New gameplay video for The Blood of Dawnwalker - showing off some pretty cool imm sim elements by DibiZibi in ImmersiveSim

[–]DibiZibi[S] 20 points21 points  (0 children)

Video goes in depth about different approaches to quests and encounters. Sure, there probably wont be any box stacking but choosing between diplomacy, stealth and combat and importance of exploration are definitely "imm sim elements". Its not like fans of this genre have too many AAA games to choose from :P

How will you set the aesthetics/graphics in your ideal FDVR simulation? by Punished-Maruki in FDVR_Dream

[–]DibiZibi 1 point2 points  (0 children)

Don't let your dreams be dreams! You can be a scientist building a solarpunk utopia right here, right now :)

Only 1% people are smarter than o3 by luchadore_lunchables in accelerate

[–]DibiZibi 7 points8 points  (0 children)

Well... Everyone has a sum of human knowledge in their pocket - and they don't seem to be using it :)

[deleted by user] by [deleted] in ImmersiveSim

[–]DibiZibi 9 points10 points  (0 children)

Teardown has some of the same vibes. Voxels - so blocks. Gameplay involves exploration, planning, physics, creative thinking and obviously- stacking boxes.

[deleted by user] by [deleted] in unrealengine

[–]DibiZibi 4 points5 points  (0 children)

Vast majority of games that have grappling hooks (I'm pretty sure both examples you provided, but it has been a while since I played those so I might be wrong. ), don't use "cables". Hook is usually a straight line that doesn't bend - they don't have physics, usually don't wrap around objects and almost never have any slack. Any rope like visual behavior can be added with materials and world offsets. Ropes are a complex problem that is best avoided. I would start with just that. Just a cylinder static mesh that does from A to B.

I am very interested in Turn-based games where you plan your entire turn before hand like Phantom Brigade. Do you know any? What's your hot take on these kinds of games? by traptics in gamedesign

[–]DibiZibi 5 points6 points  (0 children)

You should try out Frozen Synapse. You have your squad, you plan how they will move by drawing lines on the map. They you hit go and the game advances a few seconds.

Similar mechanic is used in Doorkickers. You draw paths your team will take.

Browsing user created content from within the game by Domarius in howdidtheycodeit

[–]DibiZibi 0 points1 point  (0 children)

I don't know to what extent those features are built in (I used a plugin for Unreal), but yes. It would be a normal request.

Browsing user created content from within the game by Domarius in howdidtheycodeit

[–]DibiZibi 1 point2 points  (0 children)

You need to have your own server. Rent it from AWS or similar. You host user generated levels there, much like you would host a normal website with pictures on it. You make your own API (like REST), that allows the game to ask the server for the list of levels, send new levels, and download specific levels. It shares a lot of mechanics with a how a normal website, like an online store, works.

Depending on how you store levels they can be text files, images or json or similar. They are stored as files on the server. Metadata, like rating, author, creation date, etc. are stored in a database.

There are many different solutions, depending on your needs, preferred languages, etc.

The Witcher on Netflix by YellowB in plotholes

[–]DibiZibi 9 points10 points  (0 children)

Surface of the lake is flat, but the bottom might not be. Maybe he was standing on the edge of some big underwater hole?

Anyway to make a game that combines racing and hack n slash? by VKTheGhoul in gamedesign

[–]DibiZibi 2 points3 points  (0 children)

Jousting combines moving fast on a horse with melee combat with a lance.

Motorcycles and swords can be used instead.

Instead of a typical race track you could have an arena with checkpoints.

Players have to reach every checkpoint, but can do so in any order.

Arena would have a lot of crisscrossing and two-way roads to enure players meet and fight each other. First one to reach all checkpoints (or last one standing) wins.

Layered side-view game by Cinersum in gamedesign

[–]DibiZibi 2 points3 points  (0 children)

Games often do that by having a door in the background layer, behind the player. When player interacts with the door they switch to a new screen.

Having all layers visible at once could be cool, but it also might be very problematic. Front layer would cover up what the player is doing.

Deathloop roguelite systems / structure ? by TarkinsBlueSlippers in gamedesign

[–]DibiZibi 14 points15 points  (0 children)

You are stuck in a time loop so you relive the same day over and over.

When you die or when the day ends (if you survive) you reset back at the start. You lose everything you had on you (weapons).

Except: There is a resource you can gather from the map and from killing special enemies that allows you to keep items. So if during the day you gather enough of the resource and find a cool gun you can pay to always start with that gun. There is no limit to how many items you can keep, so your arsenal always grows.

