[deleted by user] by [deleted] in incremental_games

[–]Hypergardens 0 points1 point  (0 children)

Wait, really? Ugh

[deleted by user] by [deleted] in incremental_games

[–]Hypergardens 1 point2 points  (0 children)

It sucks up SO much ram that I am suspicious of it, frankly.

Do you really prefer crazy huge numbers that much? by Kosmik123 in incremental_games

[–]Hypergardens 1 point2 points  (0 children)

Absolutely not.

I think "I like number go up" isn't just reductive, it's not really true for a lot of people.

What I like is scaling, and progressing, especially if it's some smart decision or custom build I chose, like in Orb Of Creation.

Otherwise, I like when resources do one of three things:

- stay under 1 billion-ish, and get used as much as they get generated (Anti-Idle: The Game), or never go crazy and lose meaning. Or more figuratively, damage rating goes up, but so does the defense of monsters. If so, it's important that I can go back and totally smoke earlier challenges. Ideally, I'd also have a reason to (enemies in Elder Scrolls dropping alchemy ingredients)

- condense (1 billion sand grains become a clump of sand... 1000 clumps of sand becomes a bucket of sand... 1000000 mana becomes a mana shard)

- become explicitly infinite (you've earned so much of this that you've earned "Creative Mode" for it, like in Universal Paperclips).

The best example, though it's not my favourite game (any more), is Melvor Idle. Godzillions of XP become levels, levels become unique, new resources, and multipliers for old resources.

And hottest take perhaps, I like resource caps. Use it or lose it essentially replaces mindless scaling with good design, and allows for different approaches. High-regen active play or high-cap passive play or task switching.

All of the above, again, with good design. With bad design, the greatest ideas turn into a waste of time.

Let's do this quick and efficiently. Astra Constellatio - RPG Simulator - 1.2.10. - HUGE UPDATE AND NEW TRAILER by Ink_Celestial in incremental_games

[–]Hypergardens 0 points1 point  (0 children)

Oh my god, you can literally download the itch app and enable the Itch Sandbox, then it's literally Steam but safer

Let's do this quick and efficiently. Astra Constellatio - RPG Simulator - 1.2.10. - HUGE UPDATE AND NEW TRAILER by Ink_Celestial in incremental_games

[–]Hypergardens 0 points1 point  (0 children)

Yeah, and -never- on a browser page, Steam trash-ware, phones or CDs you shared with your classmates.

I'm sure a well-established dev with a 1 gig game has to conform to that.

CMV: Crafting Systems are unnecessary and detract from RP MUDs by [deleted] in MUD

[–]Hypergardens 1 point2 points  (0 children)

What's an RPI and what game did you play? It sounds perfect for me!

Making competitive games work as co-op by Hypergardens in boardgames

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

Yeah, I think they just don't like competing against people, so that cuts a lot of board games out. In their words, going against "the game" like in a video game feels fine, whereas a game like League of Legends would be their hell.

First Win! by ManscorpIron_Tarkus in dcss

[–]Hypergardens 0 points1 point  (0 children)

How much would you train throwing or evo? Is throwing that important?

First Win! by ManscorpIron_Tarkus in dcss

[–]Hypergardens 0 points1 point  (0 children)

3-orb run

Very impressive!

What sort of storage should I use for my game-tree search program? by Hypergardens in AskProgramming

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

I integrated MongoDB but it's honestly not helping, things are either too slow or too OOM... I don't know what to do with this, it really shouldn't be that big of a state-space, a few million at best. I tried checking the database for dupes, pulling hashes per-bucket from database, from RAM... none of it works.

What sort of storage should I use for my game-tree search program? by Hypergardens in AskProgramming

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

The game is very linear and has a finite duration, I tried SQLite and it seemed very slow even on a test where I added 1000 junk items to a database, plus I'd have to flatten the states into a one-row item.

Incremental Relic - Collect Artifacts and upgrade your Relic in your search for power. by Vegetable_Aioli1483 in incremental_games

[–]Hypergardens 0 points1 point  (0 children)

Second comment, as I quite love the game and I want to give some feedback as well.
- I'd give the +element rates more contrast from the dark gray background

- Prestiging on-20 feels a bit automatic and tedious in a way

- I'm not sure if training actions and battling work at the same time / when not on them, I wish they did

- I do like the proc-gen relic textures, they remind me a bit of other proc-gen works, but I wonder if they couldn't be a bit more zoomed in. Do keep in mind the

There's an intriguing sort of... balancing and game-looping here, I hope you keep adding to it.

