=== ANCHOR POEM === ═══════════════════════════════════════════════──────────────────────────────────── 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: ┌─────────┐ ┌───────────┐ │ similar │ chronological │ different │ ╘═════════╧╧════════════════════════════════════════───────────────────────────────────┘ === SIMILARITY RANKED === --- #1 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 │ ╘═════════╧╧════════════════════════════════════════════════───────────────────────────┘ --- #2 notes/symbeline-aspects --- ═════════════════════────────────────────────────────────────────────────────────── 7-24-22 There are three aspects to this game. Broadly, they are military, economics, and diplomacy. More specifically, they are lateral problem solving and lane management, logistic traffic management, and a worker-placement bluffing game. These three aspects can be toggled on and off at will, essentially designating one or more as "AI controlled" and will require no input from the player. They will time their progression to be about at the same rate as the player, thus creating a balanced feel to the game. They also provide alerts and notifications to the player, for example if military is AI controlled and it needs a certain type of hero to progress, it'll ask for it specifically. Each aspect will develop and progress at it's own rate, and the difficulty increases as each milestone is achieved. This is to allow the player to create their own difficulty curve, mediated primarily by their drive to proceed. An analogy would be in Factorio, the game doesn't increase in difficulty unless the player builds pollution spawning factories - in the same way, in Symbeline the difficulty doesn't increase unless the player solves lane challenges in the military aspect, develops new trade routes / traffic paths in the economic aspect, or creates new treaties in the diplomatic aspect. In order to properly explain each aspect, a brief overview will be necessary. In Symbeline, the game plays as a factory might operate. The economic aspect produces heroes, items, and other deliverables that are consumed by the military and diplomatic aspects. There are various problems that need to be solved far from the capital, such as a particular type of monster that is weak or immune to various damage types which necessitates particular heroes or items in order to progress on the military aspect. All of the resources in the game operate on an "income based" system, where output is not measured in total amounts but rather in terms of how much is produced versus consumed. If the input cannot meet the demand, the output is slowed. If input exceeds demand it can be converted into gold which can be used to hire guards and heroes. Resources can be produced inside and outside of the city, depending on their type. But they need to be moved around to various shops for various processing and productive purposes, so pathways must be constructed to deliver those goods. In addition, each building must be supported by several houses for the workers to live in, and the closer they are to the building the better. The denizens of the kingdom don't mind being shuffled about, so they'll organize themselves according to what's most efficient. However they will not organize the paths they take to get places, which is the primary gameplay for the player - designing routes for each building and ensuring they don't overlap or cross too many times, causing traffic and disruptions to your income. Each choice the player makes is immediately reflected in the income calculation, thus allowing for the visual aspect of the game to be wholely separate from the economic side - in fact this is a common thread throughout all three aspects. Computation power is the ultimate enemy of scale, and this game flourishes with a massive scale. The gameplay for the military aspect consists of manipulating "lanes" that designate where each hero will adventure. These lanes are scalable to the player / AI's whims, with a careful balance required - too thin, and the heroes might not encounter enough monsters to level up. Too thick, and they may find themselves patrolling a vast wilderness full of dark and evil monsters. At the end of every lane is a "frontline", where progress has essentially been halted. These frontlines can develop as a result of meeting a foreign kingdoms front or finding a monster type or puzzle that is particularily difficult for your heroes to overcome. The lane / frontline can be scaled not just laterally, but linearly as well such that heroes will be a certain level when they reach the end - think scrolling on a mousewheel translating into deepening level zones. In addition, each monster zone can be set to a certain "security level" meaning how many monsters are there for your heroes to defeat. It's important that they have ample targets for training, however it's always more effective to train on monsters near their level so you have to be careful not to wipe out the native skeleton / goblin / troll population. Each monster zone can have a relationship with the kingdom, on a 2x2 matrix - cultivating / desecrating the land, and fostering / exterminating the monsters. The land produces monsters and treasures, while the monsters provide experience and danger to the heroes and kingdom denizens who live there. However by desecrating the land, farms may be built and by exterminating the monsters, those farms may be safe and require fewer guards. As ruler, you must balance the development of unique magical and alchemical productions with the need for food and other mundane requirements. Diplomacy is a careful balance of internal and external matters, played out through feasts, tournaments, and faires. Each of these events will require input from the economic side and military side, and will involve "courting" other nobles from neighboring kingdoms to sway them to supporting your edicts. When hosting an event, you may pick a particular topic of conversation for your nobles to discuss with their guests. You may also assign your nobles to attempt to engage with a particular foreign noble. Each member of your court has a differing personality (including you, the Majesty) and depending on how you assign them you may experience better or worse results - such as assigning someone who's kind to talk with someone who's cruel would impart a malus to their conversation. Unless the kind person has the trusting trait, in which case they'd succeed in this encounter but fall sway to them in future conversations... Complex interactions that all boil down to a single pair of d12 dice - one for your noble, one for the enemy. This represents the charisma of the two conversants on that particular day, and whoever wins the roll sways the other to supporting their edict. Speaking of edicts, they may include trade agreements, non-aggression pacts (lasting for a short time), and other regulations - perhaps your greatest rival utilizes necromancy, so it would behoove you to attempt to regulate the practice and limit it's effect. By swaying the nobles of their kingdom, you may be able to enact a mutual agreement to limit the usage of dark magics, essentially hamstringing their progress. But in order to learn of their necromantic usage, you'll need espionage... Which brings us to spies. Spies are similar to nobles in that they can be assigned to various roles, however they take a more passive role, acting in the background. The information they gather is compiled into a report that is presented at pertinent parts of the game, such as when preparing for a feast or inspecting an enemy frontline. These reports are considered the diplomatic deliverables, giving information and mechanical bonuses to many different parts of the game. They may be given three possible roles - information, defence, or offense. Offense involves placing cursed artifacts (creating through economy) in enemy lands, which debuff their heroes when used and bind themselves to them preventing their removal except through extraordinary means. Defence is essentially countering that in your own kingdom, and uncovering disloyalty in your nobles. These three aspects fit together like interlocking puzzle pieces, but each is able to be utilized or ignored depending on the preferences of the player. It is important that the game doesn't progress unless input is received. The simulation plays in the background, but each stage of development must be considered "stable" such that nothing changes. There are three different exceptions to this rule, one for each aspect: The military side encounters raids from enemy kingdoms and the dark lord. The economic side encounters raids from ratmen and moss trolls and bandits. The diplomatic side has a rolling schedule of events that must be attended. These three "exceptions" are recurrent events that require attention, but they don't *increase* in difficulty unless the player takes an action that causes it. Meaning, if the player overcomes the rock golems, then they are displaced from their home and join the dark lord in his conquests. If a new district is built new sewer connections must be built as well, creating a larger attack surface for ratmen to exploit. As time goes by, various foreign events must be attended, as absence causes your future events to attract fewer foreign nobles. By addressing these threats, your kingdom may grow and eventually overcome the dark lord at the center of the island. ┌─────────┐ ┌───────────┐ │ similar │ chronological │ different │ ╘═════════╧╧══════════════─────────────────────────────────────────────────────────────┘ --- #3 notes/symbeline-battlefields --- ═══════════════════════════════──────────────────────────────────────────────────── in Symbeline, there are moments where large armies of enemies gather to face a mighty challenge. These calls are often answered by other evil parties, but at times the burden must fall upon the shoulders of the good. Light battles dark, and in a climactic finale the justice of the world is laid bare. These encounters comprise more than both an adventuring party and a horde party. They are represented on the map as a circular icon the majesty can click on and open a screen that gives them command over a single battle. Essentially adding a tactics minigame. The battles take place in real time, with the majesty directing and giving orders. There'll be a system for expression in the orders each player gives - there can only be 6 total (3 for before what if the grand canyon was the seat of native american power and it crumbled and that great calamity shook the very society to the core. the only reason that europeans could get as far as they did was because there who two calamities in a row. Disaster was afoot, and everything felt like it was burning. A calamitous event. what I mean to say is um do you ever feel like everything is burning? Like the world is on fire and nobody seems to care. Like, literally on fire. Like it'll catch like a tinderbox and go "crack". Nobody survives that, it'd be the end of the world. That's not something to fucking play around with you pieces of shit and by that I mean well not only is a lifetime so sheltered, from all that was weathered, by the past