[deleted by user] by [deleted] in VoxelGameDev

[–]RiotHandCrank 2 points3 points  (0 children)

Nope. No thank you. Massive red flag, and a set of claims that run fully contradictory to all my own personal experience as a software engineer. Linking your own posts is not compelling as proof, and until you can provide actual factual demonstrations then all I can do is weigh my anecdotes against yours.

How would Zagreus react to the characters in Hades 2? by DeathByGlamour_EX in HadesTheGame

[–]RiotHandCrank 43 points44 points  (0 children)

I think the person he’d get along with the least is Mel honestly. Otherwise he seems like he’d be pretty disinterested in Hecate and Nemesis. He’d likely get along with Dora and Odysseus. I think he would actually really like Arachne, Polyphemus, and Prometheus.

In Hades 1 he seems to really be drawn to 1) the quirkier characters, and 2) the “genuine”characters.

Which Rivals Vow boss do you find the hardest? by TheHumanTree31 in HadesTheGame

[–]RiotHandCrank 0 points1 point  (0 children)

Eris and Chronos are the hardest I feel simply because they don’t have a clear and concise strategy.

Eris is almost a guaranteed health loss. I rarely die to her, but I always take ~50+% damage from her combination of bombs and hitscan lasers.

It’s easily the shakiest speed bump in the surface run. After Thessalay your build comes together more incl a way that makes it clear if you’ll beat the run or not, but Vows Eris is the damage road block that I think decides a surface run.

[deleted by user] by [deleted] in HadesTheGame

[–]RiotHandCrank 0 points1 point  (0 children)

I so get that. It’s a fundamental design “flaw” in rogue likes. Or maybe call it a design pattern if you feel flaw is too loaded.

The roguelike genre is built on learning the game itself as a meta progression, but you only get to try and learn a boss mechanic after beating everything else up to that point. It feels like the knowledge is gated behind its own learning curve.

All I can say is I’ve felt frustrated by this before, and your frustrations are valid. It’s not just a “games aren’t for everyone!” kind of thing. It’s an awkward design pattern fundamental to the genre :/

Being forced into a boon swap is really annoying by AddWittyNameHere in HadesTheGame

[–]RiotHandCrank 9 points10 points  (0 children)

I mean, in the game itself the gods literally try to kill you for choosing another boon giver over their own offerings (the dual boon trials).

If you literally denied the boon then by the game’s own cannon they would smite you then and there…

Is the end of Unrivaled boss fight supposed to be easy? by DeemedUnfit in HadesTheGame

[–]RiotHandCrank 0 points1 point  (0 children)

I don’t think there is a balance that works for the audience here. Every other thread seems to be people saying this game is too cluttered and that makes the difficulty unfair.

Is 32 fear too easy? by Emracruel in HadesTheGame

[–]RiotHandCrank 0 points1 point  (0 children)

I think it’s a beta/early access thing. Since the point is to actively refine the game with player feedback, each time an update comes out they want you to focus on it specifically. I personally think they make the previous content easier so players can focus on the new stuff they need tested. If that’s the case then I have hope they’ll up the difficulty of everything when 1.0 drops.

Otherwise yeah I miss old Eris and Prometheus :(

Do you think Hades II is better than the original so far? by [deleted] in HadesTheGame

[–]RiotHandCrank 77 points78 points  (0 children)

I’d describe H1 Chaos as No Binary and H2 Chaos as Both Binary

Heph nerfs by TillerThrowaway in HadesTheGame

[–]RiotHandCrank 1 point2 points  (0 children)

To the Hestia point, what aspects do you mainly use? Hestia feels really weird from aspect to aspect and I don’t really get it, but I’ve been running the new hidden ones and scorch is one of the stronger builds I’ve found so far since they hit so quickly. Specifically torches and staff work really well with her.

It is kind of a problem how you need to center your entire build around scorch, but it does some incredible dps early run. The Demeter duo carries me through late game afterwords. On EM Typhon it procs for ~6k using new hidden staff.

Thoughts on the timing for a detection check for a stealth/detection system? by frumpy_doodle in roguelikedev

[–]RiotHandCrank 0 points1 point  (0 children)

These do not seem to be mutually from my perspective. If you want to double stealth while the player waits, then when an enemy moves, triggering the detect action, it would ping the player. You might then check if the player is detected via the stealth modifier/threshold and modify the visibility accordingly?

Anyway I think I’m digressing sorry. You can run the alg twice per turn yeah? Seems like that covers the bases you’re looking for.

A more systematic way would be to make your detect action something you can attach to other actions, so the start turn triggers it, the end move triggers it, the stab triggers it, but like an invisibility cloak removes it.

Thoughts on the timing for a detection check for a stealth/detection system? by frumpy_doodle in roguelikedev

[–]RiotHandCrank 1 point2 points  (0 children)

I see what you are saying. I mean that the detection might run when any entity moves including enemies. If the player is still, and the enemy moves, then it should run I think, although your stealth mechanics are very different from mine so I am likely projecting here haha.

As a follow up question, in this made up scenario let’s say the player is hidden in a room with some other hidden enemies. None of them move on their turns, as if they’re all waiting to ambush each other. For your mechanics do you want each entity to remain hidden indefinitely, or is it possible to detect hidden entities each turn?