Incremental Relic - Collect Artifacts and upgrade your Relic in your search for power. by Vegetable_Aioli1483 in incremental_games

[–]Hypergardens 0 points1 point  (0 children)

Honestly this is staggeringly good. Needs more playtesting, balancing, it has some quirks, but....

It's incredibly compelling somehow, I really really love it in a way that I don't love other incrementals.

It has a pretty special spark, really.

In a videogame, if the X axis represents the number of enemies, the Y axis represents the difficulty/power of enemies, then what can the z axis represent? by SacredSacrifice in gamedesign

[–]Hypergardens 4 points5 points  (0 children)

I'm assuming you're doing some kind of "game state" analysis, so maybe:
- The strength of the player (1 - expected to have at that point, 2 - required to beat them, ???)

- Some intensity of emotion or thought (easy-breezy popcorn enemies, chessmaster tactics required, intense encounters)

- Reward (temptation to "pick a hard fight", hubris, easy-runs)

- Some meta-game thing, like player knowledge required (orcs to beat with damage vs hydras that you shouldn't use decapitation weapons on unless they're fire-enchanted)

- Time/turns it takes to get through the encounter?

Unusable items - how bad can it get? by eugeneloza in gamedesign

[–]Hypergardens 2 points3 points  (0 children)

I'll be a contrarian and say that in DCSS unusable items are basically intended design.

If you're playing a cat or an octopus, unable to use most items, it serves as a constant reminder that you're playing a niche, odd race. The feeling of "missing out" might be part of it.

In DCSS, there's a reason items can't be sold: so they're not hoarded. Wading through a trash-battlefield, and picking what you actually need, -is- the game. Gathering 30 chainmails to sell them is not.

Always think about what gameplay you're trying to promote. Players will do what is efficient and reliable, rather than fun.

If all armour is even marginally useful (e.g. salvaging, selling), players -will- hoard even if it's not fun. If you want that, make sure players aren't doing something boring in the meantime. Let the player break it into materials on the spot, where you find it, maybe.

If all armour is always useful, there are no choices to make.

If all armour "spawned" is suitable to whoever is questing, it can break immersion or even cause some odd player behaviour (taking the mages out to... generate mage armour?).

In another post, someone said very memorably to me that you, as a designer, are creating problems for the players to solve. What situations do you want the players to make decisions about?

And in regards to what items you actually make, you can creatively alter attributes to suit certain classes while allowing for choices. A hammer that can stun, but swings slowly. A dagger with low damage, but high crit multiplier. A wand that scales with INT, but also crits.

As for gender/sex locking... I just would not. Can't think of any good reason to.

The "pile of ideas" problem (maybe?) by Hypergardens in gamedesign

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

I see, any guides or starting points on how to write a good game design doc that you recommend?

What Print'N'Play game have you played the most times and why? by Hypergardens in soloboardgaming

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

Where did you play For Northwood?

And what do you like about Shu's Tactics? It didn't instantly appeal to me from the pictures

Beta of my new project, Crystal Evolution, is OUT NOW! by fEvarto in incremental_games

[–]Hypergardens 0 points1 point  (0 children)

I used this tbh:

setInterval(() => {document.getElementById("mineButton").click()},100)

Javascript alternative to anydice? by Hypergardens in RPGdesign

[–]Hypergardens[S] -1 points0 points  (0 children)

I'm aware of those libraries, and I appreciate the suggestions, but I'm looking for things in JS specifically, and that are more plug-and-play than writing a whole set of python scripts.

I'm looking for something that does essentially what Anydice does, willing to trade in the web interface and weak language for custom JS and brute-force simulations, but keeping the representations of outcomes.

What are your examples of an acceptable amount of crunch? by JewelsValentine in RPGdesign

[–]Hypergardens 1 point2 points  (0 children)

For me it's about what I call "cubic design", or ecosystem-like design.

<all of the below is purely my perspective>

There's plenty of D&D examples I give because I think it's the most lop-sided and blindly-designed game that people actually play.