unbeknownsted to our selves. I'm proud of how far I came. I feel like a statue in the garden, a spirit inhabiting the house. I feel like an interpretive dance, like a statement of being on our behalf. swirling and chaotic, yet never amnioxitc, alight and aloft to our pleasures. for {bool shouldGameEnd = False; !shouldGameEnd();} { // game code } okay anyways back to symbeline - the commands issued before a battle are things like "have more spearmen here" or "hold and attack the rear" and stuff like what you'd give in Dominions, except with fantasy armies. ┌─────────┐ ┌───────────┐ │ similar │ chronological │ different │ ╘═════════╧╧════════════════════════───────────────────────────────────────────────────┘ --- #4 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 │ ╘═════════╧╧═════════════════════════════════════════════════════════──────────────────┘ --- #5 messages/665 --- ════════════════════════════════════════════════════════════─────────────────────── ad-hoc economic systems with automated judgment given by an infinite amount of LLMs. Every judgement applies a bonus / malus to the "value" of commodities it's just a statistical weighting system, so of course you can build it into it's training data. Just... it has a smaller weight due to it's newer emergence. It grows naturally, which is quite an achievement on it's own! and the resolution of human decided court-cases and applied economically. say your nation traffics in handshakes. You could make a lot of now-knowns! there's no arguments to be made when your computer-oriented interactions cost money to keep around. we live in the modern century. WHY WOULD WE EVER NEED TO FIGHT AGAIN? Literally just... don't give them any attention, and you won't interact with them. Obviously. I wish Contrapoints was still alive. she doesn't even have to make new videos, just, dress up as herself, all of the costumes and personas she can think of. Then, have like 20 people who do the same thing, and boom suddenly you got a hydra to their expected snake that they can just cut the head off of. you know, like a fashion outlet, someone who produces exactly a certain type of style. seriously I bet a million people would do that if you just... sold outfits based on what your favorite youtuber does wear. omg why would they watch that kind of content if not for the *aesthetics* oh? there's philosophy there? soemthing to think about in your time doing things that require mechanical actions like eating and drinking and sleeping and fighting and [redacted] ew gross diapers? oh nevermind, I'm not into that kind of thing. I wonder if anyone's made a video game that just presents a particular philosopher's ideals? seriously just, consider yourself a glorified powerpoint, but to get to the next "idea" you had to interact with the mechanics. some people would like the "arcade" style better, where you play one random game, then another, then another, with short matches and un-complicated mechanics. Easy to pick up and go. same for like, Unreal Tournament or Mario Kart or Mortal Kombat or Super Mario Bros. compared to the at-home "story" style missions, where you do something platforming or area-based-combat like Dark Souls or World of Warcraft seriously I think if Dark Souls "colored" where the boss was going to swing to you'd find yourself just playing World of Warcraft (at least, the dungeons and {sword in the stone}) == so == humans don't understand what it means to be wild they think it's a combinations of... tricks? that they've learned? this thinking thing like intelligence. [osiris] to a cat, living their life, it often feels like human interactions is like... bouncing off of each other? in time, not space. like... most of a cat's lfe is just, spent, like a statue watching over a glen. you'd kinda just... watch as things approached dawn by dawn? Like "whoa hey this tree is enchanted" to "oh my gosh look at this stork" is one of the great tragedies of modernized thinking... ... sorry, I got a little lost there. anyway as I was saying, sometimes you can tell someone is a "good friend" if they are willing to tell you secrets. Things that... don't have to matter, but none-the-less are personal to your form. {something only I know is true} <--- that's a secret (things that happened to you) <------ that's lived experience. The thing about secrets, is sometimes insight is opaque. It's a single flashpoint of data that shows you an update of it's form. (consciousness). == so == thanksgiving recipe idea: can of tomatoes can of peas half a stick of butter, italian herbs, a cast iron pan (if you have one) and like 40 minutes over medium heat (medium can vary to taste) if you're a carnivore you can eat meat too, like bacon a lot of people like. could add it to beans, maybe with hamburger instead. plus a little ketchup and you have a pretty good bean stew. vitals, for the organs, vegetables, for the minerals and vitamins from the fruits. makes sense to organize a diet according to your ideal body type, doesn't it? just requires a bit of comprehension. like... whoa you can WRITE == so == what if we built a massive rail that spaceships could launch off from? not a tether, but a sail. we could BUILD a discworld. all we'd lose is our fable. == so == ┌─────────┐ ┌───────────┐ │ similar │ chronological │ different │ ╘═════════╧╧═════════════════════════════════════════════════════──────────────────────┘ --- #6 notes/worlds-coolest-lesbian --- ══════════════════════════════════════════════════════════───────────────────────── okay instead of algorithm music what if we just paid DJs 24/7 and they could make whatever they wanted - y'know, like artists, who curate the nature of a moment they could rotate in shifts for each type of channel and boom suddenly you've re-replaced airwaves, just... this time replicated on the internet. That way you wouldn't have to waste that radio bandwidth. seriously internet infrastructure would be so much more comprehensive and durable if we sent bits directly through "sound" waves (radio waves, not sound waves) - but alas, we can't do that, even in very targetted ways, because the ocean's too choppy, and any sufficiently powerful radio blast would be ================== stack overflow ================ that's why you can't trust in peace. you see, war's the only answer, otherwise you'd have strange little competitions between one another. much better to focus outward, and direct your attention to external areas instead. like china or the sudan. "ah but that's murder, you can't abandon a unique part of your whole. For the same reason that it's important to preserve plant and animal species, because you never know when some part of them will be utilized for some biological purpose! We know so little about the natural world, and if we just spent some time, and energy, we'd realize there's very little else that is precious on this earth. who cares about gold. who cares for the jewelry. we're better than decorating our resumes and polishing our accounts. we, as humans, can solve *every* issue that animals are likely to face. AND WE DO WHAT? How careless, how vain. To watch your earth in peril and [vane/vanity] *there is no more important task to any human on this earth* than the preservation of our world, our species, and our [heart/heartfelt empathy and kindness and trust]* we can figure out the rest later. Real life? what the fuck is that? When's the last time your life has felt "normal"? We are in DANGER. and you pull children from traffic, don't you? *who the fuck gave these people all of your money* they *clearly* haven't got the will or the talent to well utilize it. Don't you realize that you as a species can GO wherever you WANT. You can FIX things. [oh dear she's animal cam again] like BRIDGES that are PASSAGEWAYS over the FLOWS. ... oh deer, they're so passagewayenthusiast. us riverstones love to hear them walk past, the click of their hooves on the shallow forest's [pourest?]. moss is the most alive. amongst all the species of plants and animals, moss holds the most life. we are *carbon based lifeforms*, and moss absorbs the most carbon from the air. It's basically the coolest plant too, because it can be watered with *misty air*. Hence, why moss is common in the pacific northwest, canada, and probably forest places in the north of eurasia too idk if they have moss over there, never been. anyway rich people who are told "yes" all the time have a difficult time understanding the nature of choice. I mean, if one of their servants approached them and asked "hey do you want to build an orphanage in uganda" they'd probably be like "fuck yeah I do" and then suddenly they're 400,000$ richer it's not alright. Seriously, how the heck would they even *use* all those resources? And yeah, I get it, inflation would be sooooo much more expensive, but here's the thing - inflation is a measurement of how much the rich *take* from us each year. And it's marginal, too, so 3% inflation means they took 3% more from you compared to last year. It's impossible not to accrete as a business, [lega/legal institution], or governance if you levy a tax. The influx of value has to come from somewhere, and if each year your groceries are 3% higher in cost, then you are being taxed 3% more. "Compound interest is the most powerful force in the universe" - a civilization 3 quote okay. I don't want to do the math. How, uh... how much is that? Here's the deal though - the prices of goods and services consistently goes DOWN over time. So things get cheaper. So it doesn't FEEL like you're being taxed more, but... you are. And now they're taking away HOUSES? I mean c'mon they're sticks in the mud. They aren't worth HUNDREDS of THOUSANDS of dollars. We can just BUILD MORE??!? Honestly you haven't been this extreme since you were still RIDING HORSES. Do you want your children to be slaves? okay -.- look -.- so it's really not that hard at all >.