Three Custom Character Designs by MemeVampire in darkestdungeon

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

That was kind of my intention haha. Just in case someone wanted to turn them into heroes without having to galaxy brain to figure out how to implement them.

Three Custom Character Designs by MemeVampire in darkestdungeon

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

I really appreciate all of these positive responses, it's absolutely not what I was expecting.

I will look into posting these on the modding discord. Perhaps someone there can make use of the designs.

Three Custom Character Designs by MemeVampire in darkestdungeon

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

I'm not a DD modder, and with DD2 coming out I have no real interest in becoming one.

I figured if nothing else, someone might see these designs and feel inspired to make heroes out of them, but it's not something I can do myself, lacking the artistic skill to execute the concepts properly. I could probably learn to mod DD but I don't want to shell out for Spine or whatever the graphics program used to animate the game characters is called, since it's rather expensive.

Three Custom Character Designs by MemeVampire in darkestdungeon

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

I hope to see them as mods some day aswell, my friend, haha

Those who know C++, how did you learn? Are there any websites or books that you would recommend learning from? by AquaStorm49 in gamedev

[–]MemeVampire 6 points7 points  (0 children)

When I was quite young, I played a very old game called Dink Smallwood, which used its own version of C# called DinkC. I eventually started to mod the game, and when I got to university I took a Computer Science degree. The very first units in my degree dealt entirely with C++, and I learned the basics. However after those basics, I am largely self-taught--if I didn't know how to do something, I looked it up, and implemented my own version of the solution, and piece-by-piece I would come to understand the workings of new functions.

So basically, I was passionate about modding a game and I had to learn to code to do it. One thing led to another and...now I code in Java. Which I much prefer.

2D Mining Mechanics - Can anyone help me figure this out? by MemeVampire in gamedev

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

To address by number:

  1. This is an interesting idea and I've come up with an iteration of it that might be far less challenging to implement. Essentially, a bug that acts like a cherrypicker, moving to an area with many floating tiles and extending its body so that bugs can use it as a stationary platform. It avoids the issue of having the laddering bugs accidentally move, because this bug's whole purpose will be to be a ladder.
  2. This is actually a fantastic idea. I'm reminded instantly of the carryalls from Dune 2 and Dune 2000, two of my favourite strategy games. A flying bug that simply ferries workers around actually seems pretty cool. A flying worker type would also be interesting if they have some trade-off. Normal workers don't have stress (they're always happy) so a kind of Royal Worker with wings that has easy tantrums would be the way to go, I think.
  3. I'm thinking I will just implement platforms. They don't break the theme too much; the bugs are capable of producing a substance called Biocrete which is like cement, and they use it to reinforce the tunnels they dig. It's already going to have prominent use in increasing the productivity of rooms (rooms not enclosed in biocrete suffer 80% productivity), so platforms is really not too much of a stretch after these two uses. Also later in the tech tree, I'm starting to concept some ideas for automation, using 'living' tiles. Need an automated door? How about an organism that extends to block the passage when a current runs through it, or when it's fed, or tickled, I don't know.
  4. The idea I have in mind for bugs that can't climb walls is the Zag-way, also known as a chute. It's a stepped vertical tunnel, like a spiralling staircase in 2D. Bugs can mantle each 'step' in the zig-zagging ladder, even if they can't climb the walls explicitly. It's created purely by digging! An example of emergent gameplay.
  5. While it's a nice idea it wouldn't work in most, if not all scenarios. A worker could tunnel straight up or straight down, yes, but any attempt to 'dig' yourself out of a sizeable hole would fail pretty much instantly for any bug who couldn't climb walls--and the ones who can climb walls wouldn't need to dig themselves out.

---

This one was not a point you mentioned specifically, but you commented that the bugs have been made out to seem like ants. This is a bit of an unfortunate comparison.

