=== ANCHOR POEM ===
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 I want to work with compute shaders. massively distributed computations that
 handle things using the graphics card. That's why I want to make low-level
 games, because you can utilize your system to it's utmost potential by
 sacrificing the incredibly expensive modern gaming graphical requirements.
 
 like honestly, we don't need ray-tracing in a poker game.
 
 Seriously use that graphical technology for more interesting things, like
 manually computing every single hair on the other player's character model
 
 ... wait bad example
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=== SIMILARITY RANKED ===

--- #1 fediverse/5212 ---
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 the reason you start with a game engine is because then you'll have tools to
 make however-many games you want. Tools that you know intimately enough that
 you can debug and improve them without breaking your creative flow by learning
 something new halfway through a project
 
 the whole point of individualized projects instead of viewing each computer as
 a complete and total whole (why do we need servers again?) is that you can
 paint a picture of where the design of the program is intended to go, such
 that all the considerations are in place and whatever issues or struggles you
 might face along the way are adequately addresssed, -- stack overflow --
 [because I mistyped addressed] -- -- if you know what "stack overflow" means
 you have intimate knowledge of the technology, and can probably guess what it
 means in context when I say it. "nuts I lost that train of thoguht" -- stackl
 ov
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--- #2 fediverse/211 ---
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 │ CW: re: gaming-gambling-mentioned │
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 [1] in this way you'd sorta be giving a loan to the game's company (while also
 letting them take a 10% courtesy fee for keeping the official* servers
 running) which is then "spent" on exciting and friendly competition. Sorta
 like... entering a poker tournament with your friends (even though you suspect
 you might lose money) just because you like hanging out and playing cards. the
 money is just a neat way to keep things moving and exciting.
 
 * official just means "run by the company" because naturally the serverside
 code should be open source. how else would people build on it?
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--- #3 fediverse/1116 ---
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 │ CW: eye-contact      │                                                         │
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 It's important to build self-hostable computing components of video games (as    │
 in, old style games where you could host a server on any machine instead of      │
 just the ones owned by the corporation) (as in, your machine, yes yours)         │
 (something you can control and observe, something within your control)           │
 ======================= stack overflow =====================                     │
 there are two ways to play Unreal Tournament (capture the flag) gamemode. The    │
 first is to run past all your enemies and fire at them as you pass, which is     │
 what some of the bots are designed to do. The rest stay on defence, and defeat   │
 any enemies that approach.                                                       │
 however, they never push the borders of their "territory" forward - each         │
 according to the different "lanes" or "directions of approach"                   │
 I like the use 32 bots, to simulate a more consistent gameplay experience. It    │
 feels more like ww1, fighting over ground, pushing forward and attempting to     │
 outmaneuver your foes.                                                           │
 some allies will approach from behind, and you let them pass forward while       │
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--- #4 messages/740 ---
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 had a dream that we gamified all work and then put them into one single
 mega-game so whenever you wanted you could work on an arbitrary project and it
 would spin up a new game and take your inputs and use them to accomplish
 whatever was happening
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--- #5 fediverse/3039 ---
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 @user-570 
 
 I'd LOVE a game which taught toki pona!!
 
 You've brought some of this up before. I'm uninterested in co-opting some
 existing thing in a way I then can't support myself off of.
 
 Well my points are these:
 
 MMOs are difficult because of the added complexity in their networking
 
 an open source networking solution exists
 
 however no open source client solution exists
 
 but one could be written, which is about as hard as making a game using Bevy
 or Raylib or Love2D, and if one were written, then games could easily be made
 on-top of them which you would then support yourself off of. I mean... I'd
 want to support myself too haha, and I can think of like 100 different games
 that could be made in an engine like that.
 
 the idea is that by opening up more design space you can apply your ideas as
 an early pioneer in a particular design direction that hasn't been able to be
 explored because the up-front investments in making an MMO are huge.
 