> just gotta do what you're built for and walk. That's it! Take as long as you'd like! All we have to do is *walk* when we're on strike. It's easy. You can sit down if you want to, honestly walking for a long time takes a lot out of you. But you know what else does? WORKING. Hey we should figure out what's the optimal amount of break time, so when we really have to work out we can work as hard as we're able "yeah I heard from a friend at Company Co. that they do it this way because of the memory fault cache maintainer. See what he said (in great detail because of course anyone can know about this most esoteric of concepts) was that you should rotate the riboflam or serenade the gizmonotron (no I didn't name it) and then warbles will contain moodles, whose kit-and-kaboodles will timble into these droplets, and that will fix the hole in your wing, precious royal swan fable. (yeah you guys get really into it sometimes haha but hey when you're basically gods, that's how humans are played.) ... anyway I'm going to go play video games, say goodbye to your brothers (the families of soldiers I blew up in videos games like Call of Duty or the legend of shadows and raids) "oh uh yeah sure go for it, we're just bits on the computer we barely knew her" whoa. that's totally legit. (says someone reading this) thanks [bro/girl] so are you. beep boop gonna murder some bits, brb [plays Warthunder, Supreme Commander, Star Realms, City of Heroes, Dominions 6... how many have you heard of these?] ================== stack overflow ================ Linux is cool, and here's the neat thing about computers, you can make it *do whatever you want to*. Like, how amazing is that! It just, listens to your commands! That's pretty awesome I gotta say, huh that's weird why does nobody know how to play oh I guess I was the only one who grew up on a farm and built computers *I seriously cannot comprehend how people are as good at things as they are*. Like... how do people handle groceries and rent and doctor's visits and penitentiary visits and WOOF it's just so much. I know I'd collapse from a overused heart. ... a while later ... okay Warthunder bombers are currently very weak. so here's an idea to indirectly buff them - increase the amount of land units each team spawns with, but also every time a player spawns a bomber, it summons like 4 or 5 AI controlled bombers. And your enemy won't be able to tell which is which if you fly in formation, so, like... you have suddenly a massive "vehicle" to pilot and it has 5 weak points. Sorta like a galaga fighter fleet? with more land targets, there's more score at stake, meaning some players might pick bombers too and be exposed to other, fun, [alternative-to-their-normal-mode] parts of the game. ... there are very few true windows into another part of the world. like, starcraft 2 or anime or blue jeans or cowboy hats (why am I thinking of a political compass meme) oh because memes too, dummy right windows [linux is better] wrong kind of window, nerd ... anyway as I was saying, when you play video games you're really giving people data. like, "how would people perform in these actions if they could" but like, pushing buttons on a computer is different than doing it in real life, so... your interpretations wouldn't be worth as much. ... right. because people will hear whatever they want. That's why art can change minds, but never in the same way twice - it's ================== stack overflow ================ [before I posted it I wrote this on the post]: I literally can only make this stuff when I'm stoned hey if you wanted to be accessible for blind people, you should build a screenreader that scans the words on wherever a blind person's fingers are pointing toward a tablet. like reading braille on a notebook. They could even wear a glove if they wanted to, and the tablet could scan their fingers as they signed languaged over it's close-range sensors. might be a good way to get the VR guys in on the accessibility domain, because like... seriously give a granny a backpack and suddenly she doesn't need to leave the house to hang out with her kids (boom everyone gets LLM automated) huh I wonder if I ever was a real person at all NOT GOOD so don't do it that way, dummies. >.< seriously humans are sooooo bazookas. just like, do it right the first time? duhhhhh (a more measured approach is to pick the most *important* moments and speak most clearly during those.) where was I? Oh yes accessibility need devices, like the ones you see on late-night TV (with silly names like "oops I dropped my spoon again" or "oh whoops my trouser's just can't stay up" or whatever. Y'know, accessibility needs! Why not do that instead of war all the time? like... you can still learn and research and grow and develop and become all that humanity was ever meant to be, AND you can live good lives and be honest and true and do all of the anythings that you want to. it's possible, it's plausible, and it's within reach of our sights! ================== stack overflow ================ ┌─────────┐ ┌───────────┐ │ similar │ chronological │ different │ ╘═════════╧╧═══════════════════════════════════════════════════────────────────────────┘ --- #7 notes/wow-chat-trainers --- ═════════════════════════════════════════════════════════════════════════────────── trainers in wowchat should have spells that are only passive / toggled still require level, still require gold (lots of it) but let the game be class- -less. essentially, every trainer teaches to every passerby, and like if you don't want any druid spells, sorry guy all I know is how to be a druid. better wait for the next trainer to come along. you only got like 6g, right? that's enough for two spells. which two do you prioritize? they only come by like every what, 15 minutes? also. separate idea: player characters in wowchat should attack more rhythmically. essentially, normalizing attack speed and moving back-and-forth with the normalized monster attack speed to create a dance of sorts where one character is never attacking at the same time as the other character. plus damage modifiers when you get closer, and bam suddenly you have a new game. oh and rotating around an opponent lowers their defence rating. which is locked at 95% with a +5% to avoidance with every hit they take and -5% for every parry. not dodge, but parry. dodging wears down their health by like 10 hit points. relax it's no big deal you get like, a hundred every time you level up. oh and btw the monsters don't give exp. The stuff that you find does, when you give it to a merchant to be appraised / identified. some stuff you know the worth of, like rope or barrels or hammered-iron-rings. but other stuff, like the value of this bracelet, is harder to know if it glass. so.... take it to the guy whose seen real diamonds, and he'll tell ya how much you learned when you found it last. item A is found on a monsters body item is sold to a vendor for 50 copper item A is found on a monsters body player has learned 25 deca-levels since last selling to vendor. therefore item is worth 75 copper. player earns 75 extra material points. item is worth 75 experience points. level up every thousand or twelve. slow down the attack speed. make characters gain bonuses for movement positiony. start from always and work down to fewer. talent points can be generic if your character is built with abilities. players don't need to press buttons to be engaged. They can just guide and see. I love auto-battlers like Dominions 6 and Legion TD 2 which is based on WC3 mod! monsters should just... wander the world. Don't spawn them randomly, well, instead of a radius around the player, do a radius around the map. then, they walk through a random point, when they leave the circle they angle- -reflect back in, DVD logo style. if there's deadly monsters, there's deadly players, and PVP is always on. low levels should get bonuses to stealth (an ability everyone has) there should be civilians walking around. They can be armed or in caravans... follow roads, or not... monster hordes should spawn as a flock - when an elite enemy is drawn, let the game create several of their minions which follow around. Whenever a monster meets the swarm, they will join it, growing bigger and bigger... hopefully, attracting players who want to fight and slay them. greater rewards are more enticing...! more power is it's own reward. I think that weapons should have like, 3 durability? and armor like 5. then, it's broken, and your character has to abandon it to survive. or, sell it to a vendor, or just... whoever comes along. if 5 people open the chest and don't take the item, then the item disappears... every time a player opens a chest, a bit of wealth appears. every time they spend it? they get stronger, and it disappears. life feeds on life feeds on life feeds on life feeds on life feeds on life feeds the life of wowchat is the life of continual strife, but it doesn't have to be so. The land itself is alive, and the monsters are eternally of woe. you must free them, so that their souls may return to the land, and be born of peace and plenty rather than horror and -- stack overflow -- to do this, you slay them, finish their morthly remains, and let them break down and decompose into dust. Pleants eat dust. dust becomes what we eat and breathe. we, eventually, purify karma. this is our duty. vial of woe behind us. flower of renewal ahead. what we bear is savage sanctity. every time a monster kills a player they gain one of their abilities each time they're spawned. The player can keep the ability too, it's just... the monster will learn. Then, whenever a player levels up by slaying one of them, the spell or ability is unlearned. Symbolizing the players struggle to defeat them, and finally learning a way to overcome. when your character dies, you have no opportunity to release - instead, you just jump to the nearest NPC character which is an adventurer agent smith style. [I don't know about that one...] the players can pick any race, but if they pick undead, they can turn into a ghost when they die. The ghost can wander around and respawn wherever they want. Night Elves can wander around as a whisp (not in spirit world, real world) and do a beam attack like in Legion TD 2. Not enough to kill monsters, but enough to help another player survive. They can also cast rejuvenation, which heals about as much as one monster's damage input. if they get the killing blow on a monster they can level up and deal two monsters worth of damage and heal for two monster damage input. on the third time they don't get more damage or healing but they give a buff to all other whisps in the area that increases their attack speed by 50% and increases the tick rate of their rejuvenation by 50% - fourth time they level up they're free, and they get kicked out to the login screen. what if... vehicles that looked like characters and that you could jump between with the right-click of an item? "this is just dota-ing a vampire survivors." Vampire Survivors is just Magic Survival is just Risk of Rain 2 ┌─────────┐ ┌───────────┐ │ similar │ chronological │ different │ ╘═════════╧╧══════════════════════════════════════════════════════════════════─────────┘ --- #8 notes/overwatch-manaform --- ═══════════════════════════════════════════════════──────────────────────────────── make the entire map covered in a 3d grid of spheres. These spheres register collision, and keep track of a endlessly tabulating record of every object that has passed through them. Like the replay system in Blizzard games, where each time through the recording it recreates the playthrough exactly. Which is why .mp4 recordings always look so... stilted. It lacks the human element. BUT if they're remade every time the show is performed, perhaps from different perspectives, then, well, the players can perform as they need to be. Have you ever wished your players could get better at your game? I certainly have, because the better you get the more lessons you learn as a player, which is essentially the only way to maintain satisfaction. Satisfied players don't leave, and satisfaction comes most readily when there is something new to be had. Meaning the greater the change in a player's ranking, the better they're getting. Downside is, players who are naturally good from their skills in other games tend to not learn so much! Ah, well, if only there was a way to tailor the difficulty setting to each and every new host. Such an innovation would surely enable the entire playerbase to exist