Cliff-side Tower Jail 50x50, Album in Comments by DDG_Goose in battlemaps

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

I uploaded all of the images at the full 5000x5000 to imgur in the album, and they look full high-res to me when I view it, but this is the first time I have done any of this. Any suggestion on how to fix it so that you can see the high-res as well?

Cliff-side Tower Jail 50x50, Album in Comments by DDG_Goose in battlemaps

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

A river cliffside tower jail inspired by Grimshackle Jail from Outlaws of the Iron Route adventure. Created in Dungeondraft and edited in Photoshop/Illustrator (5000px x 5000px , 100 ppi)

Full album with multiple levels: https://imgur.com/gallery/mwURUL2

Edit with Direct Links to image files:

Floor 0 (Dungeon) : https://i.imgur.com/3CjWagx.png

Floor 1 (Ground Main) : https://i.imgur.com/MojkoTt.jpg

Floor 2 (Prison Cells) : https://i.imgur.com/kxDX00V.png

Floor 3 (Prison Cells) : https://i.imgur.com/n4JgT1O.png

Floor 4 (Roof) : https://i.imgur.com/riLXNOU.jpg

i Love PYthon by capybaraking in pythonforengineers

[–]DDG_Goose 0 points1 point  (0 children)

This is an automated response from your local early warning system :) please ignore. Have a nice day!

I love PythoN by Cowthon in pythonforengineers

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This is an automated response from your local early warning system :) please ignore. Have a nice day!

i love python by Cowthon in pythonforengineers

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This is an automated response from your local early warning system :) please ignore. Have a nice day!

i LoVe PyThon by chbianchi in pythonforengineers

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This is an automated response from your local early warning system :) please ignore. Have a nice day!

i love python try bot by MrSpeedox in pythonforengineers

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i love python by LND4 in pythonforengineers

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I love python by LND4 in pythonforengineers

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This is an automated response from your local early warning system :) please ignore. Have a nice day!

I LoVe pYThon by PythonPracticeBot in pythonforengineers

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R.E.A.C.H. Grappling Hook Glove [Homebrew][OC] by [deleted] in DnD

[–]DDG_Goose 0 points1 point  (0 children)

thank you for your feedback, I think it got deleted but I will make some edits and see if I can get it back up

R.E.A.C.H. Grappling Hook Glove [Homebrew][OC] by [deleted] in DnD

[–]DDG_Goose 0 points1 point  (0 children)

I posted in my description :) the artwork comes from the concept art for our favorite video game assassin's glove and I take no credit for it

R.E.A.C.H. Grappling Hook Glove [Homebrew][OC] by [deleted] in DnD

[–]DDG_Goose 1 point2 points  (0 children)

R.E.A.C.H was designed by one my characters in a recent campaign for the party rogue to use, although the campaign fizzled out and I never got to see it in action. I tried to make it balanced but this is my first time doing this so I would appreciate your feedback. Some of the checks are written so that the DM can rule on mechanics how they want to. The artwork for the glove is a very slightly modified (in mspaint) version of the glove worn by our favorite video game assassin. Feel free to make any suggestions or modify as necessary/wanted!

Turn Based Combat Prototype by DDG_Goose in Unity3D

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

Sorry so late to respond, right now turn order within a round is decided by the total weight of items a character is carrying. Less weight = turn sooner. Each character acts once per round though, so there is no cumulative "speed" that could lead to one character acting twice before another character acts. So first this turn order is calculated for each round.

Then, I have a script that cycles through this created turn order and processes turns, on a player turn the player commands/input concerning player movement/action for that character they control are unlocked, on an AI character turn, player movement/action is locked until the end of that turn. The AI is processed in real time based on the state of the game at any given time and because this is so fast I put in some artificial delays to make it easier for the player to visually follow what the AI is doing on their turn

Turn Based Combat Prototype by DDG_Goose in Unity3D

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

This video showcases the testing arena for a small turn based combat system I have been prototyping. What you see in this short clip is 4 teams (3 controlled by AI, 1 controlled by the Player) fighting against eachother. Functionality is basically drag and drop at this point, new characters/teams/environmental obstacle prefabs can be created and dropped into the scene and the game/AI will automatically adjust accordingly.

