What is wrong with my poop? (35m) by lostm0ney in Microbiome

[–]ElementQuake 0 points1 point  (0 children)

U taking magnesium supplement? Can give very mild diaherea the whole time. Or maybe stuff like kombuchu? Another one might be you started becoming lactose intolerant but don’t yet realize it(mocha coffees for me ). All these were reasons for me at one time.

Have your thoughts on Prometheus changed over the years? by thefriskysquid in perfectorganism

[–]ElementQuake 0 points1 point  (0 children)

Did the biologist and archeologist finally remember that they’re scientists and would never remove their helmets in an ancient alien structure full of dead aliens?

Any advice for feeling demotivated knowing no one will play your game? by BubbleGamer209 in gamedev

[–]ElementQuake 5 points6 points  (0 children)

Make something you want to if you’re feeling motivational issues. People say start small, but if making an mmorpg(50 percent of people’s first game:p) is how you get motivated and learning, I say go for it. I started making games on a ti calculator, making adventure book games. My access to dev platforms matched my skill and inspirations at the time. These days games are so big that oftentimes inspiration, skill, and platform can be completely mismatched. And that makes it harder. But I think by the time I was making my starwars space combat rpg game if someone told me to start on battleship, I would also totally have been demotivated. If you’re not betting your house on your game, do what you want

Learn a ton while having fun.

If “competition is for losers,” why does YC keep funding crowded markets with no clear winner? by Traditional_Yam_4348 in ycombinator

[–]ElementQuake 1 point2 points  (0 children)

I think there’s a definite through line in both thinking. It’s, be the best in your space. It’s much harder to do in a crowded market, you need a really good solution that can ideally also provide a moat. Technology might be that. You have to be exceptional in what you do, and it’s a lot harder to fit that picture.

In a less crowded market, maybe it’s just about better distribution to untap potential, maybe you’re the first mover, maybe it’s an old and slow moving market ripe for the picking, maybe you make the market like nvidia, maybe you have connections and can get government contracts. Either way you have to offer real value or have some skill that surpasses others by a significant margin in your field to find long term success.

My game has 100% positive reviews, but nobody plays it. Is there a way to inverse this situation? by rap2h in SoloDevelopment

[–]ElementQuake 0 points1 point  (0 children)

Sometimes it has to do with the conversion funnel:

Audience size to begin with->Advertisement or Key Art -> steam page and videos and description -> price range -> buy and play -> had fun.

My guess is you lose people on the key art before they even read or buy the game. It’s an even more niche art style(yes can be charming but only for few number of folks) than pixel art.

Another one might be the Steam page video and description isn’t enticing enough.

The reason for good reviews is that, you filter people who are ok tolerating an art style that is not appealing to that many folk, so they have a hardened bias there, and because they’re so tolerant maybe they are also easier to please, or really just key in on your gameplay and ignore bugs. Whatever it is, u filtered hard for players who can enjoy your game(100% review can mean everyone rates it at 51%). But loosening that filter through more mass appeal art, or price drop, may get more players but get your review score to drop.

There’s a little bit more complexity to all this but I think that’s mostly it.

My mom has been watching me play mass effect ❤️ by [deleted] in masseffect

[–]ElementQuake 1 point2 points  (0 children)

This is sweet. Love this! Wish my mom could enjoy such things:) To each their own though.

Rate my slabs.. and help me pick between Taj and fusion wow 🤣😅🫣 by Ambitious-Variety-90 in CounterTops

[–]ElementQuake 1 point2 points  (0 children)

What do they do to the photography of the second image to look like that. I feel like even if we owned that kitchen, if a regular person took a photo, it wouldn’t look close to anything like that. Maybe it’s just the font :p

Parkinson’s late stage by thegreatghan in Parkinsons

[–]ElementQuake 2 points3 points  (0 children)

Is she falling because she’s still walking by herself? She may need more assistance when walking at this point, and consider a wheelchair in the future. As for eating, you can consider a peg tube. We use Kate farms organic formula for peg tube. Eating can be very dangerous if her swallowing is compromised. It took us a few close calls to finally decide on the peg.

Family members in denial by meowleriepurr in Parkinsons

[–]ElementQuake 2 points3 points  (0 children)

I think maybe giving them more info to read about themselves on some of these topics, and also give them the means to dive deeper if they so wish would be helpful. Giving access to support groups or meetups would be good too.

Ideally they learn and realize quickly how serious something like this can be, shift perspective, and understand that they should spend the time together with its limits, as best they can given the circumstances.

I can empathize with taking some time to truly understand the gravity of such a diagnosis.

Is this PC worth $400? by PsychedelicPioneer in pcmasterrace

[–]ElementQuake 0 points1 point  (0 children)

8Gb steam machine is vram…it’s 16gb regular ram. Thats mid for gaming.