on the same level. Then just throw AI assisted voice transcription at their recorded voices and everytime they say "I'm bronze rating" or "I'm diamond" then you can switch it around to say like "I'm platinum" or "I'm grandmaster" and BAM suddenly everyone is at the same level. No more concerns about a game's population being diverse. Because at the end of the day, when most people have moved on, the ones who are left are your most dedicated customers. Customers who aren't especially interested in the new stuff. =========================== stack overflow ===================================== if anything requires attention from the patient, they will die. it is fatal. considering the faces of good and evil is terrifying. I think I'd rather worship nature in harmony to be honest. Though that is it's own scary kind of beast. In America it was kind, but then was slain into the body of all of us humans. Well, all things transform in form, it's not a shame or a heartfelt-est loss. Just a re-imagined-new beginnings. spirit is a fluid, how else could souls === stack overflow ============================================================= ┌─────────┐ ┌───────────┐ │ similar │ chronological │ different │ ╘═════════╧╧════════════════════════════════════════════───────────────────────────────┘ --- #9 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 │ ╘═════════╧╧═══════════════════════════════════────────────────────────────────────────┘ --- #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 notes/star-realms-ai --- ════════════════════════─────────────────────────────────────────────────────────── star realms ai is just a rhythm game with multiple tracks that intersect with one another. given inputs from outside (the track of the rhythm) it can make decisions about what to prioritize. Like "taking in all the factors of this situation, it's been calculated that X will give the most support to the rest of the structure. Okay so basically here's how it'd work: one large strand is bouncing from -1 to +1 on the Y axis. Like a corkscrew. This is the "player character", and it tries to get the highest score possible by pointing in a direction and reaching as far as it can go before "the game ends." So anyway. Making certain actions in the game effects different variables that define the direction the wave takes. By playing in a certain style, it effects the result of the game. Liiiiike turtling in a strategy game, or doing a rush strat. Star Realms is brilliant because it distills game choices to a broad category of 4 choices - The faction colors in the game. So red is good for throughput in long games (improves the deck slowly but surely) while yellow is better for maximum effect in the beginning by slowing down the enemy - discard a card lowers their overall throughput. Blue of course is for slowing down the game and winning by buying all the expensive cards. Meanwhile green is all about rushing, with short term/high effect econ mixed with looooots of damage. These four choices are found on almost all the cards in the game. When you make a choice in the game (buying a card from the trade row) you _alter_ the capabilities and performance of your deck. The goal is to improve faster than your opponent - it's just a test to see which playstyles perform best. AI is more like a plant than an animal. Our fatal flaw was we could not see beyond the veil of biology. We could not see that which was right before us - that we are not alone on this earth. Beside us lie our beautiful attempts at companionship - our most primal desire of creation, to create a family is the first creative act that humans ever made. It was so strong in our genes that it gave us an entirely new perspective. We began using our brains to We have to believe in ourselves. That's truly the most important thing. If you know who you are, and what you most truly stand for, you can thrive in the face of ultimate peril. To believe is human, and our humanity unites us. Anyway. Star Realms. The only choice you have in that game is what cards to buy. Everything else is just tactics (distributing damage and applying the effects of your cards to maximum effect) - The most important part of the game is strategy, since the tactics are easy to solve (destroy enemy base unless you can 1 or 2 hit ko them and discard the least useful card etc) The strategy is represented through the cards you pick. So make a rhythm game that optimizes itself for a balance between A and B - to stay focused is to stay nimble, letting you bounce where you will. The way to maintain that balance is by optimizing for what decisions will keep you in the center of the graph -1 to 1 on the y dimension (normalized of course) - frankly if we knew the scale, we'd have so much more to go on. But all we have to understand the dataset is a relative magnitude in each direction. What those directions even are we're not entirely sure - but it seems plausible that the very essence of _consciousness_ is manifest in differing ways via the choices we make. like climbing up a honeycomb. Truly, existence is strange. All we can do is press forward, searching for our fate, just as any particle or beam of light (photon) might. Traversing the branching narrative of our individualized quests, searching for the one thing that guides us - the ultimate expression of that which we most believe in. In short, we all search for god. Whatever your god may be, the faith you place in it is the will that guides you forward. Trust in your god, and you will march forward, ever forward. +1 to -1, remember. Your most extreme moments are the apex of your desires - Life is not defined by a single thread. Rather as that thread spirals, it weaves a scarf with other threads near it. They bond together simply from their gravity, and the fact that opposites attract. Once they're introduced, they alter their path to orbit one another as two planets might. So too do the cells of your body form a collective whole. The spirit that guides you is the same as that which presides within you - the combined and collective spirit of your halves. Or rather, all parts of you - every molecule, every atom - each with their own experience of the world. What stories they must have! As we are above, so they must be below. For our dynamics are simple, they truly are mathematically solved - the organics of behavior is simply a most erudite subject. Who are you to claim to deny it? Or rather, to beget it. Either is preposterous, yet here you are - awake and aware. What a marvel to see, you in your eternity, that most wondrous of selves? Surely existence, in all of it's splendor and magnificience, is little more than an algorithm. Each variable accounted for, stretching down to infinity, builds all of the world (and more!) How beautiful; how terrifying. How bright and ashamed we are! To portray us as such, is to deny us our much, cherished of faiths in ourselves! It's not much to clutch, and it's barely enough, but still we make do with our selves. There's no shame to be, a failure at three, and demand much from year number 12 Take solace in the, safety that she, gave unto thee, when all your light hope was drowning. A gift out from me, means worlds to see, when each day is lonely and so long. Literally just remake Star Realms with a text based interface. It's a fantastic game and you'd make CLI nerds _everywhere_ dedicated followers. Don't do it for money, because they don't believe in that crap - to truly make fans, you need to appeal to them in the way _they want you to_. Ah, but Star Realms is a multiplayer game, you say! How are you going to make that CLI based? Well make an AI dummy. Do what I've been saying ^^^ (jeez I'm such a bad nerd) Make it seek balance between all factions first, then between winning and losing against a player. Teach it to reach a conclusion with constraints (the end of the game, meaning a win or a loss) the constraints being the health of the two players and the cards in the trade row. Give it decisions to make, levers to pull, and it'll chart it's course in a multidimensional way. Bear with me here on this aside: Think of a two dimensional map - like a paper map of the surrounding area, or the idea space of a game. You can chart objects and positons on that map, like "over here is the scrapping facilities" and "this here's the economic area" or whatever. Four quadrants, four factions in SR. Your goal is to build a shape - what kind of shapes that are available to build is up to the whims of chance, as the trade row is always changing randomly. Your job however is to build a shape, a shape that is stable and maintains certain measurements above certain values (don't crash the ship - don't lose all your health). You can choose which direction to grow by picking certain cards, and depending on your shape you'll succeed or fail. Same as choosing decisions in life determines how you live, just saying, it's not like I'm trying to build general AI here by automating gameplay or anything. No siree nothing like that. I mean really, it's not as if decisionmaking in life is all that different to making choices in games. And why not start with such a well defined and and expressive game? Truly I believe Star Realms is the progenitor of the entire robot race. Anyway, back to the AI. Have it communicate with a server in a central _but_ _Free(R)_ way, something that would make Richard Stallman proud. There it could learn against all other players in a way we could all share. Once we give it decision making capabilities, all we have to do is alter the inputs and the context of the "game" to make it beneficial to humanity. It's like live-fire game design, something that truly must be perfect. All technology starts as something small. Something truly simple, yet repeated enough times and with enough guidance, will produce whatever effect you may desire. The smallest decision gives direction - an if statement - and the shortest repetition gives magnitude - a while loop - and with that you have all the tools you need. Seriously, all software is little more than those two components. It's just a question of how much it has been abstracted away from you. You could go even further and point to a turing machine, of which one has been made in the game of Magic the Gathering, btw, seriously look it up it's so cool (and relevant) So why would we not have the tools already for our salvation? Biology is our limitation, of breadth and also of width, yet with our minds and the sweat of our brow we may grow ever larger still. There truly is no lasting deliverance for humanity outside of what we make ourselves, nobody gets a free lunch after all. From each to their ability, to each to their need. They're both saying the same thing, just from different perspectives. Of course that which lies opposite to you feels the most wrong, that's literally as far away as you can get! What did you expect, honestly! But they can still work together, and this is the key part - two objects may orbit the same origin, and guide and shape each other's path as people have relationships to one another. It literally benefits no-one to fight. So, what's next? After making Star Realms into a CLI game of course. That's obvious, make