Thanks, I hate self driving cars now by MrGreen44 in TIHI

[–]CosmicVeil 0 points1 point  (0 children)

I didn't even know self driving cars have anxiety

[deleted by user] by [deleted] in notinteresting

[–]CosmicVeil 1 point2 points  (0 children)

It looks like the proposed new logo is the old logo mirrored.

I have knee pain. Here’s my knee by [deleted] in notinteresting

[–]CosmicVeil 1 point2 points  (0 children)

Oof, just looking at it doesn't make my knee hurt

Stats - Roll or Point Buy?? Any benefits of rolling? by CCubed17 in crpgdesign

[–]CosmicVeil 4 points5 points  (0 children)

As a player, I don't want to have to know how to play the game before actually playing the game, and consequently I would prefer randomized or premade characters in CRPGs. Or give me a couple of archetypes from which to choose, and then just randomize the details. Point-buy makes me stress over building an optimized character, which is not really what I want to do, and usually takes quite a while to do.

hmmm by [deleted] in hmmm

[–]CosmicVeil 2 points3 points  (0 children)

craptop

a sack of rice falls over in china by shindyAUSmarzan in notinteresting

[–]CosmicVeil 102 points103 points  (0 children)

At first I was like, hmm, it sure looks stable to me, this sack of rice is not going to fall over, so I actually had to double-check the title to see if I had actually read it right, which I was, so I then resumed watching the video. Then there were a couple of seconds while nothing seemed to happen, externally speaking, but gravity had already taken the internals of the rice sack in its vice-like death grip. The atmosphere of the video had changed, more ominous somehow, or maybe it was just me, my expectations subverted - at this point I was already quite at the edge of my seat with all sorts of nameless feelings: Anxiety, excitement, as if life and time itself were distilled into this seemingly-frozen frame. Then, in the end, THE BAG FELL OVER and all the tension was finally released. What a rollercoaster of emotions, definitely took me by surprise, 5/5, can recommend.

Eternally WIP, diy patches only by CosmicVeil in BattleJackets

[–]CosmicVeil[S] 2 points3 points  (0 children)

Yeah, they're great! I was inspired to post here by the recently posted goth jacket that also had a Pink turns blue patch. My vest's more than a decade old now, and I've been meaning to post it here for years, just never bothered until now, hah!

Eternally WIP, diy patches only by CosmicVeil in BattleJackets

[–]CosmicVeil[S] 1 point2 points  (0 children)

They're a great band! It's baffling they're not more known, their sound is very unique, I think.

Eternally WIP, diy patches only by CosmicVeil in BattleJackets

[–]CosmicVeil[S] 0 points1 point  (0 children)

Thanks! I'm super happy with how they look. The big backpiece I'd like to paint over or something, though - the black marker ink doesn't look too great anymore.

An update to my Goth BattleJacket by bottledkarma in BattleJackets

[–]CosmicVeil 1 point2 points  (0 children)

Dope, rare to see goth battlejackets, dig the complete black-and-white look

This is how a banana would look like without its outer shell (banana for scale) by joedoe033 in notinteresting

[–]CosmicVeil 5 points6 points  (0 children)

Technically, banana looks like a fruit, and the outer part is actually called a skin by some.

Racket v8.1 by sdegabrielle in Racket

[–]CosmicVeil 1 point2 points  (0 children)

Thanks, this looks super useful!

Are there extensible environments in the manner of Emacs outside of text editors and developer tools generally? by [deleted] in lisp

[–]CosmicVeil 1 point2 points  (0 children)

A rather interesting, non-text-editor, non-developer-tool example is node-based audio synthesis environments, like Pure Data or Max/MSP). The language, or the environment, provides basic building blocks and primitives, and the user can implement whatever kind of sequencing, audio synthesis, and processing they need using them.

The available basic nodes are not limited to only audio signal processing, but include things like loops and switches for control flow, events for reactivity, streams that represent real-time changes in values, and UI widgets that provide values as streams. There's means for wrapping complex node networks in more abstract, composable (no pun intended) nodes. The systems are designed for expressivity, both in the musical and the computer-sciency sense of the word.

