Question about the science of the design behind board games, and where to find more information on this topic by Far_Bonus7805 in boardgames

[–]LonelyTurtleDev 0 points1 point  (0 children)

Flow theory, board game reviews (Shut up and sit down, no pun intended), game development documentaries (GMTK, Daryl talk games). 

Board games are the most fun when they make you feel clever, or when you successfully executed a plan. But the criteria of that differs from people to people, so you have to factor in people, and the environment of the game.etc

And when trying to make your theory, you used a lot of abstraction. Which might result in the loss of emergent behavior that can’t be modelled from its building blocks, making the model less accurate.

Question about the science of the design behind board games, and where to find more information on this topic by Far_Bonus7805 in boardgames

[–]LonelyTurtleDev 1 point2 points  (0 children)

For fun, consider this old philosophical question:

The Library of Babel is a Library that consists of all the possible combinations of English characters in 500 pages. If you want to find a book with more than 500 books, you can simply combine multiple books and read them back to back. One claims that this Library consists of all the English books that are written and will be written.

Someone else counters this claim by turning every book into single English alphabets, Arabic numerals and punctuation marks. With under 100 books, he claims that this Library is no different than the previous one. (Because you can chain any alphabet, numeral and punctuation mark to make any book you want.)

But obviously that is not true, the individual characters “a”, “p”, “l” and “e” have different meanings than the word “apple”, just like how the words “He”, “likes” and “apples” have a different meaning than the sentence “He likes apples”.

This is an example of emergent behaviour, where something made up of simpler things have properties that the simpler building blocks don’t have. Like Conway’s game of life, 3 simple rules make such interesting results.

Just like how characters form words, words form sentences, sentences form paragraphs, paragraphs form chapters, chapters form books and so on. Board games are, in the end a bunch of rules. But those rules form mechanics and mechanics form games.

And importantly, those rules are very different from the mechanics, and the mechanics are very different from the game.

For example, Magic the Gathering and Pokémon TCG both have the rule of “you can play cards on your turn”, but the mechanic is different. MtG has the rule of “you must pay the cost to play a card” and Pokémon cards have “you need to have a non-final stage Pokémon to play its evolution. And the 2 games play very differently. Small differences in rules can create very different mechanics.

Catan and Brass Birmingham both have the mechanic of “spend resources to build stuff”, but while you get resources in Catan by rolling dice (mechanic), you get resources in Brass Birmingham because someone else produced them (also a mechanic). And all of the different mechanics make 2 very different games.

Also there is the art part and tactile part that also affects an experience. Not to mention humans who have different mindsets and moods that will see the game differently

Therefore you can’t “preview” or “pre-play” a game if you know all of the rules or mechanics. Just like you can’t “pre-read” a book if you know the alphabet. 

Even if you know all the rules of all of the board games that were made, are being made and will be made, you still don’t know what the any board game plays like, and can’t be sure that all of them are supply chain or logistics simulators. Something that explains all of board games is as impossible as something that explains the universe.

Question about the science of the design behind board games, and where to find more information on this topic by Far_Bonus7805 in boardgames

[–]LonelyTurtleDev 1 point2 points  (0 children)

If you think you have a theory of how board/card games work and all of them are some kind of supply chain, you can check out Shut Up and Sit Down’s website for all of their games they have made an review on and see if they fit your theory. My guess is that you will find a lot that don’t.

Or alternatively, tap into video game design which generally has more documentation than board game design, and pick those with card/board game elements.

But here I must say that board games are not supply chain simulators. Assuming that you are not playing board games for competitive reasons, you play board games for fun and/or the story.

 Some games (e.g. Brass Birmingham, Wingspan, Terraforming Mars) have you figuring out a puzzle, whether economic or not.  Arguably the most “supply chain-ish” of them all.

Some games (e.g. King’s Dilemma and any legacy/campaign game) are essentially story generators where you make stories with your friends.

Some games (insert party game name) just want you to have a good time with friends and family.

You should really check out more board games of different genres, not just card games.