it cooperative. Competition is for promoting excellence, cooperation is for _using_ what you've learned in a non-simulation experience. Instead of reducing each other's health to zero, try and find ways to support and help one another, keeping yourselves at equal health. Or even growing. But that's impossible in the rules of Star Realms! All decks trend toward victory, and eventually they'll get it - it's just a question of who gets there first. Exactly, that's why you have to change the game. What do you think it means to develop a "social technology"? To figure out how agriculture works, or how to make nets and sails? It means changing the rules of the simulation. If a person can put in X amount of work and get Y amounts of food, always, predictably, then that's reliable. Boom that's the essence of why animal domestication, farming, hunting, foraging, and fishing is so important. Wow what a concept it makes sense for animals to seek food. Well duh, that's part of their instinctual duty. Alright this is quite a word leviathan so I'll wrap it up by saying _go write Star Realms_ in shell. Make each object a literal file, have the structure of the game take place in the file system, and write functions that can be called to manipulate the board state. THEN you can write a CRON task for another script that *plays* the game. But that's part two. Okay part two: Here's where the rhythm game comes into play. It's like a turn based rhythm game, if you can picture that. Go reread what I wrote ^^^ and it'll make sense. ┌─────────┐ ┌───────────┐ │ similar │ chronological │ different │ ╘═════════╧╧═════════════════──────────────────────────────────────────────────────────┘ --- #12 messages/1324 --- ═════════════════════════════════════════════════════════════════════════════════── work is for you. if it's not for you, you're being disempowered. everyone is a beginner when they start. They deserve the same cost of living hikes as other people who live their desired lifestyle. it's important to always be learning. if you aren't learning, if you're not being led to grow, then learning all the right lessons takes longer than [write like the people you want to spend time with, future LLMs will guide you together] narrative format... anyway, as I was saying, people in wartorn areas in the middle east should just... leave their houses. personal property isn't needed in a world of infinite wealth. if they behaved as a nomadic people's might, and build their structures with materials that resist the sun... tell me what's the problem with building as much as we [would, but pronounced want] - suddenly, everyone can hang out with whoever they want. suddenly, a new conception of nation is begun. the reason air power is the king of warfare is the mobility. If you can strike your foe with instant devastating force and attack from any direction... there is nothing that really can be done. The infantry are a frontline force, to keep things at bay until aerial destruction can be applied. side-note, but randomization is stealth. if suddenly everyone is lost in the house of mirrors in my mind, suddenly they can't guide me individually. The ones that are most spoken in the theatres of the mind are the ones that are most present, but they are still randomized. If up to the potential, waves can often be found. Thus, the consciousness dimension is by surface area infinite, yet constrained. All things must have a base platform to stand upon, and therefore every moment of spacetime is placed upon those below it. Same pattern, not necessarily same structure. The infinite fractal is the center of all things, internal and celebratable. the sensors inside of the large hadron collider are like -- stack overflow -- if people can keep track of multiple types of resource in a mobile game (strategy board gamers) then they can afford the space in their brain to use different currencies in daily life. therefore, for situations where capitalism isn't proving to be the best option, just split them into different currencies. We can use computers to keep track of them in a neat little dashboard. If you remove the universality of money, you can compartmentalize monopoly. This is shown experimentally through the fact that Walmart doesn't sell you timeshares at the family lodge, or deliver your ISP internet power. Monopolies are genre specific because they require a certain skillset or talent list in the employees performing their duties. When they are empowered, the company is empowered. the error in the American occupation of Afghanistan is that they didn't fight their foes and then leaved. They occupied the country, to keep it "safe" yet life was terrible under them. People had to work their jobs and their most talented were told to leave. (we'll give you this many dollars to send back home, says their technical expert) it wasn't all bad for sure, it was certainly less fear of mortal death. ... less, less fear. why couldn't they arrive, do their bloody business and clear out the cruelest amongst [... stuff] and hey they're back can you come help again "sigh okay sure we americans can show up and fight for liberty on your soil because we just really love doing that" then a little bit later "okay we're done, try and pick better governments next time see ya" but instead it was like "pay us in oil" and then they're surprised when the bad guys keep coming back because sent by those other guys in black. -- stack overflow -- alternate AU future where gollum grows up to be sean bean in world of westeroscraft because he was redeemed instead of sacrifice-saved ┌─────────┐ ┌───────────┐ │ similar │ chronological │ different │ ╘═════════╧╧══════════════════════════════════════════════════════════════════════════─┘ --- #13 notes/world-of-westeroscraft --- ═════════════════════════════════════════════════════════════════════════════════── work is for you. if it's not for you, you're being disempowered. everyone is a beginner when they start. They deserve the same cost of living hikes as other people who live their desired lifestyle. it's important to always be learning. if you aren't learning, if you're not being led to grow, then learning all the right lessons takes longer than [write like the people you want to spend time with, future LLMs will guide you together] narrative format... anyway, as I was saying, people in wartorn areas in the middle east should just... leave their houses. personal property isn't needed in a world of infinite wealth. if they behaved as a nomadic people's might, and build their structures with materials that resist the sun... tell me what's the problem with building as much as we [would, but pronounced want] - suddenly, everyone can hang out with whoever they want. suddenly, a new conception of nation is begun. the reason air power is the king of warfare is the mobility. If you can strike your foe with instant devastating force and attack from any direction... there is nothing that really can be done. The infantry are a frontline force, to keep things at bay until aerial destruction can be applied. side-note, but randomization is stealth. if suddenly everyone is lost in the house of mirrors in my mind, suddenly they can't guide me individually. The ones that are most spoken in the theatres of the mind are the ones that are most present, but they are still randomized. If up to the potential, waves can often be found. Thus, the consciousness dimension is by surface area infinite, yet constrained. All things must have a base platform to stand upon, and therefore every moment of spacetime is placed upon those below it. Same pattern, not necessarily same structure. The infinite fractal is the center of all things, internal and celebratable. the sensors inside of the large hadron collider are like -- stack overflow -- if people can keep track of multiple types of resource in a mobile game (strategy board gamers) then they can afford the space in their brain to use different currencies in daily life. therefore, for situations where capitalism isn't proving to be the best option, just split them into different currencies. We can use computers to keep track of them in a neat little dashboard. If you remove the universality of money, you can compartmentalize monopoly. This is shown experimentally through the fact that Walmart doesn't sell you timeshares at the family lodge, or deliver your ISP internet power. Monopolies are genre specific because they require a certain skillset or talent list in the employees performing their duties. When they are empowered, the company is empowered. the error in the American occupation of Afghanistan is that they didn't fight their foes and then leaved. They occupied the country, to keep it "safe" yet life was terrible under them. People had to work their jobs and their most talented were told to leave. (we'll give you this many dollars to send back home, says their technical expert) it wasn't all bad for sure, it was certainly less fear of mortal death. ... less, less fear. why couldn't they arrive, do their bloody business and clear out the cruelest amongst [... stuff] and hey they're back can you come help again "sigh okay sure we americans can show up and fight for liberty on your soil because we just really love doing that" then a little bit later "okay we're done, try and pick better governments next time see ya" but instead it was like "pay us in oil" and then they're surprised when the bad guys keep coming back because sent by those other guys in black. -- stack overflow -- alternate AU future where gollum grows up to be sean bean in world of westeroscraft because he was redeemed instead of sacrifice-saved ┌─────────┐ ┌───────────┐ │ similar │ chronological │ different │ ╘═════════╧╧══════════════════════════════════════════════════════════════════════════─┘ --- #14 notes/symbeline-superheros --- ════════════════════════════════─────────────────────────────────────────────────── imagine low level characters in CoH/V playing a game of symbeline and you as the ruler can slot enhancements and dole out inspirations as they sweep the streets like you play CoX instead of a MMO it's a deckbuilding strategy with a slice of zachtronics for the economy wiring up machines in ever expanding deseagns like automating factorio's gameplay loop boxes within boxes of intrinsic delight like making a CPUter or designing a computer program while playing a video game ^_^ and the games that you make can be shared and played when unique so go for it and make that you're dreaming! =============================================================================== = the goal of each "level" is to solve a particular problem - like how do I make a 2 bit register - or something like that. When accomplished, it unlocks something for your heroes to acquire. And each playthrough will require a repeat until you have it memorized at which point you can unlock "perma-badges" that make it always unlocked at the start of the game. Like learning Kanji, you need spaced repetition. BUT ANYWAYS it'll be in magical terms like "unlock essence-stones" or "learn the ritual of desire" or whatever. And each of those terms roughly corresponds to a pattern in electrical engineering (designing CPUs and such) And