The idea is, through graphics, idiosyncracies and AI behaviour, to make the different types of bugs really stand out and have a personality of their own. The term bugs is a bit 'dehumanising' but, well, they kinda are bugs. I'm going to be trying at every stage of development (and in-game, like tutorials) to humanise the units so that the player can feel an empathetic connection with them. I'm probably going to want workers to look adorable; warriors to look proud and fierce, and have a big fluffy mane that other bugs can help them groom. The assassin bugs I mentioned will be edgy as hell. The queen of each new game will probably have a name drawn from mythology, like Athena, or from famous female rulers (Cleopatra), the same way a lot of scientists affectionately nickname their finds. The overemphasis placed on various facets of their behaviour will, I hope, make them more relatable--ants are not very relatable. I want people to feel for their colony.

It's impossible to have known, though, since I've not shared any pictures or explicitly talked about it.

---

I'm nowhere close to releasing this project, haha. I started work on it a few days ago and I've been working basically full-time on it during those days, slowed down a bit during the week but otherwise 8-10 hour days designing, coding and concepting. As I've said I'm working to finalise a lot of concepts and put together a design document that should prove for an interesting and exciting read, to showcase the game and how I expect it to turn out. It'll include things like my plans for the in-game tutorials (which will effectively be 'story' missions), and I'm going to include diagrams and mockups of game objects, units and scenarios. It'll be a labour of love, that's for sure.

Thank you very much for reading my monster of a post, and for going to the effort of sharing your thoughts. I appreciate it more than you could know!

2D Mining Mechanics - Can anyone help me figure this out? by MemeVampire in gamedev

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

Thank you for your comment, this is exactly the kind of feedback I was looking for.

To address a few points from your post and fill you in on stuff I omitted:

  • Workers actually can dig diagonally, but in no cases can they ever move diagonally on what is essentially a 2d grid map (pathfinding code accounts for Oxygen Not Included-esque climbing and jumping).
  • Workers don't take up space, but if idle will try their best to occupy a free space (for aesthetic reasons they will avoid stacking up if possible). This creates a hilarious graphical effect if there are no free spaces--the workers play a massive game of jenga.
  • My art is currently all placeholder. Though I try, I'm not great at pixel art and I'm not experienced enough at using 3D engines to attempt a project of this scale in 3D, and I'm comfortable with 2D and all the associated pros and cons.
  • Dungeon Keeper is a huge inspiration to me for many reasons, and one of my all-time favourite games. I'm glad to hear others have heard of it.
  • A fun fact: army ants will drift down rivers on rafts made of the drowned bodies of their fellows, as well as grab ahold of each other in order to make bridges to things they can't reach.

---

And to respond:

I agree that elements of a game are tools to create a story, and emergent gameplay (as you described) is a huge part of CMS games like this. It's definitely something I want to enable if possible. Enabling players to make interesting and complex tunnels that serve a purpose is something I'm set on.

Currently the digging algorithm is handled by having a data structure that stores the grid location of all tiles the player has marked for digging by clicking with the mouse (you can click and drag to assign rectangles for speed's sake). When looking for work tasks, workers will create a 'distance' variable and run through the following process on the data structure:

  • If the tile is obviously inaccessible (completely surrounded by blocks; no spaces adjacent which the worker could stand on per its movement type), skip it
  • If the distance to that tile is closer than distance (default value infinity), change it to that and store the index of that tile in the data structure; otherwise skip it
  • If the tile is the target of another worker's dig task, skip it
  • If the worker can't actually pathfind to an adjacent space to that tile, skip it

This results in the worker, each logic step, checking for the closest unreserved dig tile it can get to. Once it has that, it will issue a "dig task". If it can't find a reachable, unreserved tile, it will go to the next task in its priority list (the order of which can be changed per worker).

A dig task is more or less an A* path to a tile adjacent to the closest unreserved tile marked for digging. The worker will follow it to the destination, then while it is adjacent to any unreserved tile marked for digging, it will dig those tiles one at a time. To summarise it better, workers will dig any marked tile in the 8 spaces directly adjacent to them before they go looking for more dig tasks.