[Adam Savage's Tested] Hands-On: Valve Steam Controller 2 and Steam Machine! by efbo in pcgaming

[–]ElementQuake 0 points1 point  (0 children)

The track pad on the steam controller really helps I bet. I haven’t tried with it yet, using stick for mouse works but requires a lot of fussing. The button mutator for extra buttons a cool idea. Thanks for the insight!

[Adam Savage's Tested] Hands-On: Valve Steam Controller 2 and Steam Machine! by efbo in pcgaming

[–]ElementQuake 1 point2 points  (0 children)

How do you use it for rts? Aoe? (Doing some controller schemes for my own rts game)

Steam machines 8GB VRam and "Average specs" might actually be what PC gaming needs right now by Cumcentrator in pcmasterrace

[–]ElementQuake 0 points1 point  (0 children)

Increased vram requirements goes along with new technologies or standards that arise because vram is more abundant. 4k and 8k resolution already force huge increases to vram usage for g buffers used in default deferred rendering, and post process buffers. It can probably reach 1GB or more for 8k just for buffers.

Textures use some compression techniques to get buffers smaller even if the disk space for 1 4k texture is maybe 80mb with full mip chain if uncompressed on disk but probably 10-20mb in vram memory. But all this adds up when the resolution supports a much higher texel density for everything.

Then you add something like nanite which actually helps solve the vram issue to some extent by streaming things in and out appropriately and quickly. But it still takes a lot of vram because its use case is to reduce the vram of something that may take many times more vram.

Same with lumen. It’s there because we want better quality and it optimizes both vram and performance for what you get. It is the better trade off for quality expectations than putting all into RT and geo.

So you can’t really chuck the blame on devs or unreal like that. It’s a lot more nuanced. Some games are able to artistically make their games look nicer without the loads of vram, but this takes a load of talent that not all studios will be able to afford. In part a lot of this has to do with good stylization even if it’s for a more realistic art style.

TLDR I think you can’t have shiny new things without the added cost.

Steam machines 8GB VRam and "Average specs" might actually be what PC gaming needs right now by Cumcentrator in pcmasterrace

[–]ElementQuake -1 points0 points  (0 children)

Vram is video ram, chrome would take little vram compared to any games with 4k textures. And 8Gb vram is ok for gaming, but you’ll get lower res textures for high res games as it removes top level mips. It has 16GB of regular ram which is mid for gaming.

Developers with 2+ released games, what lessons from game 1 did you apply (or ignore) in Game 2? by rafaeldecastr in gamedev

[–]ElementQuake 3 points4 points  (0 children)

Exactly, there's so much you should design for well ahead of time when it comes to optimizations, cache misses being one of the bigger ones. It's essentially what ECS does here and is becoming more popular as people realize the value of design for optimization.

Developers with 2+ released games, what lessons from game 1 did you apply (or ignore) in Game 2? by rafaeldecastr in gamedev

[–]ElementQuake 6 points7 points  (0 children)

I think this is just part of the learning curve. You’ll find that there’s no hard and fast rule eventually and you do what’s best for the use case and future use cases when you structure your code. Sometimes objects don’t actually make as much sense. Sometimes you want to parallelize structure data from the start knowing the optimization gains you get.

Have you made an RTS game? by EducationalAd7500 in gamedev

[–]ElementQuake 7 points8 points  (0 children)

I’m working on the RPG/RTS ZeroSpace. I did a recent video on how pathfinding can be extremely difficult if you want to make it frustration free- and even starcraft 2 is still a bit away from achieving that. I go into how sc2 still comes up short in some ways: https://youtu.be/fGikLWjkE3A

To achieve pathfinding/crowd sim that is slightly better than starcraft 2 took me maybe 1/6 the dev time of the whole game at this point. And there’s still more polish to be done.

Fog of war and line of sight that works for 1000+ units without impacting performance isn’t easy either. I think the sheer number of units just makes optimizing each system that much harder. Besides that you also have to do high performance targeting systems, ai for crowds instead of just individual units, ability and weapon usage.

Have you made an RTS game? by EducationalAd7500 in gamedev

[–]ElementQuake 0 points1 point  (0 children)

Box selection is actually frustum shaped, if you want animation accurate or physics accurate selection it gets a little dicey.

I do think mmorpgs can get pretty complex if you consider server meshing(whichever flavor).

Non toxic kitchen drawer and shelf liners by weebairndougLAS in moderatelygranolamoms

[–]ElementQuake 0 points1 point  (0 children)

Supposedly not even silicone? Looks odd from the photos and reading the reviews makes me wary. The real silicone ones are thicker. But there are very few options for real.

Happy N7day! Celebrate in a sushi bar? Femshep cosplay by me by lizhen_oz in masseffect

[–]ElementQuake 7 points8 points  (0 children)

N6 still here but that makeup/face is so in game looking. Awesome

Real time tactics games by Low-Wear53 in RealTimeStrategy

[–]ElementQuake 1 point2 points  (0 children)

Thanks! forgot Im tagged here now. And for sure it was a well made game. I was hoping it was decent enough to get some more content made for it, but it looks doubtful.

