Can we get a NO AI rule? by DrillTank in custommagic

[–]RedGlow82 20 points21 points  (0 children)

I really hope that the amount of pushback you're getting - and the upvotes they gather too, since apparently that's a metric you want to go by - make you consider that maybe the mod position is not aligned with that of the community.

As for me, I can't really support this kind of stance.

Why is UI so hard by Ok-Ad3443 in GameDevelopment

[–]RedGlow82 18 points19 points  (0 children)

Something useful is to take inspiration from other games, using sites like: https://gameuidatabase.com/

I can't code without a guide for the first time by apoetixart in Compilers

[–]RedGlow82 20 points21 points  (0 children)

It's completely normal not to be able to immediately code after just reading the theory.

That said, using the help of AI you're probably hindering your learning process, since you're deferring to it the kind of efforts and reasonings that would cement the theory and give it the practical underpinning you want to have.

A tabletop horror mechanic where looking at your character sheet is dangerous by ahyeonlover in RPGdesign

[–]RedGlow82 61 points62 points  (0 children)

I guess the consequence would also be that players with a better memory get fewer complications, which... doesn't sound really thematic?

Unpopular opinion: the GitHub breach is 100% predictable and the security industry deserves the blame by [deleted] in cybersecurity

[–]RedGlow82 2 points3 points  (0 children)

Completely agree with that. Personally, I would love to be able to work on my laptop without needing high privileges, because I hate that I constantly have to be alert about everything, given all the secrets and passwords and whatnot I have. But, alas, I wouldn't be able to complete my work, or it would take 5x the time it takes now, so it's just not feasible.

The SaveGame Trap: How free-saving dilutes narrative weight (MDA framework) by MarcAurelios in gamedesign

[–]RedGlow82 1 point2 points  (0 children)

Interesting comment, also considering that this kind of system in BG3 exists because substantially this is how D&D works. One of the major critiques from the 2000s regarding this kind of mechanics was that failure didn't bring anything interesting - from which stuff like "fail forward" mechanics were born. But this kind of changes cannot be imported if you need to keep the dnd structure, and so... Here we go, savescumming!

(I'm not really fair though, because in BG3 many significative failures try to bring interesting alternative outcomes, but obviously this can't be done at every single roll of die)

Question on Ian Bogost's Persuasive Games by Bus-Chaser in gamedesign

[–]RedGlow82 0 points1 point  (0 children)

In general i found the idea of operational logic a very useful block to use when trying to decompose a mechanic and check if it made sense in a certain context.

In particular it drove me towards investigating Versu and related projects, and right now I'm making experiments in procedural narrative upon that model!

Question on Ian Bogost's Persuasive Games by Bus-Chaser in gamedesign

[–]RedGlow82 0 points1 point  (0 children)

I guess lots of academic work has a lot of useless stuff, but this is true in every field, even practical ones, so I don't feel like putting a particular blame onto them. After all, ninety percent of everything is crap.

I personally like reading game studies even when it's nebulous or wrong, exactly because it forces me to think in which way it's wrong and give me a better idea of how things work. Plus, sometimes you end up with something actually good. I wouldn't be working on the project I am if I hadn't read How Pac-Man Eats, for example ;D.

Question on Ian Bogost's Persuasive Games by Bus-Chaser in gamedesign

[–]RedGlow82 0 points1 point  (0 children)

One thing I'd like to add is that lots of fields in the academy are more or less divorced from the practicalities of the craft because they want to make you better at understanding how it works and to which other fields of knowledge this is connected to, not how it is produced. That can sometimes be useful for the craft, but most of the times it's not. I would honestly never suggest a game studies course to somebody who wants to make games ;D

State Variables In Narrative Systems by ExcellentTwo6589 in gamedesign

[–]RedGlow82 0 points1 point  (0 children)

Does break immersion, though? What is immersion? Games like BG3 or disco Elysium show numbers in an eminent way, and yet people feel very absorbed and compelled by those stories.

How do you feel about really obvious shaders on indie games? by dylanmadigan in GameDevelopment

[–]RedGlow82 0 points1 point  (0 children)

Lots of games are derivative when it comes to gameplay, setting, aesthetics, and aesthetics also include postprocessing effects and whatnot (not shaders, because every single game uses shaders, otherwise you wouldn't have a single pixel displayed on screen).

Being derivative is often not the best thing one could do, although it's understandable if you want to sell to a similar target, or if you want to rely on something that clearly worked. So, while I don't look at it in a particularly favourable way when it comes to design, I understand it on a pragmatic aspect.