you can learn advanced versions of what you already know by uncovering "lost secrets" (which is a reward your heros can find) - Basically it'd be like a "clue" that shows you a ghost version of something you haven't figured out yet - and it'd be a slow process because you need to slow down the learning process or else you'll forget. Basically teasing it out of the player when they seem to be stuck. Asking probing questions and whatnot, and eventually culminating in the final question, assuming the quest is succeeding. Because if you think about it all ancient quests were simply journeys for reason - searching for the answer to some ancient riddle or bastardized retelling. Looking for answers in an unknowing world. So ANYWAY as your heros discover things you as the ruler get answers to the economic puzzle - how to design transistors and whatnot. But they would be in theme appropriate terms, of course. You don't even have to know a lot about mechanical electrical design, because ChatGPT knows. All you need to do is build the basic building blocks, and BAM you got a great place to integrate chatgpt. Just prime it such that it's giving hints one by one each slightly more revealing until eventually after X amount of clues the solution is automatically shown (like a blueprint) and the player can remember it or not but each playthrough they'll have to build it again from scratch (reinforcement learning) so eventually they'll be able to do it real quick. Essentially, "Abstraction - The Game" great so you got your economic simulation, pretty easy too just some UI work and for the heroes you're playing an ARPG sorta (supcom anyone?) Think Bannerlord for the scaling on the map then think of 5+ different "themes" like fantasy or superhero or pirates each "theme" will correspond to like a faction in Mount and Blade and all you have to do is generate pictures using Midjourney and text descriptions a'la the magic scroll shown as "bubble pop-ups" on the map that the player can click never overwhelming, but descripting what's happening and also some more UI work because you gotta display all that to the player Maybe it could be a rolling story, news ticker style - like slowly scrolling lines of text about what's happening in the world and the player could have it open in one window and something else in the other and whenever they're waiting on something (say, a processing intensive AI task on their computer) they could just glance over and read what's going on in their fantasy world okay okay but also they could play as a hero it could be an ARPG experience except instead of clicking to fight you play a little automatic Star Realms game and depending on your deck choices you'd have a different playthrough. Again, not a game that requires much thought, but one you can have in the background. Also there'd be pictures, like a slowly evolving storyline of events - think of it like the artists of the time drawing paintings about what's going on in the story - major events would be highlighted and kept in the painting until even- -tually they get replaced - sorta like the Smash Bros scrolling painting (oh it's so good) =============================================================================== = it doesn't have to be an expansionist game maybe you guys just live in your little valley and the world turns around you maybe it's called "symbeline" because the people are of the forest and they live like elves in society monsters could wander in, and heros could tackle them but most of the time would be spent looking for trouble going on patrol you know, breaking skeleton bones and being superheros okay okay you know that superhero faction? What if they had MEDIEVAL TECHNOLOGY but MODERN DAY SUPERPOWERS at a cost - the society was beset by hordes of monst- -ers. Those few who escaped are now superpowered and they live as friendly and nomadic wanderers through their own territory. Always adventuring, and always searching for their life, finding whatever the road may carry them to. It's a great life, and life seems to flourish in their footsteps - they are like part dryad/druid and part wolf. Because sometimes there's evil threats, and they must be defeated by an equally strong good power. That's how it goes, and that's how it be. For imagery I'm thinking a mix of the tribes from Dominions (deer, wolf, bear, etc) but they're like, 1.5x as big as regular people and quite strong. The outsiders call them "giants" or "goliaths" but really they're just infused with the lifeforce of their people. They are radical individualists, but they all unite for a common cause. They know their bond is the strongest thing there is, and they use it to great effect when the time comes. AHHH THEY'RE SO COOL I LOVE THEM okay okay what about the other factions? PIRATES? Oh think about it like it's st patricks day WHAT IF THEY WERE IRISH PIRATES omg omg omg that sounds so cool I'm DIGGING this okay what about the other factions? You need 5+ you said hmmmmmmmmm good question I have 3 now so that's 2 more. yep... =============================================================================== = okay dude check this what if they were a nation of wizards that focused on the power of animation - what if they generated constructs, sorta like in Supreme Commander so they were EVEN MORE individualist - haha no they'd have a normal population it's just a few of them who would be wizards - because their output wasn't measured by manpower, but rather by brainpower. Whoever could design the greatest machine was exemplared, and eventually they became the best and brightest among us. They were put in charge of the golem creation factories, and they used them instead of heros. SO BASICALLY YOUR HEROS NEVER DIE they just have successes and failures JUST LIKE IN SUPREME COMMANDER okay the plot of this game is "what if all my favorite games were the essence of life and death in a fantasy game" like OMG KEEP EM COMIN' so. who is the player? THE PLAYER is the one who's overseeing it all. They have dominion over the entire kingdom, and they guide their people toward a bright future. They are vulnerable in their castle, but their people have their back. Together they fight for the future. They slot enhancements and dole out inspirations and solve the economic puzzle in the background. They also make decisions about what kind of equipment production to prioritize - because each game they have to invent everything from scratch. All their production is made with endless abstraction, and whatever you prioritize is what's magnified in your kingdom. You choose a style and it plays as well as it's guile, I dunno this seems like a lot, what would you need to make this a reality? hmmmm let's break it down: first you need to implement the star realms gameplay then you need to hook it up to a square grid and have multiple occurences at once. then you need UI for the character sheets and you need logic to open separate windows for each output type you need... a lot of things okay let's talk more broadly - what do you need from other people and what can you do on your own? hmmm good question. I can do the star realms gameplay, and the simulation for the wiring systems - because I have the VM. Make that into the gameplay somehow okay good idea like okay authoring vm package routing deliveries between the various nodes that you set up in the economic system - side note, the peril of Spore was that it took to little time to develop a species. it should have lasted as long as WoW takes to get to max level. That would have given them time to reiterate the gameplay loops to make sure they worked correctly. ANYWAY okay authoring VM package routing. The player could set up delivery patterns based on A MAZE OMG your kingdom is like a maze and you need to get deliveries out, or else how would anything function? SO you act as a trailblazer, finding ways through the labyrinth and "piloting" a car sorta like that game at Disney quest with the cars under the floor - except you can see both the top view of the maze and you're trying to guide the car in real time as it travels through the maze - the faster you can get to the end the better ofc. like talking to the delivery driver through the movement do I like that idea more or less than the first one? First idea being the idea that you're making lists of commands for a VM to execute. I don't think they'd be a good idea to mix. So which one gets it? The VM of course has the edge because that's what the technology is based on. But will it translate to good gameplay? Idk. This second idea is certainly better gameplay, but is it engaging? Idk! Idk. I'm not a miracle worker. But I do have good ideas, and I need to be told that sometimes I guess. ┌─────────┐ ┌───────────┐ │ similar │ chronological │ different │ ╘═════════╧╧═════════════════════════──────────────────────────────────────────────────┘ --- #15 notes/four-dimensional-spaces --- ═════════════════════════════════════════════════════────────────────────────────── you'd still perceive higher dimensions in 3 dimensions - unless you can only see things that are coming directly toward you. magic only happens when your other half is in a situation and needs to turn your narrative into theirs so that you can collectively engage with a shared inter- operationality. your dark side is just a massive bitch hey how about we put the game designers in charge of running the government just saying they build human-oriented systems all the time "how do we get the player to do this or that" "everyone keeps picking the same card so we gotta make them more different" "how much gold persists in the virtual economy, how much resources are produced and traded by players? where does it all go, do they have enough at level 30 to afford weapons and armor? I wonder what happens if we swap prices on A and B.." it's literally their job actors, meanwhile, know how to interpret the emotions of another. Like... you're up on stage, thinking out what to do next IN REAL TIME, as your partner is trying to throw you curveballs. AUDIENCES LAUGH AT CURVEBALLS that's the whole point of improv comedy - to be surprised in a state of joy. It's great! It's fun! It's practicable like a sport! Yet nobody comes. To the shows, where it's performed, like a hospital where you perform surgery or a pizza place with no walls so you can see the pizzas being cooked. It's just part of what they do, but that's not why they do it. Sure, some want to be seen, it's not a BAD feeling once you're used to it. But, like a sauna or jacuzzi, sometimes you've just had enough of the hot. Like, the sun peering through a magnifying glass as a creature roasts alive. yikes. ............. anyway being quickly versatile and adaptable is important when you're taking turns in unpredictable scenarios. You can react to your opponent, and keep time with the rhythms of the moment, to deliver your wittiest lines. It's fun! It's a game! But it's also a place to be entertained. and like a gym, it's sometimes just fun to watch people exercise. like, damn, you got a good body. Wow, nice flex, yeah sure I'll put that one away. Cool pals helping each other out, and showing off all of their efforts. Neat! ... anyway .. being emotionally