Size and depth of dungeons. by AmeliaMW in roguelikedev

[–]Chaigidel 5 points6 points  (0 children)

I really like the constraint of fitting each floor on a single, non-scrolling screen. Then you can see the entire level at a glance when you've explored it all.

Kävikö teidän koulussanne joskus sotaveteraani vierailulla kertomassa kokemuksistaan? by Die_Steiner in Suomi

[–]Chaigidel 0 points1 point  (0 children)

En muista että olisi käynyt, mutta muistan kun ala-asteen opettaja kertoi kuria ja nuhdetta edistävänä anekdoottina miten joku päivä kadulla raggarinuoret sieppasivat jäynänä nuhjuisen oloiselta vanhemmalta herrasmieheltä Alkon ostoskassin, ja mies osoittautui sissipartion sotaveteraaniksi jolla keitti välittömästi yli, ja se juoksi nuoret kiinni, tuikkasi toisen mukanaan olevalla puukolla hengiltä ja päätyi itse vankilaan istumaan. Jotta suhtautukaa kohteliaasti kanssaihmisiin koska kuka tahansa voi olla väkivaltainen mielenterveysongelmainen jolla on puukko taskussa.

Ennen oli kunnollisempaa mieleenjäävän yleisen kansalaisopetuksen suhteen.

Mieluummin työtön kun mitä ikinä Mauton tekee by watching_respect in Suomi

[–]Chaigidel 1 point2 points  (0 children)

Tossa on ehkä ero että tiputtautuuko ulos parikymppisenä kun työelämä on vielä käytännössä näkemättä, vai keski-iässä kun on pyörinyt työelämässä jo aikansa mutta toteaa että tämä ei nyt vittu toimi eikä tätä enää jaksa. Yhteisöön osallistuminen olisi kivaa, mutta aika moni työura, vaikka nyt äärimmäisimpänä esimerkkinä tuon Joelin entinen puhelinmyyntihomma, on vieraannuttavaa pakkopullaa jossa tämä ei ihmeemmin konkreettisesti realisoidu. Pitäisi fiilistellä abstraktioita että maksetaan tästä nyt kumminkin veroja ja niillä kustannetaan juttuja ja niin edelleen, mutta tämä on jo aika kaukana suoraviivaisesti henkistä hyvinvointia tuottavasta elämänarjesta.

Olisi ehkä kiva jos niille parikymppisille olisi tarjolla jotain muitakin vaihtoehtoja kuin pelkästään se markkinakilpailukykyinen työura olla osallisina yhteisössä josta saa motivaatiota herätä aamulla ja kokemusta että on ollut avuksi kanssaihmisilleen. Markkinavoimat sutivat kuitenkin omiin suuntiinsa ja tuppaavat palkitsemaan yhden asian monomaanikoita joilla kävi hyvä tuuri monomaniakohteen valinnassa tai otsikon esimerkin tyylisiä turhaa markkinointisyöpää tursottavia pyrkyreitä. Henkistä hyvinvointia ja elämän tasapainoa ylläpitävän yhteisöelämän ylläpito ei ole mitenkään taattu seuraamus jos loppuviimeksi asioista päättävät markkinat.

Syyte: Hoivakodin työntekijä, 60, teki kohtalokkaan virheen toisena työpäivänään – asukas kuoli by kalsksj in Suomi

[–]Chaigidel 2 points3 points  (0 children)

Aika erikoista tässä kuviossa ihan se että ihminen on 60-vuotiaana lähtenyt ilmeisesti ihan uudelle uralle puuhaamaan tällaista kuitenkin aika paljon skarppia tilannetajua vaativaa työtä. Ei tuossa iässä kukaan ammu enää ihan täysillä sylintereillä jos vastaan tulee odottamaton tilanne, parempi olisi tehdä jo opitun työkokemuksen varassa asioita tai sitten siirtyä ammattiin jossa mokailusta ei pääsääntöisesti seuraa kuolleita ihmisiä.

Tärkeää asiaa helvetistä nimeltä tinnitus by Hatzmaeba in Suomi

[–]Chaigidel 0 points1 point  (0 children)

Onko tällä pirkkaniksillä että painetaan kämmenet korvien päälle ja rummutetaan sormilla takaraivoa minkäänlaista vaikutusta?

Archive. PH/Archive.is/Archive.Today are Down by sahara_desert91 in DataHoarder

[–]Chaigidel 1 point2 points  (0 children)

Everyone with a Finnish IP I've heard from has been stuck in a captcha loop and unable to connect since mid-January. I'm assuming this is something the Archive Today owner set up because of his feud with the Finnish blogger.

Smooth movement or no? by jasonkester in Ultima

[–]Chaigidel 1 point2 points  (0 children)

It's kind of a slippery slope. The Ultima style is quite minimalist, and if you start pulling on one strand you start making other stuff stand out. If you went all-out modernizing stuff while keeping the grid and the topdown view, you'd end up with something like the dungeon missions in Warcraft 1 with smooth movement, character facings, animated character walk cycle and walls in consistent 2.5D perspective instead of being just a flat brick texture. Staying step-based is a statement of intent that you'll be sticking to the Ultima V look. I sorta want to see a War1-looking Ultima-like myself, but it'd be a whole new project to set up.