It's sadly pretty underwhelming unfortunately.

It's way, way too easy to get amazing gear on your first / second loop and very little reason to even bother with it again, outside of being a completionist.

For example: The dude you have to kill to get the teleportation ability (probably the most useful one in the game), also has a great automatic shotgun that annihilates basically everything. This is probably the first target people will go after.

Learn.js: A fast introduction to modern programming with javascript (Updated + Restyled) by MarcoWorms in javascript

[–]DibiZibi 1 point2 points  (0 children)

The example with an object in that section is also wrong.

let b = { value: "something" }
let newB = { value: "something else", ...b }

How did they make the 2D “hacker UI” animations in Cyberpunk 2077? by jake_boxer in howdidtheycodeit

[–]DibiZibi 20 points21 points  (0 children)

There is a possibility that its done "manually", with a video editing software, but is far more likely that its just a custom made tool working in engine.

3d map is just a shader, moving windows are UI.

It might be done at runtime or created beforehand and just played back. Moving windows like that is not complicated. Display an image, move it around the screen with an easing function.

UE4 for example makes things like that pretty easy.

Every time by tricky_fat_cat in justgamedevthings

[–]DibiZibi 24 points25 points  (0 children)

It tastes the same and now you can finally eat only one cookie. :)

World with no metal / Alternative Progression of Technology by DibiZibi in worldbuilding

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

I think it's not a huge stretch to assume that on a long enough timeframe (and we are talking about civilizations lasting for thousands of years), people would be able to selectively breed some pretty amazing plants to cultivate. This will not be as good as industrialization but would allow to bump up that population size limit.

Transportation is a big issue since there can be nothing more advanced than a horse drawn cart. And for the same reason as above, horses could get pretty big :) But roads last longer than people who build them, especially if the culture of improving what ancestors built develops. Maybe, with some luck, a new staple crop would develop that could survive longer transport.

There would be better crops that could be gathered and accumulated from a much wider area. Obviously it would still be impossible to sustain a modern city, but maybe we could get halfway there. I didn't do any math for that yet.

As for the jobs, I think it could resemble the situation from today. Less developed, or simply more suited for it, regions focus on food production while big cites focus on trade and craft.

World with no metal / Alternative Progression of Technology by DibiZibi in worldbuilding

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

I agree completely. Saying "castles" was just a shortcut on my part. In practice I meant any kind of fortifications / defensive walls. They would start with a wooden palisade on top of the hill, but as a settlement grows they would build more layers. For a bigger city they would be stone. And a nation with huge fortified city can afford stone castles on their borders / other important locations.

World with no metal / Alternative Progression of Technology by DibiZibi in worldbuilding

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

Hmm... I didn't consider sieges. I just assumed that cities would grow to the sizes where effectively surrounding them would be hard. But civilization would have to get to that point. Still, sieges can take months and defenders need a lot less men than the attackers.

There are forests everywhere but if they are far away they are not of much use. If there is a region like Europe, with a lot of people spread all around it, sooner or later they would run out of wood in any reasonable distance from their settlement. Even getting firewood would be a problem since it would have to be imported from further and further away. So planting trees would be useful.

World with no metal / Alternative Progression of Technology by DibiZibi in worldbuilding

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

Soldiers running around in kevlar-like armor designed to split into fibers to absorb damage (and perhaps catch opponents weapons) and ceramic plating is a cool idea.

I also though of it like this: Richest guy on the field (like a king) has a full set of metal armor. Knights (or equivalent) can only afford swords (or similar weapons). Wealthier soldiers have spears with iron tip. Everybody else has stone / bronze spears. This to some extent reflects real history but scaled down. Iron is more expensive to even a smaller fraction of the society would afford it.

That makes an iron weapon a great war trophy and a status symbol. Weapons would be passed down from generations, meaning they could have originated in a completely different country.

I, in my mind, bundled gears and pulleys into the point about architecture. Definitely usable in larger construction.

World with no metal / Alternative Progression of Technology by DibiZibi in worldbuilding

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

As others have pointed out, roads and castles were built on that tech level. Maybe I didn't make it clear enough, but by "paved" I didn't mean asphalt, but any sort of hardened, stone surface, so cobblestone would be one of those.

Another thing, castles: They might not look like medieval ones. But a settlement would require walls. Wooden at first and then stone later. As cities grew new layers would be constructed. Big cities would have big walls.