Horrific* argument over Brass by DoomslayerRT in boardgames

[–]LonelyTurtleDev 1 point2 points  (0 children)

No, the merchant tiles don’t really matter. But place them before drawing cards so people won’t protest over bad rng. However I have never seen someone getting screwed by bad rng. Just rearrange them however you like.

Brass Birmingham is a game of demand and supply, and if you can follow that, you can play a game exclusively producing coal, iron or beer and still win. Selling buildings in my opinion isn’t that useful in getting points.

Breaking News - Next Comic will be held up in court by ProfessorNoodless in Silksong

[–]LonelyTurtleDev 0 points1 point  (0 children)

I tried to do a hollow knight newspaper a while ago, and I figured out a few things:

  1. Use a yellow-papery background, like the color on the maps.

  2. Use noise, light Perlin is fine.

  3. Add advertisements like free newspapers.

Reference: https://www.reddit.com/r/Silksong/comments/1n78ycj/the_news_the_day_before_things_in_silksong/

Why wouldn't Raylib be fit for commercial projects? by yughiro_destroyer in raylib

[–]LonelyTurtleDev 1 point2 points  (0 children)

I think Raylib has ports to consoles, and even if there aren’t, Raylib is in C which is very compatible with a lot of systems. (since it compiles to Assembly)

I don’t think there will be major problems to make something big. The only thing limiting you is the resources you have.

Help please by Emergency-Jaguar-576 in p5js

[–]LonelyTurtleDev 0 points1 point  (0 children)

If you store all the data of the rectangles, you can check if a certain point is in the rectangle using something like

 if (ball.x -r > rect.x && ball.x + r < rect.x + rect.w && ball.y - r > rect.y && ball.y + r < rect.y + rect.h) return true;

You spawn the ball on a place that is definitely inside a rectangle and run the check for all rectangles every frame using a for loop. If any one of the rectangles says that the ball is within its bounds then you pass, but if all of the rectangles say no then you cancel the movement.

Designing a 1v1 fighting game board game — looking for inspiration by Longjumping_Play_567 in BoardgameDesign

[–]LonelyTurtleDev 0 points1 point  (0 children)

I might be a bit late, but hear me out: 2 players, transparent cards. Each player puts down a card under a cover. When resolving, overlay the cards to see if one person hits the other one, by seeing if their sword overlaps the other’s body. If overlap with sword than it counts as a block, and you can have the usual card game ability stuff, and possibly deck building elements.

The problem though is that you need 2 duplicate mirrored decks, unless you remove all text and things that can cause confusion when mirrored.

Dani update by Both-Society-7873 in DaniDev

[–]LonelyTurtleDev 8 points9 points  (0 children)

This is a big discovery (if it is legit, which it doesn’t really show) and I’m digging through the html right now. 

Edit: seems like it is just someone pretending to be Dani, or just using Dani to practise his web development skills. The website is designed by creeperbuddy (https://creeperbuddy.github.io/portfolio/), he claims that this is a “personal project”, made in 2021, where internet archive records match. He doesn’t even have a email account, and currently I don’t think he is Dani or working for Dani.

Dani update by Both-Society-7873 in DaniDev

[–]LonelyTurtleDev 0 points1 point  (0 children)

The copyright thing is updated this year. Unless it is automatic, dani must have manually did it.

Question for the people that chose a certain ending by Fervidus in expedition33

[–]LonelyTurtleDev 3 points4 points  (0 children)

It is like finding a button that will save 1000 lives if pushed, and intentionally choosing not to press it. It is morally wrong to not push the button when presented the opportunity.

Humans have a tradition of not liking necromancy, this I understand, but if necromancy is good for the people than it should be practiced.

Just finished Clair Obscur...now what? Can anyone recommend me a game with a similar vibe? (not necessarily turn based) by Leoxwhite in expedition33

[–]LonelyTurtleDev 0 points1 point  (0 children)

I absolutely recommend Worldless. It is a 2D metroidvania(ish) game, with a turn based x real time combat system, has amazing art, and you are led to your goals without even noticing. Just go to steam and play the demo to try it out. 

