ═══════════════════════════════──────────────────────────────────────────────────── the method of game design is identification of playstyles and the balancing of success rates of each of those playstyles. then, giving the player as many different possible methods of playing the game. the more different they are, the better, and they should be unique enough that the decisions taken to play that playstyle feel impactful. meaning, a player could play offensively or defensively, for example, or a WoW player might play a melee or ranged character. in addition, they might use the pieces available to them in a unique way that aligns with their personality - everyone should be able to express themselves as much as possible while also keeping the game fair, balanced, and rewarding. It should incentivize the development of skill - and gently guide the player through various mistakes. #gamedesign ┌─────────┐ ┌───────────┐ │ similar │ chronological │ different │ ╘═════════╧════════════════════───────────────────────────────────────┴───────────┘ --- #16 fediverse/2433 --- ══════════════════════════════════════════════════───────────────────────────────── @user-570 part 1: https://ritz-menardi.neocities.org/design/symbeline.txt part 2: https://ritz-menardi.neocities.org/design/symbeline-aspects.txt what do you think of this pitch / GDD? I wrote it two years ago, and re-reading it now I'd definitely expand on some things and change a few others. It's not an indie game, it's more on the scale of a Paradox game. Also I don't have time to work on it at the present moment, I'm just wondering if you like it : ) ┌─────────┐ ┌───────────┐ │ similar │ chronological │ different │ ╘═════════╧═══════════════════════════════════════────────────────────┴───────────┘ --- #17 notes/game-design-2 --- ═══════════════════════════════──────────────────────────────────────────────────── the method of game design is identification of playstyles and the balancing of success rates of each of those playstyles. then, giving the player as many different possible methods of playing the game. the more different they are, the better, and they should be unique enough that the decisions taken to play that playstyle feel impactful. meaning, a player could play offensively or defensively, for example, or a WoW player might play a melee or ranged character. in addition, they might use the pieces available to them in a unique way that aligns with their personality - everyone should be able to express themselves as much as possible while also keeping the game fair, balanced, and rewarding. It should incentivize the development of skill - and gently guide the player through various mistakes. It should ┌─────────┐ ┌───────────┐ │ similar │ chronological │ different │ ╘═════════╧════════════════════───────────────────────────────────────┴───────────┘ --- #18 fediverse/3574 --- ════════════════════════════════════════════════════─────────────────────────────── @user-1564 I love the concept of this! Maybe if HTTP is too complex, you could try another simpler server? I don't know the complexity of the programs I use every day, but I'm sure there's one that's very simple. Even just a simple IRC style chat server that just... sends text from person A to person B depending on their username (like a glorified Router or Switch) Reminded of this video tbh...: https://www.youtube.com/watch?v=gGfTjKwLQxY ┌─────────┐ ┌───────────┐ │ similar │ chronological │ different │ ╘═════════╧═════════════════════════════════════════──────────────────┴───────────┘ --- #19 fediverse/3019 --- ═══════════════════════════════════════════════════──────────────────────────────── I also think that it should be limited to a single server so people can test it out, because it's a big structural change that should not be applied to the current fediverse. like, it feels different enough to me, the idea of speaking while floating in a sea, versus most other social media sites which are more... focused and directed in personal connections. like, visiting the town square versus visiting your grandma. ┌─────────┐ ┌───────────┐ │ similar │ chronological │ different │ ╘═════════╧════════════════════════════════════════───────────────────┴───────────┘ --- #20 fediverse/1373 --- ╔════════════════════════════════════════════──────────────────────────────────────┐ ║ @user-950 │ ║ │ ║ Oh no! We were all doing so well T.T │ ║ │ ║ sorry about your computer. Maybe someone technically minded on a server like │ ║ mine could help build some redundancy into your system, like hosting it in a │ ║ datacenter or something where other people can read it. │ ║ │ ║ Unless, of course, the results are encrypted somehow. Then it would be much │ ║ more