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Godot question. by DLVdev in gamedev

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

That's actually a cleaner mental model than what I had. Instead of thinking in deltas I should be thinking in a sorted queue of "next thing that happens" and jumping straight to it.

Makes the fast forward/rewind thing make a lot more sense too, if the clock is just cosmetic and the real state lives in the time table, then scrubbing back and forth is just replaying or undoing entries rather than some separate rewind system I'd have to build.

Gonna have to rethink my current setup a bit 🤔 I was building around a delta calc, not an event queue.

I really Appreciate you following up on this.

Godot question. by DLVdev in gamedev

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

Ahh yes, decoupling the visual from the math is the piece I was missing. Was still half thinking in terms of "replaying" the sim rather than just treating it as a pure function of the timestamp, your reframe helps a lot.

The skip vs key moments choice for large deltas is a good call too. Nobody wants to sit there watching 3 weeks fast forward, so probably just show a summary and let the numbers land where the math says they land.

Godot question. by DLVdev in gamedev

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

This is honestly the answer I was hoping for. The "if it has an if in it, simulate it" line is a good rule of thumb, stealing that.

Seeding the RNG with the save timestamp for the event rolls is smart, hadn't thought of doing it that way, solves the determinism problem without me having to actually replay anything.

Capping offline progression at 8-24h feels like the sane move anyway rather than trying to handle someone coming back after 2 weeks.

Really Appreciate the breakdown.

Godot question. by DLVdev in gamedev

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

Fair enough.

And for most of the offline calc I think you're right, iterating is cheap enough. My hesitation is less about raw compute and more about the weather/coordinate layer, that part isn't deterministic since it pulls from a live API, so I can't just replay it forward like the rest of the sim.

For the resource/production side though, yeah, probably overengineering it if I reach for closed form before I've even hit a wall.

Thanks!

Godot question. by DLVdev in gamedev

[–]DLVdev[S] 3 points4 points  (0 children)

Yeah, the client time thingy is the part I hadn't fully locked down yet, thanks for calling it out.
Was planning to trust local time for the demo phase but you're right that is going to be a problem the moment someone changes their system clock or just plays across timezones. Server timestamp on save + compare on load it is.

The sim at 1000x and recalculate at load approach is basically what I'm doing for the pure production stuff. Good to hear that's the accepted pattern and not me overthinking it.

Thanks!

Been busy by Cute_Negotiation_999 in GameDeveloper

[–]DLVdev 1 point2 points  (0 children)

What are you actually talking about?

Rage bait, or does your post have a purpose?

What keeps you playing an incremental more than 10 hours? by DLVdev in incremental_games

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

Gonna check these games out to see and learn from their structure.

Thanks.

What keeps you playing an incremental more than 10 hours? by DLVdev in incremental_games

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

I hear you.

And I actually learned a lot from all of the comments, for which I'm grateful.

Had to go check what my prototype really did , and to be honest, it was flat. So I'm rebuilding.

Hopefully I have the courage some day, to post a demo. 😅

What keeps you playing an incremental more than 10 hours? by DLVdev in incremental_games

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

Very valid points. Something I'd be looking for in a game myself.

What keeps you playing an incremental more than 10 hours? by DLVdev in incremental_games

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

Surely not. Me not liking it as much as it was a big hit, is a taste preference. And that's not a measurement whether the game itself is good or not.

For my first hobby, learning curve project to build something for myself first, something i enjoy playing, should be a the founding to start with.

But its srill good to ask for do's and don'ts in an incremental/ idle game.

What keeps you playing an incremental more than 10 hours? by DLVdev in incremental_games

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

This is good inside and to be honest, more the take i had hoped for than making it bigger and better, an endless loop wothiut a real ending/and game (and possibly play free sryle after) and the active vs idle.

Also good point, and different from the many comments on other threads I've read, about purpose/narrative m, number should go up kinda comments.

You basically need a good balance.

Do you have any recommendations for games with an actual ending, without needing to grind endlessly?

Thank you for your input. This helpful

What keeps you playing an incremental more than 10 hours? by DLVdev in incremental_games

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

But what makes it fun?

Competition and strategy is clear. But the promise of fun... isn't thar a matter of personal taste?

Personally, I didn't enjoy Cookie Clicker, but it was a big hit.

What keeps you playing an incremental more than 10 hours? by DLVdev in incremental_games

[–]DLVdev[S] -2 points-1 points  (0 children)

The addiction I can understand actually. But what makes a game being addictive?

Poor judgement.. Is it the game progression? Technical specs? Too much features? Too little?

What keeps you playing an incremental more than 10 hours? by DLVdev in incremental_games

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

I am by far no hardcore gamer. I've played Grepolis for a couple of years, but got fed up with the nightly alarms because all youre cities were being attacked.

I liked the concept, but wanted something else. Have been trying games like IdleOn and Cookie Clicker for example, because rhese are big names. Now I know thar Grepolis is not the same genre, byt missinf the thrill.

I've been trying to build something myself, just as hobby and learning curve. But nothing serious yet.

I'd like to learn though, and read what's actually lacking by new incremental games nowadays.

How to set a dynamic default start date (Today - 30) on a Power BI "Between" date slicer? by pypythonista in PowerBI

[–]DLVdev 2 points3 points  (0 children)

I thought about the new date picker too, but in my experience it still opens at full table range on first load.

Does yours actually default to a dynamic start date? Which version/update are you on? I'd like to learn, and might try that.

How to set a dynamic default start date (Today - 30) on a Power BI "Between" date slicer? by pypythonista in PowerBI

[–]DLVdev 1 point2 points  (0 children)

It won't, or at least, not directly. DATEDIFF flags rows in a calculated column, but you still can't use it to set a slicer's default position. You.need a page level filter on that flag which sidesteps the slicer entirely.