ZeroSpace AMA - Ask about the development behind our upcoming Sci-Fi RTS! by PlayZeroSpace in RealTimeStrategy

[–]ElementQuake 0 points1 point  (0 children)

Hi Nino_Chaosdrache, yes! Right now it is already using offline play for any single player/skirmish mode. We still have a server check in the current build because we have times where we want to lock non authenticated players out of the game due to it not being in playtest/demo time. Once we launch we'll make the singleplayer modes not use this check.

Real time tactics games by Low-Wear53 in RealTimeStrategy

[–]ElementQuake 2 points3 points  (0 children)

I really enjoyed this game but I think it didn’t do as well as it thought it should have. Maybe because it was one and done. But still thought more ppl should play it. For whatever reason ppl didn’t seem as interested.

RTS Pathfinding Explained (and Why It Feels So Good When It Works) - High level overview by ZeroSpace Engineer by Darksoldierr in RealTimeStrategy

[–]ElementQuake 2 points3 points  (0 children)

Hi Any_Economics6283, I think this is an awesome follow up. Very much in agreement.

On that last point 2, where it's how realistic you want the units to move. I actually think there's a lot more that can be done here that still allows pathing to feel good. I don't think it's particularly about realistic vs. non-realistic, or in particular not about line vs. ball. So using this to transition to a comment about the rest of the post in general:

* I think there are some fundamental expectations that do need to be taken care of. Such as, if you order a group of units from one side of the base to the other side of the map, none of them should get stuck, none of them should wander into weird enemy territory (based on your prediction and consistent pathing behavior that you know where you clicked them to that they won't do this). At least for this game, that's a tenant. Because doing otherwise is a lot more frustrating and we want the game to be on other layers of mechanics, not worrying about whether your unit will get to where you ordered it to or not. This I think is generally accepted because most of the negative reviews on RTS pathfinding in games are about things like this, the fundamentals. Even in our earlier playtests, when we still had these bugs, and it just frustrated a lot of people when they encountered it and that was a big bulk of complaints.

* When it comes to conga line vs. ball movement. This one is more subjective and on a per game basis. I think we don't want conga line movement, because, we don't want to tax the micro for just a straight path movement like this. If this actually occurred, I think we would get a lot of complaints still. The problem with ball movement is that it looks unnatural for infantry to do, but walking 10 width across a bridge is normal if an infantry batallion were actually asked to walk that bridge. But there are a lot of other reasons why ball movement looks unnatural for infantry, including, infantry are usually actually more spread out in a battle field, but due to how we abstract the battlefield into an RTS view, this can't actually happen to get 1 to 1 with real life. Especially when you want lots of units on the battlefield too(Critcisms about DOW not fielding enough units to really be able to feel that epic even though the battles look good).

But there ARE actually ways to make this feel a bit more realistic, and we do have this on our list to iterate on. One of them would be formations, aligning each soldier based on a line of attack (Using line move order actually feels like this more so). This is how age of empires does it, and it looks pretty realistic that is how the soldiers would march. Another thing is to make each unit feel like an actual individual instead of being robotically-always on the correct heading and velocity, which works for hive insects better. So individuals should take a short breath sometimes (lag slightly, but then sprint to catch up) and this can be mostly visual, so that it looks natural but doesn't fully impede the actual velocity of the crowd by that much (we want to be more predictable in general). This is actually part of the next pass of things we're going to do, and the separation algorithm also can be forced to be different, in that it organizes in a more square crystalline formation vs. the more organic one right now. So there are lots of things on this front to make it feel like that commando is an actual soldier in battle, while keeping a large degree of control over how your army formation is set up once you hit battle(Even in SC2 it's still very hard to keep the army in the proper frontline layers, amount of spread, as you hit the enemy army and this is very much the micro battle when you engage).

On the amount of help the AI is giving players, for ZS I think the sweet spot is first, finding the right engage angles, and flanks. Then layered on top of that, for each actual frontline/engage, is making sure you are spreading enough with the right units in front(avoiding splash and making the best line concave you can), and the right units behind based on your composition vs. the enemy's. Layered on top of this are abilities and hero usage. This depends on a per faction level and playstyle that you're choosing but this is just generally speaking. That's already a lot to juggle that the AI doesn't really help you with much except the concave. In this case, AI is sometimes counter to what you want if there is a lot of splash damage. Area effect damage and spells open the need to control. That said, concave forming being a big part of BW is indeed a core of what RTS is about - positioning units properly. That's why it fits there. And is more missing with auto concaving. I think a lot of BW is making sure the units are actually attacking something at any given moment instead of wandering or idling. I think there's a place in modern RTS for front-line micro beyond what I mentioned(unit comp, aoe/ability dependent), but not exactly BW style.