difficult to understand because they'd have to either intercept them │ ║ before leaving the racks (difficult in a closed system) or find a way to pick │ ║ out the details in memory. And depending on the technology you're using that │ ║ may be difficult if not impossible because of the nature of a black-box │ ║ calculation machine. │ ║ │ ║ indeed, perhaps this is too much effort, though I'd like to remind that these │ ║ kinds of games are lethal, you'll find. │ ║ │ ║ how scary, to be pitted against another for sake of lust for blood. how │ ║ thrilling, to fight for the life that is yours and yours alone. │ ║ │ ║ In my youth, I played a D&D campaign, and my character, Ritz Menardi, grew │ ║ up in an arena. Her parents were │ ╠═════════╗ ┌───────────┤ ║ similar ║ chronological │ different │ ╚═════════╩═════════════════════════════════───────────────────────────┴───────────┘ --- #21 notes/anarchist-programs --- ══════════════════════════════════════════════════════════════════════════════════─ I'm writing anarchist computer programs. See: ceramic everysoft my game server projects similar-differernt (doomscroll) chronological (tldr) golems project (unstarted) sorenthal-ds probably others... none come to mind... ┌─────────┐ ┌───────────┐ │ similar │ chronological │ different │ ╘═════════╧═══════════════════════════════════════════════════════════╧═══════════┘ --- #22 fediverse/211 --- ════════════════════════════════════════─────────────────────────────────────────── ┌───────────────────────────────────┐ │ CW: re: gaming-gambling-mentioned │ └───────────────────────────────────┘ [1] in this way you'd sorta be giving a loan to the game's company (while also letting them take a 10% courtesy fee for keeping the official* servers running) which is then "spent" on exciting and friendly competition. Sorta like... entering a poker tournament with your friends (even though you suspect you might lose money) just because you like hanging out and playing cards. the money is just a neat way to keep things moving and exciting. * official just means "run by the company" because naturally the serverside code should be open source. how else would people build on it? ┌─────────┐ ┌───────────┐ │ similar │ chronological │ different │ ╘═════════╧═════════════════════════════──────────────────────────────┴───────────┘ --- #23 fediverse/2475 --- ══════════════════════════════════════════════════───────────────────────────────── If you want to design a society, first learn how to build a decentralized scalable multiprocessor computer program. It could literally flip bits, the point is to practice architecture not accomplish a goal. ┌─────────┐ ┌───────────┐ │ similar │ chronological │ different │ ╘═════════╧═══════════════════════════════════════────────────────────┴───────────┘ --- #24 fediverse/4877 --- ═══════════════════════════════════════════════════════════──────────────────────── you can make a functional prototype for almost any game in Warcraft 3's map editor that's why no real-time strategy game ever made an editor as good again FPS editors peaked at Unreal Tournament 2004 imho RPGmaker eliminated a whole class of game design jobs platformers you can make in godot menu based games too, though Twine also works well for that etc etc until you have a prdouct that you can justify sinking money into an engine for (the engine isn't THAT expensive geez and it's the most fun part to write) yeah I think you got this backwards, we should pay for the CONTENT not the structure it lives in. Why not just use godot? why not use a Warcraft 3 map? there are some things you can't do in Warcraft 3. You couldn't make Supreme Commander, probably, at least it wouldn't be as good. etc etc that's how it goes... game design, amiright? I miss thinking about that. Anyway gtg gotta log off for a bit [101 characters remaining] ┌─────────┐ ┌───────────┐ │ similar │ chronological │ different │ ╘═════════╧════════════════════════════════════════════════───────────┴───────────┘ --- #25 fediverse/240 --- ╔═══════════════════════════════════════───────────────────────────────────────────┐ ║ ┌──────────────────────┐ │ ║ │ CW: game-design │ │ ║ └──────────────────────┘ │ ║ │ ║ │ ║ i like to design games. my darling is a game based on Majesty (2000) the │ ║ Fantasy Kingdom Sim. you can think of it like a management strategy game where │ ║ you control the knobs and levers that a fantasy monarch might have - │ ║ allocating funds, placing quest bounties, hiring heroes, and organizing the │ ║ peasantry. the important part is that your units are not controllable - they │ ║ just do their own thing. │ ║ │ ║ unrelated, but I think we should design games as APIs that a user's preferred │ ║ tool could