 Meanwhile, with this system you could script them in Lua very easily.
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--- #6 fediverse/1238 ---
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 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.                                                              │
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--- #7 fediverse/2833 ---
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 games with separate rendering resolution scales for the UI and the gameplay,
 my beloved
 
 [in response to "why don't they make a game with a graphics setting that makes
 the game blurrier as if you had lost your glasses"]
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--- #8 fediverse/3037 ---
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 @user-570 
 
 have you ever wanted to design your own MMO? If you think you can make a
 client, there's a server already set up which interfaces with World of
 Warcraft. So... the hardest part is done, and suddenly the rest is about as
 hard as making any other game.
 
 The reason I ask is because there's no open-source client for the WoW engine
 server software Azerothcore, but if written then there could be a whole new
 field of indie design as solo developers would be able to build their own
 multiplayer games with ease.
 
 well, as easy as making a game in Godot at least. That's the dream. I don't
 think I could build such an engine, but I spend an awful lot of time thinking
 about how engines are built.
 
 There's a lot of freedom in the design space, for example this mod server I
 made which emulates Risk of Rain: https://www.youtube.com/watch?v=6HsW4g2ZIgk
 
 It has randomized enemies, treasure chests, wandering vendors, and deployable
 hearthstones. If you've played WoW that stuff might ring a bell, otherwise
 it's probably just random features
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--- #9 fediverse/5689 ---
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 why don't we make large arrays of vram that are slightly slower because
 they're farther on the circuit-board from their host and their reception at
 the processing section has to be gated such that they all enter to be
 processed at once.
 
 like that one infinite scrolling XKCD cartoon where the things move from one
 screen to the other simultaneously assembly line style.
 
 [fail safes. https://xkcd.com/2916/#xt=7&yt=35 ]
 
 if we all feel like we're doing nothing, we'll all grow tired of it and decide
 to do some prevailing. gosh I wish I wasn't so useless is code for
why don't we make large arrays of vram that are slightly slower because they're farther on the circuit-board from their host and their reception at the processing section has to be gated such that they all enter to be processed at once.  like that one infinite scrolling XKCD cartoon where the things move from one screen to the other simultaneously assembly line style.  [fail safes. https://xkcd.com/2916/#xt=7&yt=35 ]  if we all feel like we're doing nothing, we'll all grow tired of it and decide to do some prevailing. *gosh I wish I wasn't so useless* is code for
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--- #10 fediverse/5705 ---
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 all Valve has to do for linux compatibility is let us sort reviews by the
 operating system of the user. go back to making games! Proton is cool and I
 know you're a platform but your games are so good!
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--- #11 fediverse/2947 ---
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 the downside of Proton and Lutris is now the ONLY games that work on Steam are   │
 either continually updated (untenable) or playable on Lutris or Proton. Same     │
 thing with Wine, though there's always at least one decent substitute.           │
 kinda makes me want to write a manager-style program which runs programs using   │
 whichever version of their git repository would work best for their system /     │
 configuration / purposes. Idk how I would start working on that though.          │
 I bet you could make one that acted like a shop, but where you didn't charge     │
 any dollars. You could like... "swipe" through UI options, and pick whichever    │
 felt most useful for your setup. Like, how some people use i3 and some use dwm   │
 with maybe inspectors that are modeled off of video-game style "options" GUIs    │
 that mainly correspond to flags on the command/terminal line or compilation      │
 flags                                                                            │
 I feel like that kind of abstraction would make it a lot easier for users to     │
 adjust their system. they're noobs, after all. gotta show them all the choices   │
 in one place...                                                                  │
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--- #12 fediverse/4877 ---
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 you can make a functional prototype for almost any game in Warcraft 3's map
 editor
 
 that's why no real-time strategy game ever made an editor as good again
 
 FPS editors peaked at Unreal Tournament 2004 imho
 
 RPGmaker eliminated a whole class of game design jobs
 
 platformers you can make in godot
 
 menu based games too, though Twine also works well for that
 
 etc etc until you have a prdouct that you can justify sinking money into an
 engine for
 