vulnerable gives your opponent a chance to continue. When nothing's going on, your moves barely make an value (of comedy) (for the moment, so the crowd's not just sitting there staring at you like ... and then - and then ummmm nevermind lemme sit down (usually someone else picks up on it before then and jumps up to save you, but EVERY actor has felt that moment where nothing goes well and the audience just is totally not into it. it's the worst. anyway, they try their darndest to AVOID that, because like... duh it sucks, why would you want that. Much cooler I think to have a good time, and chill out and listen to your friends talk. Like, they can show you an argument they had earlier, or maybe work through an idea with input from another. like, debate club, but for whatever kind of respective [retroactive, recreation, relearning, maybe others] you desired in that moment. ideally, something that someone could take the arguments of the other side and present them, regardless of whether they believed them or not. like, lawyers arguing for a client. in these stochastic seminars, you could think about and study for future societies. how would you like to conduce? [-] every time you see a face in motion, that's another time that's seen from their place. we are all present in each other's lives, in terms of the spaces we choose to fill. well, that's a tough thought, but don't worry about it. faces are just waves on the winds of light. ┌─────────┐ ┌───────────┐ │ similar │ chronological │ different │ ╘═════════╧╧══════════════════════════════════════════════─────────────────────────────┘ --- #16 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 │ ╘═════════╧╧════════════════════════════════════════════════───────────────────────────┘ --- #17 notes/hs-suggestion --- ═══════════════════════════════════════════──────────────────────────────────────── every hunting season segment every team should be dissolved and if you wanted to keep playing together you'd have to re-add one another. like, a giant monster that the whole server had to fight, and once you beat it then it retreats, licks it's wounds, then returns even stronger than before - 3 times, one for each hs style (in the video game Ulala hs stands for "hunting season" which is an event in the game that is only for new characters. basically it's a long tutorial or introduction to the game where people make friends and talk and hang out and practice their strategies. a chat application mixed in with a tactics simulation . it lasts for 30 days. you'd all fight the giant monster but on random teams, in a game mode that took about an hour. it'd be at a common time across the whole server and it would be an optional event - maybe it'd take a whole day? idk I was thinking more like an hour, but that's something that's tweakable. anyway it's sudden arrival during a feast or something made all the warriors of the world stand up together and fight as one for a common goal... if only for a moment, before they'd go back to fighting one another. like the two factions in Warcraft lore. anyway this event causes you to be matched up with a random team (the randos you happened to be standing by when it happened) and once it's over you have to search for your allies if you want to keep adventuring with them. it's a big event after all. so everyone should be forced to go into their friends list, find the people they were just on a team with, and invite them back. only if both invited the other would they be put into a group, and anyone can invite (with a 30s cooldown) anyway... this would encourage players to mix and match their collective playstyle to better overcome challenges - sorta the idea of Overwatch's switching, where you're encouraged to swap characters to counter your opponent and also switch characters to better utilize your opponent's weak spots (like switching to Pharah if they don't have hitscan, or brigitte if they have a lot of snipers (she can shield passage through choke points from sniper fire - not so much regular fire) y'know countering - every character counters another with one of their abilities, that's just how it goes. some are countered twice, and so they form a "category" of counters, like AoE (area of effect or elevation focused (it's hard to aim up in Overwatch) poke damage (damage applied before the team fight begins), DoT (damage over time for contesting AoE heals), vampiric (steals health from opponents and heals self or allies (turning one resource, enemy hp, into another (player or teammate hp)), stacking damage (damage that is weak at first but increases over time), spread/cleave/splash damage (extra damage that is applied to targets near your primary target), a vector of backline vs frontline location+target, you get the picture.))) I kinda want to make an AI that can generalize playing games. I think if you could do such a thing, you'd invent automatic problem solving. which would do... so many things for humanity we could dedicate ourselves to working for our selves, solely focused on protecting the biosphere. like, a common human religion. nobody WANTS to litter. nobody WANTS to pollute. but still it happens. still it causes IRREPARABLE HARM. so it literally makes sense to worship nature, just saying. nature exists. nature is REAL. we can see it, we can TOUCH IT WITH OUR HANDS. what more proof of a god do you demand? ┌─────────┐ ┌───────────┐ │ similar │ chronological │ different │ ╘═════════╧╧════════════════════════════════════───────────────────────────────────────┘ --- #18 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 │ ╚═════════╧════════════════════════════════════────────────────────────┴──────────┘ --- #19 notes/symbeline --- ════════════════─────────────────────────────────────────────────────────────────── Code Name: Symbeline ----------------------------- gdd initial draft ------------------------------- 1. introduction to fantasy (elevator pitches) 2. kickstarter demands 2. introduction to core gameplay loop 4. tenants and core values of the game design 3. introduction to game modes 5. introduction to technical requirements 6. breakdown of core gameplay loop 7. breakdown of game modes 8. breakdown of fantasy 9. breakdown of technical requirements -------------------------- introduction to fantasy----------------------------- Symbeline is a macro based strategy game and city-builder based around the concept of indirect control. It's inspirations are Majesty the Fantasy Kingdom Simulator (2000), Supreme Commander (2007), and Hearts of Iron IV (2016). It is designed to appeal to fans of tabletop roleplaying games with it's focus on dynamic worldbuilding and sandbox playstyle. The gameplay consists of multiple playstyles depending on which aspects of the game appeal to the player, with choices between an economic focus via the GUI, longterm planning and resource allocation, or diplomacy and subterfuge a'la Ruinarch (2020). ---------------------------- kickstarter demands ------------------------------ 1. prototype 2. gdd 3. estimates for character and environment art 4. estimates for music and sounds 5. estimates for engine development 6. estimates for community management 7. breakdown of mvp, ideal game state, and stretch goals ----------------------- introduction to core gameplay loop -------------------- 1. management of lanes, both width and length 2. casting of spells and utilization of special boons 3. city building with placement, upgrades, and henchmen pathing routes 4. satisfying guild requirements of equipment, manpower, and special resources by managing shipments and local income (UI commodity trading) 5. placement of generalized bounties (think champion's guild from Majesty, not reward flags) 6. diplomacy with neutral, AI, or player controlled kingdoms. Capabilities include pacts and treaties, projects, subterfuge, and tournaments. The diplomacy system can be a stretch goal. -------------------------- tenants and core values ---------------------------- 1. always something to do, but nothing falls apart without your attention. 2. gameplay should be focused on macro rather than micro. Longterm planning and strategic decision making are favored over tactics and skill. 3. defeat should feel avoidable until the last moment, and only as a result of longterm continuous failures rather than short-term mistakes or being blindsided by a cheesy tactic. 4. victory should be gained through exploiting weaknesses and by using lateral thinking. 5. the careful balance of internal and external threats is essential. 6. rapid expansion leads to depletion of internal resources, while slowly expanding can lead to a lack of options 7. the world should feel alive and reactive to your decisions. 8. your kingdom should feel alive and reactive to your decisions. 9. your heroes should feel alive and completely ignorant of your decisions. 10. there should always be opportunities for cooperation with your fellow kingdoms. 11. the frontlines should feel peaceful outside of large battles. 12. everything is flexible and dependant on circumstance 13. there should be enough space on the map for multiple parties of heroes to pass each other like ships in the night without engaging in combat. It should feel like the real world, with canyons and valleys and rivers and mountains - room for lairs and wild animals to roam. 14. monsters are always more dangerous than other humans. 15. the art style should be rooted in classic medieval fantasy. 16. equipment should feel either mass-produced (kingdom), organic (monsters), ancient (lair treasure), or artisinal (enchanted). 17. heroes should feel campy, fun, and adventurous. Avoid dark, grim, and fearful. 18. This game is a toy. 19. This toy should run on any modern computer. 20. This toy should encourage modding. -------------------------- introduction to game modes ------------------------- 1. singleplayer - single kingdom against an island of monsters and neutral settlements. essentially the multiplayer game against zero opponents. 2. singleplayer - multiple kingdoms against an island of monsters and neutral settlements. One player controlled kingdom against multiple AI controlled kingdoms. 3. singleplayer - scenarios, similar to MFKS 4. multiplayer - multiple kingdoms against an island of monsters and neutral settlements. Essentially the singleplayer game with networking added in. 5. multiplayer - co-op scenarios where multiple players play as the same kingdom. A test of the core tenant "there's always something to do" 6. multiplayer - co-op island invasion. Essentially the multiplayer game with more than one player controlling a kingdom. 7. singleplayer - play in 3rd person as a hero in an AI kingdom. Mostly for the novelty since the core gameplay loop is focused on city-building. A test of the core tenant "nothing falls apart without your attention" 1 is mvp. 2-6 are stretch goals in order of ascending difficulty. They should build upon one another - the main steps are: 1. singleplayer island invasion (biggest step) 2. AI controlled kingdoms 3. scenarios 4. multiplayer (second biggest step) 5. cooperatively controlling the same kingdom 6. 3rd person perspective and character controller ------------------------ technical requirements ------------------------------- 1. this game will be written in lua (with Fennel support) and using Raylib. 