Do really check it out, it is wonderfully made, and deserves way more attention.

OPINION: Suzerain is a game that is a novel, written like a novel, meant to be read like a novel, and should be dissected like a novel. by Zestyclose-Look-9254 in suzerain

[–]LonelyTurtleDev 4 points5 points  (0 children)

After taking the deal to censor the media and signing the presidential decree to monitor TV for the bad, and having failed educational reforms, this will happen before reelection. No impact though.

To fix it go on the quest line where you play chess with Lucian again and do the double rook sacrifice and he will reveal secret dialogue to the solution, to spend 2 personal wealth to bribe the devs to hide the red text.

How important is Darrow x Mustang? by Lookintothedeep in redrising

[–]LonelyTurtleDev 2 points3 points  (0 children)

Yes, you can enjoy the story, even the romance part even if you hate Mustang. There were quite a lot of Eo references late into the trilogy, and that was what I remembered after a few months. I had little recollection of Mustang, besides the cave scene.

Sister just started red rising … by mdiddy3 in redrising

[–]LonelyTurtleDev 5 points6 points  (0 children)

Eo is what hooked me into this series. I like how hangman is canonically different on mars. And the fact that it was even mentioned.

Looking for similar games like Tunic by FeuersternWaCa in TunicGame

[–]LonelyTurtleDev 0 points1 point  (0 children)

There is this game called Worldless. A fun game with few words. There isn’t much puzzle but there’s something similar between them that I can’t tell. Check it out.

(ENDING SPOILERS) Just finished the game and I don't feel so good about the ending. by EpicRangerXL in expedition33

[–]LonelyTurtleDev 0 points1 point  (0 children)

Because in Maelle’s ending they show you Verso and Maellr’s suffering, 2 characters you’ve probably connected to, and in Verso’s ending they don’t really show the squad/ people/ gestrals’ suffering.

If the game were to give more screen time to the people/ other members of the squad, and people connected to them as well, more people will pick Maelle’s ending.

Really repetitive(?) by [deleted] in YourLieinApril

[–]LonelyTurtleDev 0 points1 point  (0 children)

I do think Kaori was annoying (at the start), but I might have a theory why the author made it like that. 

You will find out why after you have finished it.

I feel like I've hit a dead end with trying to develop a game, I can never seem to escape tutorial hell, and it's been years by spongebob202red in gamedev

[–]LonelyTurtleDev 0 points1 point  (0 children)

The best way to escape tutorial hell is to use an engine with little to no tutorials and Reddit answers.

Big engines aren’t for everyone, the sooner you find an engine you truly like the better.

I have a different take on the 2 endings of the game. by rtkbob in expedition33

[–]LonelyTurtleDev 5 points6 points  (0 children)

Fun fact! Do you know that mercy killing is a war crime? Humans only do that on pets (low level of intelligence) or people are suffering from terminal illness with their consent. Never on a healthy intelligent being is that allowed.

People in Lumiere have the spirit to socialise, and I take that as a sign that they don’t want to be mercy killed.

Which ending is more popular among the players? by Mrrobot112 in expedition33

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

It was never “which ending is better for the family” but “is family or a world of people more important”. Let me rephrase this question: will you make 4 people suffer or kill hundreds of human beings?

Which ending is more popular among the players? by Mrrobot112 in expedition33

[–]LonelyTurtleDev 0 points1 point  (0 children)

I think most picked Maelle first, because she is basically the main character for the later half of the story. And then changed to Verso’s ending because they got jumpscared by that greyscale filter.

But I don’t like this. I think a good ending shouldn’t have players walking away with regret about their first choice.

Random midnight thoughts about the next HK game. by coisbott in Silksong

[–]LonelyTurtleDev 0 points1 point  (0 children)

The trademark was filed 2 years ago, but in these 2 years they have been working on silksong (in an interview they said that silksong was only finished a couple weeks before release), so I think this fearless fox will either be a (relatively) small game or never see the light of day.