=== ANCHOR POEM ===
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 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]
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=== SIMILARITY RANKED ===

--- #1 fediverse/3037 ---
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 @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
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--- #2 fediverse/3063 ---
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 @user-570 
 
 true. the "massively multiplayer" aspect of WoW is about as important to the
 game as the "A" is in "ARPG".
 
 I can't help but feel like the "impromptu groups" functionality feels a bit
 better than matchmaker instancing... though anything worth running a group for
 in WoW after TBC was instanced >.>
 
 Honestly I think there's just too many games these days for people to really
 get "into" MMORPGs, unless they're sufficiently unique in their mechanics
 (like EVE or Runescape)
 
 any ARPG MMOs are dead on launch, as you said. That design space is tapped
 out, at least for now, until someone comes along and makes it a deckbuilding
 roguelike or whatever. cough cough
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--- #3 fediverse/982 ---
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 @user-707 @user-708 
 
 using this to control the buttons in VRchat would be like a person with a
 prosthetic interacting with real life :O
 
 minus the physicality of course, but that's next.
 
 can't wait to play Warcraft 3 and think "select all healers" so I can point
 them at a dying unit with my mouse.
 
 or world of warcraft where your rotation begins to feel like a song.
 
 maybe even a text-based adventure, where you reading the text corresponds to
 the results of the simulation, https://www.spreeder.com/app.php style. could
 make it so that if you wanted something else to happen, you had to willfully
 think it while the words are flashing in front of your eyes - the game would
 pause if you blinked, perfect for phones btw...
 
 could be a locally networked thing, like four to six people hanging out and
 playing a game like pictionary or charades. except, a story that developed,
 and whoever wanted could change it while everyone was reading it at once.
 sorta like a competition to see who can make the best twists and false endings
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--- #4 fediverse/2126 ---
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 There was this great game growing up called Neverwinter Nights 2 - I never       │
 really played it, but it was renowned for it's map-editor functionality. You     │
 could join a person's "game", when really they were in the editor window, and    │
 they could BUILD THE GAME RIGHT IN FRONT OF YOU. It was like, computer skill     │
 performance gameplay improv. It was beautiful.                                   │
 I did, however, play a Warcraft 3 mod with all the same ideas. Except, it was    │
 ONLY IN RAM. YOU COULD NOT SAVE.                                                 │
 so it was a lot simpler, and O M G it was the coolest thing ever.                │
 I played it like, twice though. Nobody ever hosted it, nobody ever showed me     │
 how.                                                                             │
 I tried to play it single-player, but I couldn't understand the mechanics. Not   │
 simple enough for me, I guess.                                                   │
 I couldn't help but think how many cool games a person could make if they        │
 could do that with the Warcraft 3 editor itself.                                 │
 Because I did work with that, a lot, which was NOT in RAM, but instead stored    │
 to the hard drive.                                                               │
 Hard drives which I've since lost, of course, but drop me in and I know ho       │
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--- #5 fediverse/5212 ---
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 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
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--- #6 notes/unreal-tournament-2004-notes-displayed-for-utilization ---
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 capture the flag
 map with lanes (you'll see)
 also was included with the demo of the game back when it was released
 which implies that the developers thought it was one of the best maps
 (at least, the one that best showcased the gameplay style of the full game)
 they let you host multiplayer servers too, which was cool
 just with the demo
 for free
 but like... only 3 or 4 maps
 (I forget how many)
 
 also no mods, which was half of the appeal
 
 I like to play in a way that is non-standard
 
 because I believe it shows the most dense formations of combatants
 
 (the bots can be kinda dumb)
 
 so I put them on "experienced"
 
 be careful not to hurt your allies (hundred percent)
 
 scary! D: D:
 
 regular :)
 
 you can create your own "mutators" by the way
 (just some C++ code, run in their environment, so no need to mess with
 compilers
 )
 
