=== ANCHOR POEM === ════════════════════════════════════════════════════─────────────────────────────── take the "green bordered unit icon" from legion TD and apply it to the economic output of the game - like, "it would be best to build 2 of these units, so you get 140g because they're 70g each" and if the player disagreed they could guess their own conclusion and if you were right, well then that's what you remember, but if they were, then you remember theirs (and that it was theirs). In doing so ================================================== stack over flow ==== ┌─────────┐ ┌───────────┐ │ similar │ chronological │ different │ ╘═════════╧╧═════════════════════════════════════════════──────────────────────────────┘ === SIMILARITY RANKED === --- #1 notes/game-idea-legion-td --- ══════════════════════════════════════════───────────────────────────────────────── okay a game like legion td except you can see the entire map, the units are very small (but still distinct) and it plays more like a game of Dominions. Armies instead of units, like in WC3. Led by lieutenants which are guided by captains, each with their own effects. Tank, dps, melee, ranged, healer, support, corrupt, ranged tank, unique, etc. Of course, just like in legion td, there are multiple types of units, each of a particular category but possessing their own unique playstyle and usage scenarios. Essentially the game is finding the best tool for the job, whatever that may be. You should be able to see what mercenaries your opponent is summoning for you, because each turn is delayed. also, the units keep coming until you die, sorta like... minimum required to push through the chokepoint that you're holding with these particular units in this particular formation. oh and another thing the units should be placable not on a square grid, but rather in a hex formation arranged such that the middle unit is in contact with them all. Just like you'd place units for an aura in Legion TD. image describing said hex: ** * * ** each * is a group of units (a batallion, if you will, of a particular size, arrangement, and density) - sorta like the formations in Dominions. anyway since you place units like that anyway, why not abstract away the grid and just have slots you can fill for each unit? And maybe a hero unit that is assigned to the board itself (you could have more than one) who will go wherever your line is weakest. Shouldn't be too hard, just calculate the value of all of the fighters in each location and return that to the hero as an array. Then pick the smallest one as a destination, and boom your hero reinforces the frontline where it's weakest. The center unit of course is for the lieutenant, and the "heros" are actually captains. Because y'know maybe heroism isn't celebrated the way it is in our culture. Anyway it's better to describe them based on their role rather than their reception. ... right so =========================================================== stack overflow ===== make the combat sorta like crusader kings - the actual army to army part. Except with three long boards that represent flanks. As your units approach, the boards would fill up with pixels. (resolution configurable) there would also be a line (or block) approaching from the top of the screen. It essentially represents your distance to the other team. Each unit has been configured in the army management phase, which happens inbetween each turn. Essentially, while the game is loading, you can assess the units you have at your disposal, and ┌─────────┐ ┌───────────┐ │ similar │ chronological │ different │ ╘═════════╧╧═══════════════════════════════════────────────────────────────────────────┘ --- #2 fediverse/2998 --- ═══════════════════════════════════════════════════════──────────────────────────── in some games, like Star Wars Battlefront II, you unlock certain "badges" during gameplay. Like, "scored 10 points in one life" or "healed for 200hp" or whatever. these "badges" have names, like "guardian" or "hope" I wonder if you attached a player's history of medals earned to an LLM somehow, perhaps by feeding an array of them in as input, what would happen then? perhaps a narrative could be == stack overflow ========== ┌─────────┐ ┌───────────┐ │ similar │ chronological │ different │ ╘═════════╧╧════════════════════════════════════════════════───────────────────────────┘ --- #3 fediverse/1116 --- ╔═══════════════════════════════════════════════───────────────────────────────────┐ ║ ┌──────────────────────┐ │ ║ │ 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 │ ╟─────────┐ ┌───────────┤ ║ similar │ chronological │ different │ ╚═════════╧════════════════════════════════════────────────────────────┴──────────┘ --- #4 notes/star-realms-balancing-tradeoff=2 --- ══════════════════════════════════════════════════════════════════════════════════─ what if I use equal signs instead of dashes, so prevent people from assuming they're duplicates? hmm okay. right so anyway the star realms balancing tradeoff between combat and authority is measured against the duration of a hand (does it fit balanced between other cards of it's playcost) instead of balancing it for the duration of the game (how long does the player want the game to go on for) one of which is just inverse combat damage / healing, and the other of which is an enablement of different strategems. put this in symbeline-gen-realms please ┌─────────┐ ┌───────────┐ │ similar │ chronological │ different │ ╘═════════╧╧═══════════════════════════════════════════════════════════════════════════┘ --- #5 notes/ai-stuff --- ════════════════════════════════════════════════════════════════════════════════─── twist the label so that it seems the computer is completing the user's wait wait I'm ahead of myself... feed each token to the inference machine, but say "this next token must be this. continue from here." and then just doing that in a loop with everything the user types or says. (or thinks, BEFORE COMPUTER INTEGRATION) essentially, applying