 (the engine isn't THAT expensive geez and it's the most fun part to write)
 
 yeah I think you got this backwards, we should pay for the CONTENT not the
 structure it lives in. Why not just use godot? why not use a Warcraft 3 map?
 there are some things you can't do in Warcraft 3. You couldn't make Supreme
 Commander, probably, at least it wouldn't be as good.
 
 etc etc that's how it goes...
 
 game design, amiright? I miss thinking about that. Anyway gtg gotta log off
 for a bit [101  characters remaining]
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--- #13 messages/574 ---
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 Steps to make a game waterfall style:
 
 Lay out all the data structures 
 
 Build methods which manipulate those structures (think getters and setters)
 
 Then build machinery which operates upon those structures using those methods,
 like game loops, cooldown timers, and status effects
 
 Then develop a way to present it to the player using UIs, visuals and
 graphics, narratives, sound, all that junk that's probably someone else's job
 anyway
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--- #14 fediverse/617 ---
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 So much of computing is just... handling the quirks of hardware and presenting
 it to the user (programmer) in a way that is sane and makes sense, instead of
 the arcane and [nebulous/confabulous/incomprehensible] way that physical
 nature demands our absurdly potentialized computational endeavors be.
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--- #15 fediverse/3210 ---
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 @user-1209 
 
 well, every boomer shooter is about moving as fast as possible and shooting
 with pinpoint accuracy, so... that's-the-game.jpg : )
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--- #16 fediverse/4092 ---
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 why not make a unified fediverse identity that can post on whatever instance
 it wants?
 
 ... hmmm could be accomplished with a layer of abstraction. You could use a
 "fediverse client" software to enter text into an HTML page which would have
 it's own UI and stuff and would organize your accounts and instances such that
 you could mark like, 3-7 as places you'd like to put a particular message.
 Then it would just... do it
 
 l m a o spam is gonna get sooooo much worse before it gets better
 
 but trust me, we'll figure it out. And it won't be long, either. It's a
 solvable problem, we just haven't built anything to handle it yet.
 
 ... yet...
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--- #17 fediverse/3034 ---
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 @user-570 
 
 I've messed around with Bevy and the library most similar in C is Raylib. in
 Lua it'd be Love2D I think.
 
 I love the idea of those systems. I haven't built a full game using them but I
 can conceptualize operations within them easier using a framework like that
 versus a game engine like Godot.
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--- #18 fediverse/5052 ---
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 "hello, I'd like to make games using your tools and art assets. I will sell
 anything I make to you and only you, and if you don't want it that's fine too,
 I'll just play it with my friends sometimes."
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--- #19 fediverse/4136 ---
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 the kind of old people who post on mastodon because that's the best place to     │
 do so too                                                                        │
 ... er I mean "gee wouldn't it be nice if our grandkids taught us how to host    │
 our own mastodon server for our weekly poker night?" like how you have discord   │
 servers for D&D groups, except, less proprietary and more freedom.               │
 I bet someone could make a lot of money by just loading a raspberry pi with      │
 pre-built software built from an image that automatically hosted a mastodon      │
 server just based on information about your networking company so they can       │
 keep tabs on all that you do.                                                    │
 gee sure would be nice if we had a government run computing infrastructure       │
 project which turned the entire USA into a hive-mind computer. I bet you could   │
 be paid pretty well to do processing in your own LLM-generated voice.            │
 like... feed it your published works, whether artistic or scientific,            │
 alongside the breadth of human understanding... then optimize for temperature.   │
 That which is most different. AKA the user's produced data and habits from IOT.  │
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--- #20 fediverse/2433 ---
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 @user-570 
 
 part 1:
 https://ritz-menardi.neocities.org/design/symbeline.txt
 
 part 2:
 https://ritz-menardi.neocities.org/design/symbeline-aspects.txt
 
 what do you think of this pitch / GDD? I wrote it two years ago, and
 re-reading it now I'd definitely expand on some things and change a few others.
 
 It's not an indie game, it's more on the scale of a Paradox game. Also I don't
 have time to work on it at the present moment, I'm just wondering if you like
 it : )
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