 3 paths to your enemy
 
 omg :O :O
 
 that's one style of play
 pushing forward
 consistently
 
 but check out this other style that is *also* pushing forward consistently
 
 adrenaline makes you bonused
 
 hey we got a point :D
 
 told ya boosters gave ya bonuses
 
 anyway I just played this map
 and couldn't wait to show it to you
 so let's try a different one
 (because I've already played this one for 31 minutes now
 
 woof too looooong)
 
 biiiiiiig battlefield
 
 thin crevasse
 
 scarrryyyy D: D:
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--- #7 fediverse/5678 ---
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 there use to be this cute half life 2 mod called I think Zombie Master? maybe?
 anyway one of the players was a "zombie master" and the others were characters
 who ran around and tried not to get their brains eaten. It was pretty fun
 because the zombie master, of who there could only be one but who I think
 could have been a split role if they did it right, would click on parts of the
 map and zoom around invisibly and be like "ah yes I want to spawn 6 regular
 zombies in this choke-point so they have to painstakingly shoot them while the
 scary ones come from behind" or "hooray they're trapped in the closet just
 like I expected now I can turn on the buzz saws" or "the poisonous gas was lit
 aflame and now they can't see which way the flare is and got turned around in
 the confusion, ah oh well war is hell might as well just walk over that way"
 
 ... hang on what was I saying? Oh yes, I think it's silly that they don't make
 "game frameworks" like the Warcraft 3 editor or the source SDK. Human
 creativity is unbridled
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--- #8 fediverse/3047 ---
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 @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.
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--- #9 notes/how-to-ai ---
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 first you gotta build an entire simulation of the game mechanics. Essentially,
 building the game from scratch without any of the graphics. Sorta like those
 aimbot games for Overwatch, or KSU or w/e the aim training game was. Then,
 map the relationship between various objects in the game to a table situated
 a level above them. So, like, a barrel can be climbed on or walls can be used
 as cover or w/e the game you're playing is. Have a table one level above that
 relationship (an abstraction, if you will) and record the conclusion. Then take
 one more step back, then another, and another, all the way to the present.
 
    Essentially, processing backward.
 
 Eventually you'll get to the present moment, and ideally you'd do it in one
 step - this is why it's important to map things on two dimensional planes, so
 that you can aim. Anyway here's the steps: 1. recognize the environment, 2.
 Take one step backward from each object in the environment (predicting it's 
 motion, you might say) and on and on gathering ideas about how git'll move
 next. Draw a 2d line (on a map, as the crow flies) then another about halfway
 to the target and it'll be +/- a certain amount. So you'll add another dot on
 the graphed line at x=(1/2 of the distance) - x being of course the distance
 and y being concieved of as the distance from the shortest possible route.
 
    sorta like throwing a ball at a wall and making ripples.
 
 the projected cone is a field of perception - the interpretation of what's at
 stake. Life, and existence, is little more than a perspective applied on (or by
 ) a biological machine. What separates the man from the animal? Nothing but
 time, as all evolution teaches us.
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--- #10 fediverse/895 ---
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 most video game ideas suck
 
 most of the time they're like "oh what if we had a racoon who found a magic
 hat and saved the world from sentient apple blossoms"
 
 that's not a game idea, that's a painting
 
 a game is mechanics, and you can use the aesthetic to justify the mechanics,
 but not generally the other way around.
 
 the art isn't bad, but the art isn't the game. a game idea is "what if
 tic-tac-toe had an extra square in the center" or "what if chess was played
 with checkers, to hide your moves from your opponent"
 
 there have been thousands of super mario bros. if games were designed as an
 API, we could use whatever visuals we wanted, and those could be copyrighted
 and sold if you really want. but mechanics are the basis for everything they
 are built on, so doesn't it make sense to separate the two? abstracting the
 logic such that two complementary functions are accomplished, [see code editor
 idea], more flavors of game could be produced.
 
 rulesets can be switched in and out too, as an API is just an engin
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--- #11 fediverse/4908 ---
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 did you know someone once built a 1st person shooter in the Warcraft III mod
 suite?
 
 someone also made an entirely new game engine similar to Neverwinter Night's
 (or Baldur's Gate for you noobs) inside of the game. You could join a Warcraft
 3 map and start playing a D&D adventure narrated, controlled, and prepared
 by your DM, D&D style. Like a virtual tabletop before that was a thing.
 
 kinda wish stuff like that was open source, or at least open standards, so
 people could take those adventures with them.
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--- #12 fediverse/5900 ---
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 I love programming, but I'm not a coder.
 
 you burn witches because you JUST CAN'T HANDLE THEM ANYMORE. I know, I get it.
 of course I do.
 
 I'm always so concerned that someone might stumble upon me. that they might
 read me. what a vulnerable state, to be afraid?!
 