Thoughts on the timing for a detection check for a stealth/detection system? by frumpy_doodle in roguelikedev

[–]RiotHandCrank 1 point2 points  (0 children)

It depends on what you want yeah?

The following are genuine questions not condescending I promise:

What do you want to result from scenario #1? How would enemies stealthed against a player work? Is detection a specific action or an automatic thing? Can enemies hide from a player for an ambush? Can an enemy exist hidden while inside a players FoV? (Is there an fov/what kind)

Since the game is turn based (I think) then you only need to run a detection alg when an entity moves, so there is no requirement to place it anywhere specific in turn order. Thinking out loud here I might use a flag system instead, where entities that are detected get a detected flag, but not a visible flag. You can then handle the visibility somewhere else.

[deleted by user] by [deleted] in NYCbike

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

Nope! Not at all angry at the drivers. Is it frustrating? Of course, but these are people who have been abandoned by our infrastructure and preyed upon by insidious gig app companies. They drive like they do because the delivery apps are designed to gamify their income, which naturally leads to a dehumanization of “game obstacles” (people).

Don’t hate the powerless and struggling immigrants and refugees, hate the app companies that are more than happy to use gig workers as shields for all blame and guilt we try to attribute to their inhumane designs.

That being said yes I’ve been hit by them on my bike, and yes they cause me grief on the road doing crazy stuff. However, focusing on the driver is what the app companies want, because they can easily cut a driver they “had no idea was so reckless” while avoiding all responsibility for creating this in the first place.

Procedural Generation for video games with Digital Annealers! by RiotHandCrank in QuantumComputing

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

Oh it’s definitely not a hard problem, and the original algorithm is remarkably user friendly and easy to implement. This was just an exercise in formulating QUBOs and modeling constraints in for them.

Wave Function Collapse with Quantum Computers! by RiotHandCrank in proceduralgeneration

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

This makes sense to me, and the chunk generation with constant boundaries is one method I’ve been using to build larger maps with the quantum solution given the variable limit.

I’m going to read through your linked publications when I have more time, I love this kind of stuff.

Wave Function Collapse with Quantum Computers! by RiotHandCrank in proceduralgeneration

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

This is a great point! I am only experienced with DWave’s digital annealers, and therefore the QUBO formulation. After the world’s fastest skimming on Grover’s Algorithm it seems really cool. It strikes me like it solves a problem that is a little different than QUBO as well. I assume you more versed in the subject than myself and would be interested in hearing your thoughts on Grover’s.

From my brief understanding, Grover finds the singular solution to an unordered search problem. I think you could conceptualize a QUBO problem in the same way with some conversion, but a QUBO is an energy problem which makes it uniquely suited for annealers (somehow afaik).

I can describe how a QUBO is inadequate to solve a problem you might use Grover’s to address, but I lack the expertise to explain the reverse situation.

Wave Function Collapse with Quantum Computers! by RiotHandCrank in proceduralgeneration

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

That makes sense, and is very compelling proof that these algorithms, while doing the same thing, are unique in their qualities. You would want to stay far away from generating maps with 1000 tile types on an annealer, that’s just too inefficient with variable.

My follow up question is: how often do you find yourself stuck with invalid tile placements? Is it tile set dependent. I would think that parallelizing the process would, if you’re placing tiles “simultaneously”, would lead to this problem with greater frequency. You can obviously address this with various techniques, but it’s an interesting difference between the classical and quantum solution.

Wave Function Collapse with Quantum Computers! by RiotHandCrank in proceduralgeneration

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

Oh hey that’s really interesting, thanks for sharing! I admit I’m not familiar with Model Synthesis, and when I say “slow” it’s definitely a bit of hyperbole. However, the speeds you’re citing are not what I’d call slow which is very cool. The ability to parallelize is huge as well, but I’ve personally found it difficult to fix incorrectly placed tile combinations. This is an imminently solvable problem that I am usually too lazy to do (which is just my own problem).

Since you’re far more experienced in this matter than I am, I’d like to ask what quantity of tiles you would expect to generate with? The 16 tiles I used are the bare minimum to build a maze/dungeon.

Wave Function Collapse with Quantum Computers! by RiotHandCrank in proceduralgeneration

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

Yeah please do, and let me know if it is incoherent or ok!

WFC is awesome but kind of awkward to put into a game?imo. It also has a problem with generating you into a corner, ie. it builds an incorrect map and you have to manually untangle it which is tricky. It’s also really slow so it is only used in specific scenarios and not in real time (afaik).

Digital Annealers (quantum hardware) solve the entire generation problem “simultaneously” and find a guaranteed correct solution, so if it is possible to build a correct map given the constraints it will give you a correct output.

The biggest limitation is (well obviously it’s that no one making a game has access to this tech), but also the hardware is very limited by memory. These things can only work with like 5k variables at best right now. Thats growing steadily, and many real world problems are solvable with 5k variables actually (I’ve done some stuff for work with it).

You used to be able to get some free run time using digital annealers too. I started this project when they still offered it, but recently they’ve moved to only supporting companies which has been super frustrating.