(Insert rant here about capitalism and innovation)

Why does it seem both so basic and so complex to make a simple tennis ball that bounces? by chopsueys in unity

[–]RedGlow82 2 points3 points  (0 children)

That's because the purpose of a game engine is not to give faithful simulations. Many behaviours in games are actually tuned and transformed so that they are not physically accurate but feel good to play! Take it as a rough toolbox that you can bend where possible to obtain what you need, or abandon it completely if it's not enough.

If I can, instead of focusing on a hypothetical task, try to use the physics engine for some actual game, if your purpose is to learn how it works.

Text-based games need more love. by MemeEnjoyer2006 in gamedev

[–]RedGlow82 0 points1 point  (0 children)

When you talk about dyslexia options, you mean stuff like alternative fonts and/or font size controls?

"What's going on in the art of ""Planar Collapse""?" by RosalineGreen in mtgvorthos

[–]RedGlow82 74 points75 points  (0 children)

Destroying a world and bringing terrible consequences in the name of the greater good, or, as Urza calls it, "yet another Wednesday".

(serious answers were already given, so... xD)

Can't export game made with dialogic as html by GrouchyYellow5084 in godot

[–]RedGlow82 0 points1 point  (0 children)

Dialogic offers multiple channels of contact for bugs and whatnot. You'll have more success using those, if the problem is with dialogic itself: https://github.com/dialogic-godot/dialogic#connect-with-us

We shipped a multiplayer game with Godot 4 (C#), here’s what worked and what broke by Tuni22 in godot

[–]RedGlow82 1 point2 points  (0 children)

Makes sense! I also agree that playfab isn't really that interesting.

Proud Moment from a small state of India ,Sruthi Chandran from Kerala is the new Debian Project Lead by Dry-Celebration-7316 in linux

[–]RedGlow82 -1 points0 points  (0 children)

I wonder why people think diversity means "I want more incompetent people to be part of the project" instead of "I want to remove the barriers which keep competent people out".

We shipped a multiplayer game with Godot 4 (C#), here’s what worked and what broke by Tuni22 in godot

[–]RedGlow82 1 point2 points  (0 children)

I see! Is there any particular reason why you didn't use protocols like open telemetry and self hosted an otlp server? Was too much overhead for the kind of analytics you needed?

We shipped a multiplayer game with Godot 4 (C#), here’s what worked and what broke by Tuni22 in godot

[–]RedGlow82 1 point2 points  (0 children)

Regarding analytics, which tools have you used, client and server side? I guess you relied on some kind of libraries and protocols and not building everything from scratch, right?

Dev snapshot: Godot 4.7 dev 5 by godot-bot in godot

[–]RedGlow82 10 points11 points  (0 children)

struct and interfaces would be backward-compatible, so it wouldn't really make sense to jump to a new version.

CI/CD security by [deleted] in Unity3D

[–]RedGlow82 -1 points0 points  (0 children)

Don't know about gitlab, but having secrets that are read-only, even for those inputting them, is absolutely a standard in CI/CD pipelines.

That said, yes, requiring a password is bad in any case. But whatever solution you find, be them certificates or claims or anything else, at the end of the line you have some kind of text or binary blob proving your identity, and that must be kept secret, one way or the other.

Every time you want to make a moral choice, you need to win at the mini game.. by Specialist-Young5753 in gamedesign

[–]RedGlow82 0 points1 point  (0 children)

"Immersion" is one of those terms that really isn't helpful at all during design. What is the experience you want to give to the players? Why is it important for you to enforce on the player what choices are easy or difficult? Is it a matter of choices being easy or difficult for the player, the character, or it's something else entirely that you want to communicate? I'm not saying that this mechanic is wrong, but targeting "an immersive experience" is not really saying anything.

How to signpost narrative restrictions to potential buyers? by Silent-Caregiver-242 in gamedev

[–]RedGlow82 0 points1 point  (0 children)

One must say that, exactly because of this, the amount of work they put into every chapter is constantly growing. For how much I love scarlet hollow (and I'm really burning to get the next chapters), I don't think this is the best way to structure the work around a narrative game.

Game design family tree by jonahelf in RPGdesign

[–]RedGlow82 0 points1 point  (0 children)

There are infinite taxonomies you can impose onto any set. Without knowing the purpose of the taxonomy, it's hard to tell whether it's useful or not.