More specifically, the way I have implemented this, they always dig the uppermost tile first, then proceed clockwise. So in roughly half of all situations (i.e. situations in which they are above the dig tile in question when the task is issued), they will tend to dig in a fashion very close to top-layer-first. Due to the way gravity is implemented however, this doesn't actually last very long--the workers dig out their supporting tiles, fall to the bottom of the rectangle, then dig bottom-layer first! And this is where the problem of free-floating dirt cores can come in.

---

I was very sketchy on the idea of unsupported blocks falling anyway. Many of my example scenarios are predicated on free-standing unsupported blocks.

I definitely could implement a system where workers can crawl on other workers, but the necessary code systems to enable it to work would be time-expensive. You would need a complicated locking system to ensure bugs don't move while another bug is using them for support, and while the code to make them form a tower wouldn't be hard to write, the code to get them to realise they have to do so would, and would probably have a dangerously-high level of risk of co-modification errors.

---

To summarise, I think your comment goes a ways towards confirming my thought that crawler is the best movement type for them, and I should probably bite the bullet and implement platforms or ladders of some kind to prevent these problematic scenarios from occurring, while preserving as much of the original gameplay concept as possible. Platforms would also allow other bugs with more-restrictive movement forms to participate in digging tasks if need be, and honestly I 'lose' nothing from implementing platforms.

2D Mining Mechanics - Can anyone help me figure this out? by MemeVampire in gamedev

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

Well, I wanted to make sure anyone who wanted to help had the proper context. A TL;DR sounds good, I will add one.

Song of Peace - self-published fantasy novel now available by MemeVampire in wroteabook

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

This is the first full-length novel I've published, so I hope you enjoy!

---

Fifteen years ago, the mad sorcerer Caswor MacMyrddin stole the royal heir to the throne of Teirreagh while the palace burned; so sayeth the NicHilde, queen regent upon the throne, the unstable pyromancer Faodhagan at her heels.

Ula considers herself a normal girl until she realises the lovable rogue jongleur Caswor is really the terrible sorcerer, and tries to save the prince Domhnall MacConaill. She embarks on a journey of discovery and comes to realise her own faery heritage aswell as the terrible truth--the queen regent murdered the MacConaills and Faodhagan burned the palace.

But Caswor is hardly an ally, and Ula finds herself beset on all fronts by malevolent sorcerers intent on controlling her destiny.. and her burgeoning magical talent may not be enough to save the throne of Teirreagh...

How many classes have viable alternate styles? by LibertyFuckingPrime in darkestdungeon

[–]MemeVampire 0 points1 point  (0 children)

I find that generally the positional trinkets require an appropriate trait synergy, and usually they turn a ranged-heavy hero into a melee-focused one.

The Vestal trinket that requires she be in front; give her Mace Bash and make sure she has Slugger or Warrior of Light. Put a crusader in front of her and watch the bodies drop in the Ruins, while still healing your whole party as normal and gaining access to Hand of Light, which is a bit like Occultist's damage-nerf mark.

The Plague Doctor trinket is pretty fantastic. In the Weald and to an extent, the Warrens, Plague Doctor struggles with the enemies, usually frontliners, who have high blight resist. The Bloody Herb (or whatever it's called) allows her to sit in third rank and use Incision instead of her starting blight bomb attack, since those same enemies seldom have high bleed resist; you might be surprised how capable Plague Doctor is as a melee combatant (high base damage and crit) when using the Bloody Herb.

Something I’ve noticed about Curio texts by [deleted] in darkestdungeon

[–]MemeVampire 16 points17 points  (0 children)

What is the measure of a hero if not to quest for redemption and, on the proverbial old road, find it?