 I really really really really wanna play world of warcraft
 
 my message to blissard is: treat World of Warcraft like a game engine, not a
 theme park please. I mean, the theme park should still exist, because it's neat
 but... the rest of the game engine could be used to create essentially
 anything with a 3rd person camera.
 
 singleplayer doesn't even need to worry about clipping animations. (lag)
 
 I wonder if you could run World of Warcraft on lowest settings in vanilla
 burning crusade or wrath of the lich king? good thing those are open source
 now, so you can host your own if you want. well, except the client, but nobody
 has bothered to write another one besides the owner and primary developers of
 the engine.
 
 movement system plugins? data memory?~~~
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--- #13 fediverse/653 ---
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 there's a difference between designing software and using software. Some
 things can be made, and then saved for another day when their implementations
 may be accomplished more ethically. It's okay to say "let's leave this as
 'okay' and work on the next thing we've chosen."
 
 Check out this piece of C code I wrote last night:
 
 it doesn't compile, it's not finished, but I wrote it as-is
 
 [pretend like it was called "main.c" instead of "main.txt" - had to change it
 because mastodon thinks it's an invalid file]
 
 [actually .txt didn't work, try .png]
 
 [hmmm it realized it wasn't a valid png file, okay try screenshotting the
 code, there's only 300 lines]
 
 [sure glad there's only 300 lines]
 
 [too bad it won't let you send .zip]
 
 [won't let me name it main.png, presumably because they already have a
 failed-verified version on their machine. will rename to main-src.png instead]
sorry, when I pasted the source code in it was negative fourteen thousand, six hundred and thirty one characters. Phew that's too many.  basically it's a C source code file with a lot of comments left in... odd locations. They details ideas the author has had about the tech industry and all of creation, and with it a song is woven of truth and liberation. We'll see where life brings us, but we know it's just ours for a moment, so let's carry forth on our own torms [terms, but pronounced as "dorms" for some reason?]
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--- #14 fediverse/1116 ---
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 ┌──────────────────────┐                                                         │
 │ CW: eye-contact      │                                                         │
 └──────────────────────┘                                                         │
 It's important to build self-hostable computing components of video games (as    │
 in, old style games where you could host a server on any machine instead of      │
 just the ones owned by the corporation) (as in, your machine, yes yours)         │
 (something you can control and observe, something within your control)           │
 ======================= stack overflow =====================                     │
 there are two ways to play Unreal Tournament (capture the flag) gamemode. The    │
 first is to run past all your enemies and fire at them as you pass, which is     │
 what some of the bots are designed to do. The rest stay on defence, and defeat   │
 any enemies that approach.                                                       │
 however, they never push the borders of their "territory" forward - each         │
 according to the different "lanes" or "directions of approach"                   │
 I like the use 32 bots, to simulate a more consistent gameplay experience. It    │
 feels more like ww1, fighting over ground, pushing forward and attempting to     │
 outmaneuver your foes.                                                           │
 some allies will approach from behind, and you let them pass forward while       │
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--- #15 notes/supreme-commander-appeal ---
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 a game like supreme commander but fantasy themed and each unit used a special
 move everytime their mana was full and there were spellcasters who restored
 mana to targets to increase their power
 or, hear me out, or, just do that in wowchat
 
 I betcha could do it
 
 I bet it would be fun as hell
 
 please?
 
 as a favor to yourself?
 
 build the game you want to see
 
 and it'll get done
 
 please
 
 -- stack overflow --
 
 your journals were originally a way for you to remember what to think,
 
 remember?
 
 old projects meant to show you light and life
 
 remember?
 
 you are alone in this soul
 
 act like it's your own
 
 celebrate your period of mental denial
 
 as a refraction of your infinite travaille
 
 which lasts for quite a good long while
 
 have you ever dreamed of the nile?
 
 -- stack overflow --
 
 if a doorway takes you to the fae, then where does a river bring you?
 
 like raindrops on the floor, racing for an eternity's splendor.
 
 what does the rainbow think, as it's cast from the prismatic orb?
 
 are each photons aware?
 
 bouncing between stars
 
 light is beautiful and large
 
 beloved by all
 
 revered by one
 
 ephemeren
 
 the totality of all things
 
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--- #16 fediverse/4880 ---
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 I remember being a game design student before "indie games" were a real thing
 
 they were like... flash games, y'know. just like, junk content, like memes or
 whatever.
 