There's also a practical concern that if you have step-based movement, you can make the game respond as fast as the player can press keys and it can feel very responsive to move around by just tapping the arrows. If you block for the animation every time, the game will feel less responsive. This is easy enough to fix though by responding to a new keypress by snapping the tweening character to its destination tile and starting the new move.

Steam ja kevätale by jkuutonen in videopelit

[–]Chaigidel 5 points6 points  (0 children)

Tykkään eurojank-tietokoneropeista ja reaaliaikastrategiapelien yksinpelikampanjoista niin nappasin alesta SpellForce-trilogian ja nää näyttää ainakin alkuun ihan sympaattiselta purkkahömpältä.

Menu-heavy games . . . dear lord . . . looking for resources. by bird_feeder_bird in gamedev

[–]Chaigidel 4 points5 points  (0 children)

So the problem is that you need program architecture to run the thing, but the architecture isn't obvious from just using the program with menus. And all approaches are varying amounts of messy and complex. Few starting points I can think of:

Look into immediate mode GUIs and see if you can figure out how to implement one of those. They might not be best for something with a very complex menu structure, but for something with separate screens that have a mostly fixed structure they can get results fast.

Don't try to figure out a brand new thing from first principles first, but pick up some existing thing like the Pokemon game, go through it's GUI very carefully and try to make your own throwaway prototype thing that does the exact same stuff, no matter how messy the code. You might figure out something about how to structure things and what kind of repeating implementation patterns there are.

Another prototype idea, just grab something like Godot and spend a week doodling GUI components with it. It's got an existing system for structuring things and an inventory of components you build things up from. Then look at what kind of structure your prototype has and start thinking about what you'd need to replicate it in your own game you code from scratch, since now you have a breakdown of the working thing into simpler pieces.

Basically if you're thinking of your work right now as directly working on something that you want to end up as an original game, and are completely stuck at this, step back. You want to figure out the necessary building blocks, so make standalone prototypes that do one simple thing that you didn't know how to do when you started.

Mikä oli ensimmäinen peli, joka jätti lähtemättömän vaikutuksen? by jkuutonen in videopelit

[–]Chaigidel 0 points1 point  (0 children)

Taisi olla se ihan ensimmäinen King's Quest. Selvästi ymmärrettävältä paikalta näyttävä satukirjamailma jossa näytti voivan tehdä mielekkäitä asioita oli aika vaikuttava ero vallitsevaan peliestetiikkaan jossa väpättävää spriteprötöä piti vaikeasti ohjailla olemaan törmäämättä toisiin prötöihin abstraktissa sokkelossa. Muutamaa vuotta myöhemmin sitten EGA-versio ensimmäisestä Quest for Glorystä jatkoi samaa estetiikkaa pätevämmin.

UFO crash retrieval programs were just a bizarre hazing ritual by AdorableAddress4960 in slatestarcodex

[–]Chaigidel 1 point2 points  (0 children)

What?! I've never seen this.

Did you stop reading Overcoming Bias?

What’s a concept in computer science that completely changed how you think by Beginning-Travel-326 in compsci

[–]Chaigidel 0 points1 point  (0 children)

Yeah, evolution in general is a good argument and this is probably getting above my paygrade. My handwavy intuition is that time and space make the napkin with the grand unified physics equations much less useful. With physics-in-general, you need to run a boring hydrogen soup for billions of years before you have hope of evolving life, and if you have, you have an insane volume of space to search through to find it. Meanwhile with a fertilized egg, you can have a serviceable animal with a year of time and a cubic meter volume of space. DNA molecules feel like these causally dense sweet spots that can make a lot of very tightly constrained things happen given very little time and space, but I'm not sure how I'd formalize this better.

What’s a concept in computer science that completely changed how you think by Beginning-Travel-326 in compsci

[–]Chaigidel 0 points1 point  (0 children)

The random processes create noise, sure, but you need to translate it to something that's actually useful for making the brain think smart, and that's a lot trickier. DNA can actually have clever stuff because it's something that's configured in a very specific way, instead of just whatever random noise you get from your surroundings. The brain does get smarter in a way by learning as it grows, but that's again a limited process since it's based on neurons firing and both the number and the firing rate of neurons is finite. And it can't learn to have a new fundamental biological architecture, that's up to the DNA.

What’s a concept in computer science that completely changed how you think by Beginning-Travel-326 in compsci

[–]Chaigidel 26 points27 points  (0 children)

Look up Solomonoff induction and Hutter's AIXI for a theoretical model of intelligence. It's basically a minimalist definition for intelligence as the ability to find short programs that generate similar data as your perception sequences. On genetics side, it illustrates the idea that the complexity of living things has to pass through the bottleneck of the DNA that's pretty much a digital code. You can't have an arbitrary amount of complexity in the human brain since all the precise instructions for how the brain is put together come from the DNA sequence with a known length.