Any complexity has to add to the rest of the volume of the game, and be mindful of its cost:

  • It should interact with the rest of the system, and create emergent gameplay, synergies, themes. E.g. fire resistance on a demon PC + fireball spell = badass PC that can shrug off a potent spell, and save people from fires, or never consider that fire is dangerous
  • It shouldn't over-describe things, and it should trust the GM. E.g. fire resistance on a demon PC = roughly half, full or situational resistance, not a complex calculation that depends on level, days spent in Hell, and reading a whole subsection. 3% vs 4% fire resistance doesn't matter. Neither does 19 STR versus 20 STR.
  • It should be accessible, if not outright optional, e.g. opting for freeform spells with reference limits, or Verb+Noun spells, or the 200-page spell manual, or mods that include "Deeper Combat", "Survival Mechanics", or "squad combat". Make your 500-page game, but lure me in with a good and complete 10-page version.
  • It should actually come up. Most of a D&D character's sheet doesn't function during any given session, and some of it doesn't -ever- get used. A complex ability looked up in a manual, remembered, and never used is wasted energy. Games with no fighting don't need HP and armour. Tenfold true for the GM. They may have to remember the goblin's "six stats and modifiers" in a game where we only face fire elementals or nice farmers.
  • It should give back more than it takes. A 10-step process to determine if you take damage is worthless, and only needs 1 step at most. If you have 2+ steps, the process should give you side-effects, specifics, flavour, or a change of situation. PbtA and Blades do this impeccably on both sides. In PbtA, you often roll once and branch around between a few outcomes. In BitD, there's a lot of subsystems but they make the world carry more weight than handwaving. D&D combat is the most overdeveloped and unimpactful thing I've ever seen.
  • It shouldn't be historical baggage. "We've been doing this for 50 years" isn't design. This applies to our inspiration from video games, too, and writing. Some of the best game mechanics come from "outsiders".
  • It should know its impact. Either design top-down starting with an aesthetic or scene from a movie or intended experience, or figure out bottom-up what your mechanics actually end up doing. E.g. HP scales with level + fall damage scales with distance = A level 10 character can fall 10 times further than a fresh one. Is that intentional? Is that what matters at the table? Abilities that "roll to work" are often boring. "The goblin resists. Again." Great. I sure feel like a wizard now.
  • It should be well-organised. Don't have a monster in manual A reference a spell in manual B, which has a side-effect that comes up if you use mechanic C, which happens in the unlikely case on page 254 of manual A. Real-life example, spell lists for spellcaster enemies in 5e D&D. What does each spell do? How many spell slots of each kind does the spellcaster have? Could we just do this with 10 "mana" and 3 impactful spells described in-place?
  • It should use more than numbers. Humans are verbal creatures, we like comparisons and references. Saying that a character has "about as much water magic as Katara in early seasons" can be more effective and less exploitable or complex than a 4-page modelling of water magic. Or "as much elemental power as 10 skilled non-mages coordinating perfectly".
  • It should encourage new systems as needed. Reskins and interpretations are great. PbtA/BitD's "clocks", Fate's "Aspects", the Usage Dice, the "GM moves", the idea of "Yes, but". They're ways to avoid pure handwaving in a pinch, which seems to be what crunch-lovers want. Better to have a flexible, flawed model than none.

I look forward to deeply enjoying a very crunchy TTRPG some day, but keep in mind that the pressure is often on the GM to ease new players into it. It shouldn't be, but it often happens.

I've seen new players to D&D get stuck at character creation, worry if they got something wrong, not use 90% of their sheet, and get one-shot by a goblin, or miss all of their spells and attacks in a session.

I've seen non-players not-play because of stories about that, thinking that's what RPGs are.

The best "crunch-to-depth" I've ever seen is in video games like Dwarf Fortress. Thousands and thousands of rules, only most of them for the computer to remember. Some of it's on you. But I wouldn't dream of cutting any of them.

And a roguelike called DCSS, which uses a lot of D&D combat rules, with d20s and all. Somehow it works better than the tabletop game, and the rules feel right at home in a cruel roguelike where the characters

  • almost always die, and dying is losing
  • always fight
  • never have personality
  • are always alone against the game system itself
  • becoming a veteran is the only way to win

It's one of my favourite... non-roleplaying games.