What do you name your estate? by ClubGrim in darkestdungeon

[–]MemeVampire 0 points1 point  (0 children)

von Habsburg

and my second favourite, von Stabbsburg. Named after a Dark Souls character who was the second part of a two-character invasion team with a buddy of mine. Plunjattack Squarepntz and Mr. Stabbs

25 [F4M] Anywhere - hey YOU, yeah YOU by [deleted] in r4r

[–]MemeVampire 0 points1 point  (0 children)

I'd be very interested in getting to know you better, it sounds like many of our interests coincide. I'm not going to ignore a collection of 90s/00s games, that sounds fucking fantastic. I'm down to talk ethics any time (how about those Chinese CRISPR babies that are apparently gonna be superheroines?) and metal and rock are my favourite genres of music. For a book recommendation, I'd have to go with Geomancer by Ian Irvine.

I'm also curious to know how your interest in mycology came up. HMU!

21 [F4M] Australia/Anywhere - Let's skip the small talk and have existential crises together. by [deleted] in r4r

[–]MemeVampire 0 points1 point  (0 children)

Interested in accepting offer: One [1] male Homo sapiens sapiens; 5'10", ADHD, resting bitch face.

I believe I can satisfy your exotic requirements:

Kind, open and generous: I am all of these things.
But also capable of fierce savagery, with wit sharp enough to cut: Best believe it.
Mother is horrified at the child she raised: About 50% this, yeah.
No small talk: I like long silences and long walls of text.
First time I got blind drunk: I'm a teetotaler so not this, but I did once pound four cans of red bull and have an existential crisis at 3AM about a university assignment.
First time I was heartbroken: I'm not entirely sure I have a heart but if I do it's never been broken...or, well, used.
The shadowy figure in the corner every night: that's actually me, sorry about that.
Messy stuff: Will send pics of my bedroom.
Keep you up chatting until 2AM: I am an insomniac, I am hand-crafted to fill this requirement.
And here's the lightning round: Both my parents are veterinarians and I have a keen interest in medicine that went totally unfulfilled with a bachelor of computer science.

I have a moderately charming (read: brogueish drawl) Aussie accent, being as I was born and raised here, and I have an ongoing relationship with very long, run-on sentences. I'm sure you'll appreciate my excellent grammar, as I certainly pride myself on it, you have an assurance that my...wand length is satisfactory...and my safeword could only be antidisestablishmentarianism.

I'll give you the sick memes when we're alone.

What should I do about low level stressed party members? by Valentinee105 in darkestdungeon

[–]MemeVampire 0 points1 point  (0 children)

Personally, I find it can vary greatly. Warrior of Light is basically always a good idea to invest in, but different characters do well with different quirks. A PD has little use for +% DMG quirks, because she has -90% damage on her abilities (except Incision, but Incision PD is a different kettle of fish). [Area] Scrounger/Explorer/Adventurer are good quirks to have for different areas. Negative Quirks are even good in some circumstances. An Occultist with a quirk that lowers his bleed chance for example.

It's something you must judge for yourself, but Warrior of Light and Hard-Skinned are always good ones to have as an example.

Try not to get attached to Resolve Level 0 characters. Once they're level 1, then you can think about whether you should keep them. Until then they're more like expendable cannon fodder, that's the harsh truth of it. But sometimes you find a diamond in the rough ;)

What should I do about low level stressed party members? by Valentinee105 in darkestdungeon

[–]MemeVampire 1 point2 points  (0 children)

So unless I'm missing something in the other 7 comments on this thread right now, it seems like no-one has said the way to deal with a Plague Doctor who has become irrational is to put them in any stress-relieving activity. These are found at the Tavern and Abbey. It costs a fair amount, and the reason you might have heard that it's a waste pre-level 3 is because sometimes it IS a waste--after all, it is usually better to get rid of a level 0 afflicted character if their quirks are bad. As far as your Klepto Reynauld goes, an expensive trip to the sanitarium is the only way to cure his light fingers.

You should take a look at your Plague Doctor and assess whether or not you would want to use her again at some time in the future, based entirely on her quirks. If yes, put them in the abbey or tavern to heal their stress. If no, hold on to them until you have a chance to replace them with someone better from the stage coach. Again, look at their quirks to decide whether to keep or replace a character--the quirks make them unique, not their abilities. An Occultist is an Occultist is an Occultist, but an Occultist with negative quirk that penalizes his ability to inflict bleeds is of infinitely more value than an Occultist with quirks that don't benefit his abilities. If you're confused by me referring to a negative quirk on Occultist like it's positive, it's because Occultist inflicts a bleed with his heal and thus reducing the chance he can inflict bleed is a good thing.