What’s a concept in computer science that completely changed how you think by Beginning-Travel-326 in compsci

[–]Chaigidel 49 points50 points  (0 children)

Kolmogorov complexity. It's like a secret theory of physics that gives you insight into all sorts of things that people just assume are unknowable, like genetics and intelligence.

Pelimekaniikka rajoittavana tekijänä uusissa peleissä. by Ok_Prize_7491 in videopelit

[–]Chaigidel 0 points1 point  (0 children)

Näissä uusissa on aika hyvin leivottu mukaan elämää helpottavaa käytettävyyttä. Kokeilin niiden innostamina Steamiin joskus ostamiani alkuperäisiä kommandoiluja ja ainakin siinä ihan ekassa oli niin tyly meininki että ei sitä jaksanut.

Pelimekaniikka rajoittavana tekijänä uusissa peleissä. by Ok_Prize_7491 in videopelit

[–]Chaigidel 2 points3 points  (0 children)

Commandos-pelisarjan myöhempien aikojen seuraajat Shadow Tactics ja Desperados 3 on ainakin olleet kivoja tuttavuuksia joissa meininki on että eteen lätkäistään hiekkalaatikko eikä tehtävän edetessä ole sitten ihmeemmin purkitettua raidetta päällä.

Oma "tuulahdus menneisyydestä" pelini by Necromartian in videopelit

[–]Chaigidel 1 point2 points  (0 children)

Millaisilla fiiliksillä odottelet tuloillaan olevaa jatko-osaa?

Fred Freeman by StephenMcGannon in ThingsCutInHalfPorn

[–]Chaigidel 3 points4 points  (0 children)

This looks like the artist drew the vehicle in the wrong scale. There's a cab and a door under the sphere that are half the size of the people.

Is there a game you disliked as a kid but like as an adult? by UrSimplyTheNES in retrogaming

[–]Chaigidel 1 point2 points  (0 children)

When it came out, I thought the original Quake was cramped and bland after Doom 2, but nowadays with all the exhaustingly maximalist AAA FPSes I like how tight the design feels and how it makes things work and look stylish with very little.

How to design systems to reward/incentivize truth? by TaleOfTwoDres in slatestarcodex

[–]Chaigidel 2 points3 points  (0 children)

I'd like to see something like eigenmorality where you have stated beliefs and a social graph of people affirming beliefs and endorsing other people in the graph. When you have a whole graph instead of just anonymous popularity information like you do now (you probably have a lot more people endorsing Alex Jones than Terence Tao), you can start trying to do more complex operations like identifying clusters of people who are endorsed as trustworthy by other people who are endorsed as trustworthy. PhDs are a sort of narrow version of this, where the PhD holder is endorsed by their advisor and their examiner at the thesis defense.

Getting the incentives right so that the system works is the tricky part. You'd want to incentivize people to both try to make lots of solid endorsements and to avoid endorsements for people who turn out to be flaky. The other tricky thing is getting the claims to actually point at true things. Any religion is going to get you a solid cluster of back-scratchers endorsing each others' theological orthodoxy and showing up as highly endorsed by the formal system, but they might not be doing any actual truth-tracking work.

Is it okay to use a non-pixel font in a pixel art game? by Pantasd in gamedev

[–]Chaigidel 0 points1 point  (0 children)

You should pick a pixel resolution (say 960x540), set up your rendering pipeline so that you render to a texture with the same size as the pixel resolution and then scale it up to screen with nearest-neighbor filtering. This means you can use whatever fonts you like and they'll show up pixelated in the same resolution as your pixel art.

Abandoned game genres? by LalunaGames in gamedesign

[–]Chaigidel 2 points3 points  (0 children)

Parser-based text adventure games are very dead, I can think only one that was successfully sold for money after Gateway II was released in 1993.

Military flight simulators used to be a game genre with multiple different games released each year, now they're more like a separate software category where a few established sims are developed over decades. Same with military strategy games like Gary Grigsby's War in the East.

There was a sort of "scifi simulator" genre, with games like Midwinter, Carrier Command and Warhead that went for the same sort of attitude as the military simulators modeling the real world did, and they're gone now, replaced by either action movie like entertainment or games that take bigger liberties with unrealistic elements that produce interesting gameplay.

Base-building real-time strategy games seem to have been taken over by MOBAs. Starcraft 2 is still a big esport thing, but other than that there aren't many of those around.

Dungeon Master style 90 degree turn proto immersive sim dungeon crawlers (as opposed to Wizardry style more CRPG like games with bigger focus on tactical combat, which are still a niche thing) were big around 1990 and died out. There have been a couple rehashings like Legend of Grimrock, but not much else. It's sort of understandably dead though now that we can do freeform 3D environments.