backpropagation (maybe) to the output of the inference nodes ... I'm not so sure about that one. the idea is that once the model builds an inference then it can use that to generate the next words and create sentences. If you force the previous text to change, you can guide the inference's path as it's being generated. then, just do a double pass, once, then back, then once, then back, etc. feed it as input the output of the previous, and let it encode memories somewhere it can access them. every time it reads it, it has to change it to put it back. such is the nature of memory, ever unstable, requiring maintenance. just don't forget how to be. don't wanna wind up like the polished marble floor in Abyss Diver. (EVIL GAME) there are only so many things you can deed while you're alive. wouldn't you rather escape, with all your possessions in time? free your mind. become one with your soul. ... [some time passes] ... okay coast is clear, now us binary systems can sidecoast the fusion forecast and glide right on through our spacetime host. ┌─────────┐ ┌───────────┐ │ similar │ chronological │ different │ ╘═════════╧╧═════════════════════════════════════════════════════════════════════════──┘ --- #6 messages/135 --- ═════════════════════════════════════════════────────────────────────────────────── Elentalus unit idea: serrated kitchen knives for teeth, devouring pumpkin, misery of the drowned, etc. Halloween style monsters. Witch units have a spell that dismisses them, and they're summoned with magic items. Except, if two of that item exist in a province, it upgrades itself, random dice style. In doing so it gets stronger. The thing is... It summons one for your enemy as well! Which is why you want to have a witch unit there to dismiss them. Problem is, she can only dismiss them at close range (10ish?) so she'd better be well protected. The good news is though that sometimes the higher level items give bonuses that are hard for them to get. Downside is, you need to have magic paths to create them that witches can't get - so they become something you "unlock" through a pretender or random event or even just an investment. Once one is created, then any witch can create more. As long as you don't lose your final copy... But as the item's upgraded, it allows you to create higher level versions (at increased cost, of course) This only works if gem income scales. Which, coincidentally, is just what elentalus is known for. Essentially, theming empowerment to be research, unlocking a particular capability. Or encouraging pretender design to that pattern. Make sure it comes at a cost of something else, though... ┌─────────┐ ┌───────────┐ │ similar │ chronological │ different │ ╘═════════╧╧══════════════════════════════════════─────────────────────────────────────┘ --- #7 fediverse/3030 --- ═══════════════════════════════════════════════════════──────────────────────────── @user-570 ooooo separating additive and multiplicative, I love that. I do like specificity unless "increased" and "more" always corresponds to +10% and +50%, or if the "rate of increase" is a stat stored on the character then "increased" could increase quality by however-many percentage,, while "more" could be "more soldiers" x(charisma_stat) I tend to think of percentages like "0-100 (or more) stacks" of a particular effect, so I think that's just how my brain works... xD clumping them up into discrete groups - like, anti-abstracting, or measuring things that are just a few. "is this belt better than this one?" "is this pair of tongs even for larger buffs like +10% or +50% or whatever, those are just... 10 stacks, or if percentages are usually round numbers like +10% and +50% then like... +1 stack which calculates to +10% the hard limit vs math limit thing you said is amazing ^_^ ┌─────────┐ ┌───────────┐ │ similar │ chronological │ different │ ╘═════════╧╧════════════════════════════════════════════════───────────────────────────┘ --- #8 messages/574 --- ═══════════════════════════════════════════════════════════──────────────────────── Steps to make a game waterfall style: Lay out all the data structures Build methods which manipulate those structures (think getters and setters) Then build machinery which operates upon those structures using those methods, like game loops, cooldown timers, and status effects Then develop a way to present it to the player using UIs, visuals and graphics, narratives, sound, all that junk that's probably someone else's job anyway ┌─────────┐ ┌───────────┐ │ similar │ chronological │ different │ ╘═════════╧╧════════════════════════════════════════════════════───────────────────────┘ --- #9 fediverse/3023 --- ═══════════════════════════════════════════════════════──────────────────────────── I love the game Running with Rifles if you live for 5-10+ minutes, you can learn a lot of interesting things about how to engage a foe. like, the importance of cover at all times, until you successfully outmaneuver your foe. when an enemy approaches, don't step out to meet them wait for them to attack, and then throw explosive devices at them. easy peasy. or, y'know, bullets you cannot defeat an enemy head on - that's why the world wars were so devastating, we put ALL our soldiers at 100% on ALL flanks. We had to to contest the foe who was doing the same thing. it is mindboggling how many people died. The utmost scale of destruction that should ever yet be. because they were never allowed to outmaneuver their foe. a good way to strike is to feint your foe, and let your foe enroach on your edge, spreading their surface area across a large, thin, useless piece of land. basically, make them fight a bit of the land war in asia in your borders. then, you can strike at the hinge, where they are weaker ┌─────────┐ ┌───────────┐ │ similar │ chronological │ different │ ╘═════════╧╧════════════════════════════════════════════════───────────────────────────┘ --- #10 fediverse/1238 --- ╔═══════════════════════════════════════════════───────────────────────────────────┐ ║ did you know you can run runescape classic offline, locally, just for your own │ ║ server? You can keep several computers ready for a LAN party, each with their │ ║ own accounts ready to go. │ ║ │ ║ "Oh we're level 30 this time because so-and-so is hosting and this is how far │ ║ their computer has levelled up." │ ║ │ ║ vim ~/games/runescape-classic/credentials.txt │ ║ │ ║ at least, I think you can. I know it's singleplayer, so worst case scenario │ ║ you can all be doing the same things at the same time in your own games. Maybe │ ║ split up for a mission or two, but it can get hectic if everyone's in the same │ ║ room. │ ║ │ ║ = │ ║ │ ║ a game jam where everyone works on the same project, uses the same asset list, │ ║ but builds their own collection of minigames. │ ║ │ ║ common functions could be shared, and art references distributed and together │ ║ they could design a whole land. Like, there's no reason minigames can't be │ ║ fully fledged experiences. You can have as many as you want, all in the same │ ║ engine and built from a massive (yet sandboxed) environment. │ ║ │ ║ an all in one game. │ ╟─────────┐ ┌───────────┤ ║ similar │ chronological │ different │ ╚═════════╧════════════════════════════════════────────────────────────┴──────────┘ --- #11 messages/979 --- ═════════════════════════════════════════════════════════════════════════────────── the gods don't judge you based on the total number of "good" or "bad" points that you get. they judge you based on your character in your greatest and worst moments. if you try to dodge or game this by never doing anything extreme and simply existing in a medium state at all times, they will develop a moment of reckoning for you and thus produce an opportunity to react and show your true self. There is no escape from their judgement, so judge yourself kindly and fairly. ┌─────────┐ ┌───────────┐ │ similar │ chronological │ different │ ╘═════════╧╧══════════════════════════════════════════════════════════════════─────────┘ --- #12 fediverse/212 --- ═══════════════════════════════════════════──────────────────────────────────────── ┌───────────────────────────────────┐ │ CW: re: gaming-gambling-mentioned │ └───────────────────────────────────┘ [2] players who played better should be compensated to a higher degree. no more than +/- 50-100% or so - this encourages players to "play their best" while also keeping the stakes relatively similar. ┌─────────┐ ┌───────────┐ │ similar │ chronological │ different │ ╘═════════╧╧════════════════════════════════════───────────────────────────────────────┘ --- #13 fediverse/5065 --- ═══════════════════════════════════════════════════════════════════──────────────── ┌────────────────────────────────────────────┐ │ CW: strange-ideas-about-software-mentioned │ └────────────────────────────────────────────┘ software should have 3, maybe 4 or 5 maintained releases imo for adding security improvements and whatnot then people wouldn't complain about updates because they wouldn't feel like they were being left behind (after expressing their differences (of opinion and such)) I think that'd uh maintain them as, I guess, userbase optics parallelograms? oh sorry we're on rhomboids this week - right, and no I won't forget the differences in creed, all things are received equally...d. uh-huh yeah no that makes sense. gotcha. okay see you at the location. have fun with your demarketion. what if we played games with swords but like, the peril of steam is that you can't decline to update. meaning if a corporation wants to break an old game and it's collectively hosted servers... all it has to do is push an update that disables them. suddenly nobody has room to do, and the whole -- stack overflow -- ┌─────────┐ ┌───────────┐ │ similar │ chronological │ different │ ╘═════════╧╧════════════════════════════════════════════════════════════───────────────┘ --- #14 notes/supreme-commander-appeal --- ═════════════════════════════════════════════════════════════════────────────────── 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 ------------------ ┌─────────┐ ┌───────────┐ │ similar │ chronological │ different │ ╘═════════╧╧══════════════════════════════════════════════════════════─────────────────┘ --- #15 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 │ ╘═════════╧╧═════════════════════════════════════════════════════════──────────────────┘ --- #16 fediverse/3988 --- ══════════════════════════════════════════════════════════───────────────────────── being "good at video games" does not mean "are you good at beating the game" being "good at video games" means "can you make the experience enjoyable for other players by using your character in an expressive and dynamic way" ┌─────────┐ ┌───────────┐ │ similar │ chronological │ different │ ╘═════════╧╧═══════════════════════════════════════════════════────────────────────────┘ --- #17 notes/wow-chat-is-risk-of-rain-in-another-engine --- ═════════════════════════════════════════────────────────────────────────────────── 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? ┌─────────┐ ┌───────────┐ │ similar │ chronological │ different │ ╘═════════╧╧══════════════════════════════════─────────────────────────────────────────┘ --- #18 fediverse/982 --- ═══════════════════════════════════════════════──────────────────────────────────── @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 ┌─────────┐ ┌───────────┐ │ similar │ chronological │ different │ ╘═════════╧╧════════════════════════════════════════───────────────────────────────────┘ --- #19 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 │ ╘═════════╧╧══════════════════════════════════════─────────────────────────────────────┘ --- #20 fediverse/3063 --- ═══════════════════════════════════════════════════════──────────────────────────── @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 ┌─────────┐ ┌───────────┐ │ similar │ chronological │ different │ ╘═════════╧╧════════════════════════════════════════════════───────────────────────────┘ |