interface with and render as they will. it'd help a lot with │ ║ cross-platform compatibility and would allow people to customize parts of the │ ║ game to their desires. │ ║ │ ║ unrelated, but I think if you could design an AI that could play games │ ║ (perhaps through an API) that it hadn't been trained on, I think you would │ ║ have a pretty convincing argument for abstract "problem solving" capabilities. │ ║ │ ║ unrelated, but games like the one I described are good for situations where │ ║ people don't have to trust their monarch. to it you are AGI │ ╠═════════╗ ┌───────────┤ ║ similar ║ chronological │ different │ ╚═════════╩════════════════════════════────────────────────────────────┴───────────┘ --- #26 fediverse/968 --- ╔═══════════════════════════════════════════───────────────────────────────────────┐ ║ ┌──────────────────────┐ │ ║ │ CW: for-cats-only │ │ ║ └──────────────────────┘ │ ║ │ ║ │ ║ the gameplay value of a cardboard box increases exponentially upon the │ ║ introduction of a box-cutter [to make holes in the box] and varmint sized toys │ ║ [to play whack-a-mole with] │ ║ │ ║ also, it's important to let your can win about 65% of the time - just enough │ ║ to keep them interested (cats lose attention) but not enough to make them feel │ ║ like it's easy. │ ║ │ ║ That's why it's important not to use your hands as a toy, because your hands │ ║ *always* hurt. It gives them a feeling they're craving, both of attention but │ ║ also success. │ ║ │ ║ 65% is more addictive, just ask any designer for multiplayer games. Well... 65 │ ║ is my number, but there's a percentage (depending on the game) that players │ ║ have to win if you want to keep their attention. If they win more than that, │ ║ they lose interest. if they lose more, then they get frustrated. It's a │ ║ delicate balance that ideally would be measured by AI [cursed] and adjusted │ ║ per player. That way you could get maximum engagement and │ ║ =============== stack overflow =================== │ ╠═════════╗ ┌───────────┤ ║ similar ║ chronological │ different │ ╚═════════╩════════════════════════════════────────────────────────────┴───────────┘ --- #27 fediverse/5212 --- ═══════════════════════════════════════════════════════════════──────────────────── the reason you start with a game engine is because then you'll have tools to make however-many games you want. Tools that you know intimately enough that you can debug and improve them *without breaking your creative flow* by learning something new halfway through a project the whole point of individualized projects instead of viewing each computer as a complete and total whole (why do we need servers again?) is that you can paint a picture of where the design of the program is intended to go, such that all the considerations are in place and whatever issues or struggles you might face along the way are adequately addresssed, -- stack overflow -- [because I mistyped addressed] -- -- if you know what "stack overflow" means you have intimate knowledge of the technology, and can probably guess what it means in context when I say it. "nuts I lost that train of thoguht" -- stackl ov ┌─────────┐ ┌───────────┐ │ similar │ chronological │ different │ ╘═════════╧════════════════════════════════════════════════════───────┴───────────┘ --- #28 fediverse/6012 --- ╔════════════════════════════════════════════════════════════════════──────────────┐ ║ okay picture this: take the open-source source-code for the City of Heroes │ ║ server (I think it might have been leaked or something? idk) and make an MMO │ ║ in the same engine using the Mastermind class. │ ║ │ ║ In most MMOs, you can have one or two pets at a time. In City of Heroes, │ ║ Mastermind characters can have 6 or 7. Hey wouldn't you know it that's just │ ║ enough for │ ║ │ ║ *a pokemon team* │ ║ │ ║ wouldn't that be a neat proof of concept. Also there's flying built into the │ ║ game, and you can teleport and run really fast so like, just animate your │ ║ character hopping on one of your pokemon's back and you've got travel powers │ ║ or whatever. I don't play Pokemon very much hehe but I like the aesthetics. │ ║ │ ║ https://wiki.ourodev.com/Volume_2_Build │ ║ │ ║ instead of abilities on your action bar, you'd have movement commands for each │ ║ individual pokemon. They'd use their abilities automatically and periodically, │ ║ and there'd be lots of knockbacks, crowd-control, and target switching. (which │ ║ is common in CoH mechanics anyway) │ ║ │ ║ I mean, only if you're into that sorta tng │ ╠═════════╗ ┌───────────┤ ║ similar ║ chronological │ different │ ╚═════════╩═════════════════════════════════════════════════════════───┴───────────┘ --- #29 notes/game-design-documents --- ════════════════════════════════─────────────────────────────────────────────────── game designs are like a presentation - given to the company as a pitch for the product. It'd be recorded and used as training material for new employees. It was, of course, developed using knowledge gained in the before. But anyway it was like a roadmap - a guidebook - a puzzle - and a frame Then, each piece was created with a great focus - and people were assigned to prepare for certain parts. This way, you could keep the most skilled workers and disregard the rest. What happens when they're unemployable? AI will replace them. But they're still good fine people who we chose to have at our company. So why should they be punished? We as a society should care for all those who will not or cannot contribute to the system - it's built into our very genetic code. Cooperation is the essence of our liberation - without two perspectives, we are bound to be lost. Once lost, diversity of thoughts is often quite sought as a "secret sauce" that describes when we are lost. These words may not inspire thee. They might even never be false. It could just not be your understanding. That's okay. ┌─────────┐ ┌───────────┐ │ similar │ chronological │ different │ ╘═════════╧═════════════════════──────────────────────────────────────┴───────────┘ --- #30 fediverse/2447 --- ══════════════════════════════════════════════════───────────────────────────────── toki pona is so cute. gimme more of those cute translations like "semi-solid mammal" for cat ┌─────────┐ ┌───────────┐ │ similar │ chronological │ different │ ╘═════════╧═══════════════════════════════════════────────────────────┴───────────┘ --- #31 fediverse/2030 --- ═════════════════════════════════════════════════────────────────────────────────── Building community without structure is kinda like being a quest-giving non-player character in World of Warcraft. I don't mean that you stand around waiting for a player to wander nearby before shouting at them to do what you want. Not like that. Building community without structure is more like meeting someone randomly, knowing them for longer than a bus ride or a baseball game, and once you've decided that they're cool saying "hey there's someone you might like to meet." If they're into it, then talk to the other person, and see if they want to make a new friend. Try not to recommend someone who has a lot on their mind. If they hit it off, great! If not, oh well! Worst case scenario the coffee shop only sells two drinks. If you're gregarious enough, after a while you might even have enough people for a potluck. Just don't forget to keep adding, and eventually it'll start to feel more communal. ┌─────────┐ ┌───────────┐ │ similar │ chronological │ different │ ╘═════════╧══════════════════════════════════════─────────────────────┴───────────┘ --- #32 fediverse/3109 --- ═══════════════════════════════════════════════════──────────────────────────────── @user-1441 @user-226 yes of course! and humidity is an issue, so perhaps a sealed environment. But that's not difficult, especially if your population centers are designed such that you can still have a community while in a natural setting. A fast internet connection, ideally with a local mesh network on top of the bus-style WAN we currently use for the internet, and plenty of communal areas for people to hang out which are like... 25% nicer than their homes, and much larger. these days, there is very little reason for our centralization in cities. it makes it easier to organize, sure, but what's the point in organization if everyone's inherently free? Ah, someday... ┌─────────┐ ┌───────────┐ │ similar │ chronological │ different │ ╘═════════╧════════════════════════════════════════───────────────────┴───────────┘ --- #33 fediverse/4897 --- ═══════════════════════════════════════════════════════════──────────────────────── what if we asked chatGPT to generate a list of every personality archetype that humans have. Like... really get super specific and fill out the whole list of character sheets. then we give each fraction of it that fraction of dollars and if some people aren't fully represented (because they have greater needs) then we both increase production of resources and take a penalty on our own supply, in order to meet the needs of our allies. simplest thing. how could it work? who can say. maybe it won't. maybe it's just... arcane. /shrug that's game design for ya you can't tell how it'll go until it's in the hands of your players. too bad we don't do too many play-things. ┌─────────┐ ┌───────────┐ │ similar │ chronological │ different │ ╘═════════╧════════════════════════════════════════════════───────────┴───────────┘ |