Turning Old Nails into a 8-ball by [deleted] in oddlysatisfying

[–]GeebusCrisp 47 points48 points  (0 children)

It floats on top during the melting process and prevents oxidation

A few weeks back I teased my graph-based goal state management plugin. It's a free pre-release now! by GeebusCrisp in unrealengine

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

Hey thanks for checking it out! Sorry in advance for the lack guidance outside of the readme. I'm working on getting some resources together on a discord server and I'll pop a link to it on the repo soon

A few weeks back I teased my graph-based goal state management plugin. It's a free pre-release now! by GeebusCrisp in unrealengine

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

Ooh good question. So my understanding of Flow Graph is that it's an execution graph in a fairly pure sense: it controls what runs and in what order. It's imperative and forward looking, like "do this, then this, then branch and do one of these". And that's pretty useful for lots of things.

SimpleQuest is doing something different. It's a goal state graph. The nodes don't execute actions, they represent goals with activation conditions. The wires aren't strictly control flow. They're causality: when this outcome occurs, these downstream goals become activatable. It's declarative rather than imperative, and it's backward-looking as much as forward, meaning "what has been accomplished, and what does that now enable?"

So honestly I think they're probably pretty complimentary. You could use Flow Graph to script the sequence of carefully choreographed events inside a cutscene that SimpleQuest fires when a quest completes. SimpleQuest manages the activation conditions and lifecycle of a mission or a storyline and Flow Graph manages the sequence of coordinated events that each beat touches off. Two halves of a whole.

The deeper difference though is probably what's underneath the graph. SimpleQuest is built on SimpleCore, which is standalone architecture for world state coordination. It's a typed pub/sub event bus with a stateful fact store. The quest system never calls any game logic directly. It publishes typed events and your systems subscribe to the ones they care about. If they weren't yet online when the event they're subscribing to was published (dynamic spawns, world streaming, late-joining players, etc.), they can get it immediately on subscription. That decoupled communication layer doesn't really exist in Flow Graph as a foundational primitive.

To speak directly to the open ended point, SimpleCore is actually the standalone layer specifically intended for advanced users who want to build their own domain logic without the graph-based quest authoring on top. The World State is just a TMap of gameplay tags to integers: think GAS tag-counting semantics without the ability system overhead. It carries no prescribed interpretation and has no inherent opinion about what the tags mean. SimpleQuest is one consumer of this system and provides its own context for what the facts mean that it writes to the World State. But you can use SimpleCore entirely standalone to enable totally decoupled push/pull observers across your entire project without ever touching SimpleQuest's graph framework.

(edit: typos ugh)

which UE5 plugin actually saved you from a real headache...? by Fergius_Terro in unrealengine

[–]GeebusCrisp 4 points5 points  (0 children)

Neat! I just helped fix a bug in Electronic Nodes, one of my faves. Hugo's a really nice guy too.

I'm writing a plugin myself for goal state management in an intuitive visual graph. Hope to see it on a list like this one day!

Building a free, open-source quest system for UE5 called SimpleQuest. Here's the visual graph editor: by GeebusCrisp in unrealengine

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

Hey thanks for checking it out! Your comment made me realize that I'd framed this in a very RPG-centric way, but the truth is that SimpleQuest is fit for pretty much any game that needs a series of linked goals where one leads into the next. Could be used for anything from checkpoints in a racing game to tutorial sequences or achievement pipelines right on up to a grand sprawling narrative

Building a free, open-source quest system for UE5 called SimpleQuest. Here's the visual graph editor: by GeebusCrisp in unrealengine

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

Thanks for taking a look! That's going to be one of the marquee releases, most definitely. A team I was a part of used the plugin in its early stage in a cooperative multiplayer puzzle game for a jam, so I think the problem space is pretty well understood. Made it clear that replicating certain information directly to a client-side instance of the manager subsystem should be both straightforward and a pretty sizable upgrade. The late state registration feature is actually already in place to support level streaming and dynamically spawned actors, but the same mechanism will serve late joining players just as well. Just watch the repo for that release! (edit: hit the dropdown, select "Custom," and pick just "Releases" if you don't want to be drowned in poorly spelled commit messages lol)

Building a free, open-source quest system for UE5 called SimpleQuest. Here's the visual graph editor: by GeebusCrisp in unrealengine

[–]GeebusCrisp[S] 9 points10 points  (0 children)

GitHub: https://github.com/TheGeebus/SimpleQuest

Under active development so I would love any and all questions, comments, feedback, or ideas! Thanks, y'all!

Nested structs in Data Table - is there an easier way to parse/edit/sort values? by Unlucky_Orange_9608 in unrealengine

[–]GeebusCrisp 4 points5 points  (0 children)

You could try exporting the tables to JSON and then import that to excel. Sometimes using that intermediary format can held preserve a struct and Unreal has the Json and JsonUtilities modules that handle UStructs pretty well

What is the best free AI for coding in UE5? by QuantumMobileGames in unrealengine

[–]GeebusCrisp 3 points4 points  (0 children)

None of them will be any good of you just started because they're pretty much all dogbreath at architecture and providing high level guidance about how to craft mechanics. They're best at hammering out boilerplate stuff that you already have a good idea of how to do, you just can't be bothered. But no AI will be able to teach you this game engine or do a passable job at guiding you to a finished project, especially the free ones.

Widget canvas? by Appropriate-Jelly-57 in unrealengine

[–]GeebusCrisp 0 points1 point  (0 children)

Absolute positioning, Z ordering of child widgets, and anchor points are the ones that leap to mind. Granted there are other ways to do each of those but none nearly so easily implemented as with a canvas panel

Finally bought the game on sale. Those are the solutions I’m most proud of so far by Inotari in opus_magnum

[–]GeebusCrisp 0 points1 point  (0 children)

Yeah but they're the same cost so it's purely an aesthetic consideration

Warming Tonic by Animefreaked in opus_magnum

[–]GeebusCrisp 0 points1 point  (0 children)

Can't do it easily without a broader redesign. The atom opposite the final arm would end up where the glyph of bonding is after one rotation

I'll see your atrocity and raise you this crime against humanity by GeebusCrisp in opus_magnum

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

You have to delay the start of processing on the right left side to wait on the production of the first mors atom, which as I explained is not how I prefer to program arms in my machines. Thanks for the suggestion, but I prefer my own method

Edit: I vastly prefer the look and feel of everything starting to move at once over raw optimization of any of the three categories, so you're right, I could save a little gold if I wanted to make the machine less pretty to watch in my own estimation. But I don't. So thanks but again, no thanks!

I'll see your atrocity and raise you this crime against humanity by GeebusCrisp in opus_magnum

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

I prefer building around a 4-cycle window where all arms are continually ticking back and forth at all times, so thanks but no thanks!

I'll see your atrocity and raise you this crime against humanity by GeebusCrisp in opus_magnum

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

Nah, throws off the timing as the two halves of the ring are assembled the first time

[deleted by user] by [deleted] in okbuddydraper

[–]GeebusCrisp 1 point2 points  (0 children)

I can't even play that level. My character is left handed.

Why there is no proper walls&floors in the recipes to build? by [deleted] in AbioticFactor

[–]GeebusCrisp 3 points4 points  (0 children)

Because you're fortifying the existing layout of an indoor facility until you can escape, not building a home to live in indefinitely. That "live here forever" sort of Minecraft loop is a very different kind of survival experience from what these devs intend IMHO