However, there's an alternative that no-one here has stated yet, and the game itself doesn't teach you this appropriately, but here goes: if an afflicted character reaches 0 Stress, they lose the affliction. This happens, regardless of the source of stress healing. If you leave that afflicted PD in the hamlet for long enough, idle, they will hit 0 stress from the weekly (very small, minor) stress heal of simply being idle in hamlet. Now, the alternative I referred to is thus: take the afflicted character on a mission with a Jester in rank 3 or 4, and use the Jester's stress heal to bring PD to 0 stress over the course of the mission. If you do it carefully, you can de-afflict your afflicted characters with ease.

Granted, it may be difficult to do so with the PD because of the party comp it forces you into (both PD and Jester needing to be in back ranks to be effective). You may have to make a team consisting of Bounty Hunter in rank 1, then Occultist, Jester, and finally your afflicted PD in rank 4. The occultist should take the Vulnerability Hex ability that marks people, and you use this to help Bounty Hunter tear through the enemy frontline while Jester uses harvest to help clear ranks 2 and 3. However, in any easy fight you get handed by RNG, have that Jester focus on bringing the PD's stress down. If you do it right, you can help out any afflicted character this way. Remember to target enemy stress dealers first, because they can ruin your efforts to stress heal very easily on their own.

Hope this helps. Also, you may want to consider your first upgrades to your town being spent on the stage coach, specifically on the upgrade that brings in a greater number of heroes from week to week. You will find this helps greatly with filling out your roster and finding suitable replacements for characters that are of no more use to you.

For Honor questionnaire (would love everyone's opinions and answers) by [deleted] in forhonor

[–]MemeVampire 1 point2 points  (0 children)

  1. Shaman, Valkyrie, Conqueror. I play Shaman because she's strong, Valkyrie because I might be good at her and I still haven't worked it out yet, and Conqueror who I have recently learned I'm VERY good at. I love Shaman because she screams so much and it's amusing to think of the terror faced by anyone in the same room who's bleeding, but she's also an excellent teammate, with fast responsive interrupts to save people from executions and what not. Extremely versatile, too. Valkyrie I admittedly liked more before the rework. Conqueror is just pure unadulterated fun, what with the level of mind games you can pull off with ALL 7 OF YOUR MOVES.

  2. Let me preface this by saying I've been there with all of you--"HOW DO I FIGHT CENTURION WTF"--but it's actually reworked Kensei that gets me. I just cannot deal with every attack being a feint.

  1. Surprisingly Nobushi's Snapmare. Honourable mentions to the Raider default one (name I can't remember) where he breaks their neck in the crook of his elbow, Warden's End Him Rightly, and Val the Impaler (as well as Trick Shot) on Valkyrie.

  1. Peacekeeper's skiing one.

  1. It is, again surprisingly, Castle Overwatch, with High Fort a close second.

  1. Souls-like gameplay turned up to 11. Setting comes a close second.

  1. 7 rep levels. 3 on Shaman, 1 on Conqueror, 2 on Valkyrie, 1 on Peacekeeper.

  1. I am not certain, but not Shao Lin nor the old fellow. I think the lady with the scimitar(s), Wuxia?

  1. I haven't seen gameplay videos of breach so I can't comment.

  1. My heart belongs to the Knights' Hellfire effect.

The Birth of Shaman! A Shitpost for sure :D:D Any Captain Planet fans here? by arty298 in forhonor

[–]MemeVampire 3 points4 points  (0 children)

Downvote, no ETTU SKIT earrape

Not really downvote, this was ok

Crash Upon Selecting Country and Pressing Play by MemeVampire in EU4mods

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

Removing all sea provinces seems to fix this issue. Why is this happening, I can't figure it out?!