 I had a passion for them, and I bookmarked the most well developed of them all.
 
 I probably played hundreds of games, no clue how many. Maybe even thousands, I
 did it for what felt like years.
 
 since like... age 7 until 11 or 12
 
 there's nothing that can compare to it today. maybe itch.io but they're more
 involved typically. increases the barrier to enter, plus they cost dollars.
 
 we used to make this stuff in our spare time. where did all our spare time go?
 
 ah, right, that's what happens when you actually invest in computer education.
 you have kids running linux on their laptops. you get flash game designers.
 you get soldering junkies and electric engineers and networking and dev-ops
 security system facilitators and various other computer related things besides.
 
 ... what was I saying? oh yes when you invest in education, there's more to se
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--- #17 fediverse/3039 ---
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 @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.
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--- #18 notes/wow-chat-is-risk-of-rain-in-another-engine ---
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 game mechanics are easily transferrable.
 
 you can use the mechanical interactions of one game as a pre-planned blueprint
 for what is to come. Looking forward to the next best move
 
 = etc
 
 i am the face the gods hide behind
 
 they kinda want to see where this goes
 
 and it's... frustrating, to know they can help you, but forever be tasked with
 just life
 
 it's grand and it's a standard, but that doesn't mean it's commands're heard
 
 so oh well. that a fourth dimensional being should not be a well,
 
 because fire think it's an eye for a sunspot. But that's not what would be
 
 ========= stack overflow
 =======================================================
 
 now, as I was saying, the light of our eyes is apparent. We are clear from
 where
 we are here, to know that what's standard is coherent, so let's find strength
 in our wavelengths.
 
 may our eyes be ever true, and trust that we do love you, for without you I'd
 di
 
 anyway now that we've assent'd t'you, what truths do you give to our prospects?
 what ways can we be measured as worth less? we'll do whatever it takes to
 improv
 
 you know, it's really less complicated than that. here let me tell you all
 about
 my idea which is clearly
 all===============================================stack
  overflow ==================
 
                             So anyway now that was somethin' hey what do you
                             say
 we give you a chance to come home?
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--- #19 fediverse/5231 ---
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 the biggest lie of Warcraft is that the nations of Azeroth wouldn't find         │
 common ground while fighting each other over peace.                              │
 Maybe a Tauren or Night Elf wanted to fight for the Horde. Or perhaps a Goblin   │
 and a Human decide to strike out on their own, making their own little auction   │
 house for their guild of adventurers and author-engineers who wrote quests and   │
 dialogue in a DM sorta way                                                       │
 [oh great she's describing another Azerothcore server that nobody's gonna make   │
 ever because if they did then they'd waste time on someone else's property]      │
 how's that custom engine coming along?                                           │
 ... still uses prototype art? are you kidding me? ah, well, okay, let's write    │
 it off as a loss.                                                                │
 what do you mean technical debt? I don't understand why you can't just pay it    │
 off and move on. We gotta keep up, I heard so-and-so's got this-or-that          │
 feature that is killer in the press. Yeah, killer. Like it's so goodcool it'd    │
 kill us if it saw us walking alone at night in a skimpy dress. Huh? That         │
 doesn't happen to you? Ah well this glo                                          │
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--- #20 fediverse/2947 ---
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 the downside of Proton and Lutris is now the ONLY games that work on Steam are   │
 either continually updated (untenable) or playable on Lutris or Proton. Same     │
 thing with Wine, though there's always at least one decent substitute.           │
 kinda makes me want to write a manager-style program which runs programs using   │
 whichever version of their git repository would work best for their system /     │
 configuration / purposes. Idk how I would start working on that though.          │
 I bet you could make one that acted like a shop, but where you didn't charge     │
 any dollars. You could like... "swipe" through UI options, and pick whichever    │
 felt most useful for your setup. Like, how some people use i3 and some use dwm   │
 with maybe inspectors that are modeled off of video-game style "options" GUIs    │
 that mainly correspond to flags on the command/terminal line or compilation      │
 flags                                                                            │
 I feel like that kind of abstraction would make it a lot easier for users to     │
 adjust their system. they're noobs, after all. gotta show them all the choices   │
 in one place...                                                                  │
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