2. the prototype will be made with Godot using GDscript. 3. if the performance demands are too much for lua or the engine is out of scope for the budget, Rust with the Bevy engine could be used. 4. the final product will include a custom 2d engine designed for large scale maps with an isometric perspective and a data-first design. 5. the game should be as concurrent as possible, to support large numbers of cpu cores and compute shaders. 6. the game will be data-driven, meaning the visual aspects are simply a representation of the interactions of the underlying simulation, rather than an intrinsic component of the computation. 7. Each "event" in the game (a character moves, a building is placed, a monster spawns, etc) will send a message to the visual processing side of the engine, which will present a representation to the user. 8. the map will be a hex grid with pointed-top hexagons. The visual representation of the underlying data may be continuous (non-hex) but the underlying data will be represented on a hexagonal grid. 9. there needs to be character portraits for each type of monster, henchmen, and hero type. You should be able to recognize what attributes a hero specializes in by their portrait. Mvp is 1 attribute, but more can be a stretch goal. 10. Each building, upgrade, and equipment type needs an icon. Stretch goals can be portraits. 11. each henchman, hero type, and monster needs 3 sprites for each action. more actions may be added if budget allows, but mvp is movement and attacking. Several additional sprites may be necessary, like dying, standing still, gathering loot, socializing, or any others. 12. each building needs 4 sprites for the construction process and 4 for the destruction process. Flame effects are stretch goals. 13. each building needs an animated sprite for when it is in use. 14. each lair needs a sprite and an icon. 15. each spell needs an icon and a spell effect sprite. Each projectile needs a sprite. 16. a stretch goal would be differing sprites for each piece of equipment. included with this would be engine work to allow for dynamic sprites. 17. each terrain type should have a ground material and sprites for doodads. 18. there needs to be several GUI menus. The precise number depends on gameplay breakdown. 17. each hero type and henchman needs to have pithy and unique voice lines. this is a stretch goal. 18. there should be music tracks for each part of the game - beginning, middle, and end. 19. there should be sounds for each action that takes place in the game including combat, UI interactions, and spellcasts. ┌─────────┐ ┌───────────┐ │ similar │ chronological │ different │ ╘═════════╧╧═════════──────────────────────────────────────────────────────────────────┘ --- #20 notes/symbeline-2 --- ════════════════════════════════─────────────────────────────────────────────────── Code Name: Symbeline ----------------------------- gdd initial draft ------------------------------- 1. introduction to fantasy (elevator pitches) 2. kickstarter demands 2. introduction to core gameplay loop 4. tenants and core values of the game design 3. introduction to game modes 5. introduction to technical requirements 6. breakdown of core gameplay loop 7. breakdown of game modes 8. breakdown of fantasy 9. breakdown of technical requirements -------------------------- introduction to fantasy----------------------------- Symbeline is a macro based strategy game and city-builder based around the concept of indirect control. It's inspirations are Majesty the Fantasy Kingdom Simulator (2000), Supreme Commander (2007), and Hearts of Iron IV (2016). It is designed to appeal to fans of tabletop roleplaying games with it's focus on dynamic worldbuilding and sandbox playstyle. The gameplay consists of multiple playstyles depending on which aspects of the game appeal to the player, with choices between an economic focus via the GUI, longterm planning and resource allocation, or diplomacy and subterfuge a'la Ruinarch (2020). ---------------------------- kickstarter demands ------------------------------ 1. prototype 2. gdd 3. estimates for character and environment art 4. estimates for music and sounds 5. estimates for engine development 6. estimates for community management 7. breakdown of mvp, ideal game state, and stretch goals ----------------------- introduction to core gameplay loop -------------------- 1. management of lanes, both width and length 2. casting of spells and utilization of special boons 3. city building with placement, upgrades, and henchmen pathing routes 4. satisfying guild requirements of equipment, manpower, and special resources by managing shipments and local income (UI commodity trading) 5. placement of generalized bounties (think champion's guild from Majesty, not reward flags) 6. diplomacy with neutral, AI, or player controlled kingdoms. Capabilities include pacts and treaties, projects, subterfuge, and tournaments. The diplomacy system can be a stretch goal. -------------------------- tenants and core values ---------------------------- 1. always something to do, but nothing falls apart without your attention. 2. gameplay should be focused on macro rather than micro. Longterm planning and strategic decision making are favored over tactics and skill. 3. defeat should feel avoidable until the last moment, and only as a result of longterm continuous failures rather than short-term mistakes or being blindsided by a cheesy tactic. 4. victory should be gained through exploiting weaknesses and by using lateral thinking. 5. the careful balance of internal and external threats is essential. 6. rapid expansion leads to depletion of internal resources, while slowly expanding can lead to a lack of options 7. the world should feel alive and reactive to your decisions. 8. your kingdom should feel alive and reactive to your decisions. 9. your heroes should feel alive and completely ignorant of your decisions. 10. there should always be opportunities for cooperation with your fellow kingdoms. 11. the frontlines should feel peaceful outside of large battles. 12. everything is flexible and dependant on circumstance 13. there should be enough space on the map for multiple parties of heroes to pass each other like ships in the night without engaging in combat. It should feel like the real world, with canyons and valleys and rivers and mountains - room for lairs and wild animals to roam. 14. monsters are always more dangerous than other humans. 15. the art style should be rooted in classic medieval fantasy. 16. equipment should feel either mass-produced (kingdom), organic (monsters), ancient (lair treasure), or artisinal (enchanted). 17. heroes should feel campy, fun, and adventurous. Avoid dark, grim, and fearful. 18. This game is a toy. 19. This toy should run on any modern computer. 20. This toy should encourage modding. -------------------------- introduction to game modes ------------------------- 1. singleplayer - single kingdom against an island of monsters and neutral settlements. essentially the multiplayer game against zero opponents. 2. singleplayer - multiple kingdoms against an island of monsters and neutral settlements. One player controlled kingdom against multiple AI controlled kingdoms. 3. singleplayer - scenarios, similar to MFKS 4. multiplayer - multiple kingdoms against an island of monsters and neutral settlements. Essentially the singleplayer game with networking added in. 5. multiplayer - co-op scenarios where multiple players play as the same kingdom. A test of the core tenant "there's always something to do" 6. multiplayer - co-op island invasion. Essentially the multiplayer game with more than one player controlling a kingdom. 7. singleplayer - play in 3rd person as a hero in an AI kingdom. Mostly for the novelty since the core gameplay loop is focused on city-building. A test of the core tenant "nothing falls apart without your attention" 1 is mvp. 2-6 are stretch goals in order of ascending difficulty. They should build upon one another - the main steps are: 1. singleplayer island invasion (biggest step) 2. AI controlled kingdoms 3. scenarios 4. multiplayer (second biggest step) 5. cooperatively controlling the same kingdom 6. 3rd person perspective and character controller ------------------------ technical requirements ------------------------------- 1. this game will be written in lua (with Fennel support) and using Raylib. 2. the prototype will be made with Godot using GDscript. 3. if the performance demands are too much for lua or the engine is out of scope for the budget, Rust with the Bevy engine could be used. 4. the final product will include a custom 2d engine designed for large scale maps with an isometric perspective and a data-first design. 5. the game should be as concurrent as possible, to support large numbers of cpu cores and compute shaders. 6. the game will be data-driven, meaning the visual aspects are simply a representation of the interactions of the underlying simulation, rather than an intrinsic component of the computation. 7. Each "event" in the game (a character moves, a building is placed, a monster spawns, etc) will send a message to the visual processing side of the engine, which will present a representation to the user. 8. the map will be a hex grid with pointed-top hexagons. The visual representation of the underlying data may be continuous (non-hex) but the underlying data will be represented on a hexagonal grid. 9. there needs to be character portraits for each type of monster, henchmen, and hero type. You should be able to recognize what attributes a hero specializes in by their portrait. Mvp is 1 attribute, but more can be a stretch goal. 10. Each building, upgrade, and equipment type needs an icon. Stretch goals can be portraits. 11. each henchman, hero type, and monster needs 3 sprites for each action. more actions may be added if budget allows, but mvp is movement and attacking. Several additional sprites may be necessary, like dying, standing still, gathering loot, socializing, or any others. 12. each building needs 4 sprites for the construction process and 4 for the destruction process. Flame effects are stretch goals. 13. each building needs an animated sprite for when it is in use. 14. each lair needs a sprite and an icon. 15. each spell needs an icon and a spell effect sprite. Each projectile needs a sprite. 16. a stretch goal would be differing sprites for each piece of equipment. included with this would be engine work to allow for dynamic sprites. 17. each terrain type should have a ground material and sprites for doodads. 18. there needs to be several GUI menus. The precise number depends on gameplay breakdown. 17. each hero type and henchman needs to have pithy and unique voice lines. this is a stretch goal. 18. there should be music tracks for each part of the game - beginning, middle, and end. 19. there should be sounds for each action that takes place in the game including combat, UI interactions, and spellcasts. ┌─────────┐ ┌───────────┐ │ similar │ chronological │ different │ ╘═════════╧╧═════════════════════════──────────────────────────────────────────────────┘ |