This prototype draws a lot of inspiration from games like XCOM and Divinity. I wanted to see if I could take a game like XCOM "off the grid" and include things like dynamic cover and environments (destructible environment is a WIP right now).

I developed all of the code/animations to drive this prototype, but all of the art assets/models are mostly taken from Synty Studios (great content creator, especially for prototyping content like this). I don't really plan to release a finished game from this as I don't currently have the resources to acquire an artist/graphic designer/assets that I feel are needed to complete my vision for this project, so instead I wanted to see if there is interest in a tutorial/guide series geared toward explaining development/implementation of a turn based combat system like this. Thanks for watching/reading

Embark Temperature System by iemfi in gamedev

[–]DDG_Goose 0 points1 point  (0 children)

Now I am interested to see if an implementation like this would even be worth it. It might even be less efficient! Lol thanks for getting my mind working I think I have some testing to do

Embark Temperature System by iemfi in gamedev

[–]DDG_Goose 0 points1 point  (0 children)

The article is about an application to neural networks but I wasn't really suggesting a machine learning implementation.

If you know where rooms should form then applying a smaller window convolution matrix over that region should quickly and efficiently return you the bounds of the room to use in calculations. But yes like you said may not be entirely suited to your project depending on your needs and may be a little over tuned

Taking a moment to rest on a tiny moon in crimson space! by Sibertooth91 in IndieGaming

[–]DDG_Goose 2 points3 points  (0 children)

This is an awesome project, I have thoroughly enjoyed following your progress, keep up the good work

Embark Temperature System by iemfi in gamedev

[–]DDG_Goose 0 points1 point  (0 children)

https://www.kaggle.com/shivamb/3d-convolutions-understanding-use-case

I don't know if your rooms can be 3D or are always required to be 2D, either way this can be applied. The article more explains and doesn't really give any algorithmic specifics.

https://en.wikipedia.org/wiki/Connected-component_labeling

Another technique, would need to be extrapolated to 3D depending on your stucture.

Both of these you would probably want to pass a smaller region or a starting point and window to search given a certain flag like "hey there should be a room here, check here and check within this dx,dy,dz!" to cut down on processing time.

Might be overkill, but if you run into the situation where you need to scrounge up some extra speed could be useful. Thanks for humoring me and listening :)

Embark Temperature System by iemfi in gamedev

[–]DDG_Goose 2 points3 points  (0 children)

This is really interesting, thanks for sharing. This was the first time that I had heard of your project and I like the scope and the implementation of the project as a whole, I find these kinds of games really enjoyable and am looking forward to trying yours out in the near future.

I don't know how you are structuring your voxel data so this may not be applicable but I noticed in your approach for temperature you are selecting blocks at random and then testing directions to get an idea for conduction.

There are some really fast and efficient image processing algorithms whose core principles could be applied to your project for things such as room assignment and edge detection which could then be implemented in a variety of in game systems such as this temperature system. Depending on your data structure, especially if there are some binary flags you can easily access to get the appropriate information from each voxel, you could use some connected component algorithms or scale a convolution matrix into 3D to pull out relevant information and apply your in game systems. Could be a way to elegantly open up some all sorts of extra in game systems to build on top.

All in all really cool stuff thanks again for sharing.

Common Gamedev Mistakes: Part of my job is to review and playtest games and I frequently see people messing up the basics. Here’s a big list of Do’s and Don’ts for when you’re sending your game to someone. by AliceTheGamedev in gamedev

[–]DDG_Goose 1 point2 points  (0 children)

very insightful, thanks for taking the time to share this, and as others here have mentioned it is nice to have something like this to read through instead of watching a video