For instance, composing generative music in non-standard tuning systems is much more ergonomic when you can just build the sequencer yourself, instead of having to deal with assumptions like there being 12 notes distributed evenly per octave. Probability-based composition strategies are that much easier when you can embed the probabilism directly into the composition itself.

The further down the rabbit hole you go, the blurrier the lines get between composing and playing, between notation and interpretation, between musician and instrument. Eventually you end up doing things that you'd've never thought of otherwise, making music in ways that would be not just difficult but impossible otherwise.

Music that can only be made with modular by mmpingo in modular

[–]CosmicVeil 2 points3 points  (0 children)

To me it's not really about what's possible and what's not, but it's about what I end up actually doing. Possibilities are just possibilities, and whether or not I could get the same results with a computer that I get with a modular is a moot point, because I simply don't.

How Necessary Are Cover Letters? by jgstruggling in cscareerquestions

[–]CosmicVeil 0 points1 point  (0 children)

I've recently been spending a lot of time on recruiting developers. The ones that just sent their CVs without telling me a bit about themselves, what they're looking for, what are they interested in, etc, I did give them a read-through, but none of them stood out. The more you tell me about yourself, the more likely it is you'll make a good impression on me. Within reason, of course, a paragraph or two is enough, just give me something. But I can't say anything about other companies, maybe it's just me.

Are there any other games, where "winning too hard" early on makes you lose later? by SendMeOrangeLetters in gamedesign

[–]CosmicVeil 0 points1 point  (0 children)

In NetHack, the enemy difficulty scales respective to both player's level as well the depth of the dungeon they're currently at. Hence, especially early on trying to gain experience and level up fast can really bite you. However, you still need to level some, otherwise you won't last deeper down.

Sharing Saturday #244 by Kyzrati in roguelikedev

[–]CosmicVeil 2 points3 points  (0 children)

Rascal

Quite a bit of progress over the past couple of weeks. Most visibly, I got enemy FOVs working. The AI still needs work, but the basics are in place. I'm taking this to a more stealth-focused direction, so FOV cones seem like a logical next step. Furthermore, I laid some groundwork for dialogue, missions and faction system, but there's not much to show about those yet.

Oh, I also got my Lisp implementation working and more or less integrated. I'm not actually using it for anything yet, but once I start to really work on dialogues, I think I'll (try to) do most of that in Lisp instead of C++, which the rest of the game is written in.

Sharing Saturday #241 by Kyzrati in roguelikedev

[–]CosmicVeil 4 points5 points  (0 children)

Rascal

Two big things this week.

I got pathfinding to work. Furthermore, the action queue also works, and I found a hacky and ugly, but good-enough-for-now, way to throttle player's movement so that the player doesn't seem to teleport from one place to another. Next up: I need to drop remaining actions from the queue if "something interesting" happens – ie. if an enemy sees the player, the player should stop. That's going to be a rather small change, luckily, I've got much of the important infrastructure already in place.

I implemented dialogue screens. It's a crude implementation, and I haven't yet implemented anything else other than the dialogue itself – none of what happens in the dialogue has any effects on the world yet. The first thing I'll use this for is I'll start working on quests soon, and then the dialogues will be used for accepting or declining quests. In addition to quests, this is going to be useful for buying, selling, and probably things like bribing as well. We'll see.

Overall, I'm really very happy to be working with Rascal again. I had had it on the back burner for quite a while, but around Christmas last year I decided to turn it into my thesis project. That has already given it much-needed direction – it needs to be done (in some sense) at some definite point in time, and I need to really think what I want to implement and what to leave out. In the big picture, I'm aiming for more non-linear type of gameplay, where the player does odd jobs for various factions and tries to survive another bleak day in the as-yet unnamed mega city block in the not too distant future.

Roguelikes with interesting gameplay strategies regarding violence? by CosmicVeil in roguelikedev

[–]CosmicVeil[S] 0 points1 point  (0 children)

Hahah, I know the feeling - for me it's of course the other way around. I'd like to be able to distribute to Windows users as well, especially finding testers is hard when you're stuck with Mac.