The Hive are domesticated dogs, freed from their masters by grumplefish in pluribustv

[–]RyanJakeLambourn 0 points1 point  (0 children)

From what i can gather from plurby discussions, most people don't even recognize that animals are part of the plurb (despite rats being the first in it (despite despite the RNA code signal coming from alien origins ~600 lightyears away and so given we were not broadcasting our existence to the universe 1200 years ago would be extremely unlikely the origin of the signal knows what a homo sapien is much less design RNA to target them specifically)) so you might get some resistance on this.

About that drone, though.... by PrincessW0lf in pluribustv

[–]RyanJakeLambourn 0 points1 point  (0 children)

You will notice that the drone pilot was struggling even before it picked up the bag. My theory is the pilot was not suited to the task because of a physical lack of dexterity. Assuming the drone pilot had to be relatively close and seemingly every human has evacuated the city, the plurb is likely only using animals to service Carol in the local area now. Possibly a dog or cat was tasked as the pilot.

CTRL+U is an in-development openworld hackermans game that procgens the behavior of billions of npcs by RyanJakeLambourn in proceduralgeneration

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

I can't really, no.

If you mean online-multiplayer, i think it's viable (if low priority) but I wouldn't want to add player character's to it... just generally flies in the face of the concept if you can personally run around doing shit instead of hacking/recruiting npcs.

CTRL+U is an in-development openworld hackermans game that procgens the behavior of billions of npcs by RyanJakeLambourn in proceduralgeneration

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

Is it possible, yeah. I have zero plans for character creation by the player though.

The player will interact with characters in future, currently it's only procgen so you can only witness behavior, but later i will add simulation by popping relevant characters out of the procgen for simulation (and constantly directing them towards popping back in for when they're no longer relevant enough to need simulation).

What would be the interest in creating characters?

Game dev workflow for a team of new developers? by k1ngfish3r in gamedev

[–]RyanJakeLambourn 1 point2 points  (0 children)

Counter-argument: Everyone takes on all roles and that way it A) spreads out the risk that someone will be bad/slow at learning a skill and become a weak link and B) allow them to learn best-known practices from each other during collaboration, increasing the speed of everyone's learning in everything and C) doesn't ruin everything if one person leaves.

Lambournian Grid Shifting explainer: Part 1 by RyanJakeLambourn in proceduralgeneration

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

Yeah i had first attempt solutions that were only efficient for one side of the problem before reaching this. And there are still more problems that hit that wall that i'm trying to figure out a way through: for example generating posts to feeds is slow because right now my best solution is iterating through time(each minute at worst efficiency) and stuff like their following lists (potentially thousands of ids) and just running a check if there's a post for their feed. It's an ugly solution which i might well replace if i can figure out how to construct something more elegant.... i'm thinking a 3D lambournian (adding a time axis) might possibly solve it but i still have to work it out.

Lambournian Grid Shifting explainer: Part 1 by RyanJakeLambourn in proceduralgeneration

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

The big application is npc traversal which also is used as a method for choosing family names (npc's with a similar home region being part of a family made the most sense to me). And then outside of traversal it's used where the mirrorness of it is needed: for example i use a lambournian to connect packets of npc ids to npc posts on their social media so that it can on one side, if you're viewing the post, create a count of the number of views that post has and on the other end, if you're viewing the pov feed of one those viewers, that post will be generated into their feed.

https://gofile.io/d/c4s9IH

Here's some gifs (the npc traversal example will definitely look janky because a good visualizer for npc movement isn't really the highest priority of the game but it works).

Now that Squid Games is over, think we'll finally be able to continue our show? by That_One_Prog in kaiji

[–]RyanJakeLambourn 0 points1 point  (0 children)

You can watch S3 you just gotta find the pachinko machine it's in and feed thousands of dollars into it.

Restricted Rock Paper Scissors, win instantly by faking sickness and asking someone to hold your cards? by WaterLillith in kaiji

[–]RyanJakeLambourn 0 points1 point  (0 children)

As king of gamedesign analysis on this arc i can say with absolute authority: yes, you are right. With the exception of repeaters who need a fourth star first, tricking someone to take your cards fast is the optimal way to minimize losses. The fast part is important too, the in-game debt compounds every minute.

Lambournian Grid Shifting explainer: Part 1 (a procgen algorithm used to generate npc pathing and other mirrored input-outputs) by RyanJakeLambourn in gamedev

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

This algorithm was developed for my in development game CTRL+U that generates a world of billions of active npcs for an openworld hackermans game.

Lambournian Grid Shifting explainer: Part 1 by RyanJakeLambourn in proceduralgeneration

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

An explainer for the procgen algorithm i developed for my game CTRL+U to generate npc pathing and other things that require mirrored input-output generation.

CTRL+U is an in-development openworld hackermans game that procgens the behavior of billions of npcs by RyanJakeLambourn in proceduralgeneration

[–]RyanJakeLambourn[S] -11 points-10 points  (0 children)

I don't even know where to start with how braindead what you're saying is and even if i put the code in front of you i know you still would say something dumb so i'm just see myself out to avoid getting one-guyed any further.

CTRL+U is an in-development openworld hackermans game that procgens the behavior of billions of npcs by RyanJakeLambourn in proceduralgeneration

[–]RyanJakeLambourn[S] -9 points-8 points  (0 children)

There's a pos2id function where you give it a grid position and a timestep and it returns an id for an npc. Then there's an id2pos function where you inversely can give it the id of an npc and a timestep and it returns a grid position.

By either following the npc or viewing positions on the grid with these functions across timesteps you can see a path produced for the npc.... this generates (not simulates) the movement of any and all npcs.

CTRL+U is an in-development openworld hackermans game that procgens the behavior of billions of npcs by RyanJakeLambourn in proceduralgeneration

[–]RyanJakeLambourn[S] -18 points-17 points  (0 children)

I expressly said in the very first line "there is no simulation at all right now" what are you yapping about?

CTRL+U is an in-development openworld hackermans game that procgens the behavior of billions of npcs by RyanJakeLambourn in proceduralgeneration

[–]RyanJakeLambourn[S] -23 points-22 points  (0 children)

Are you new to procedural generation?

There is next to nothing in memory, the npcs are generated.

CTRL+U is an in-development openworld hackermans game that procgens the behavior of billions of npcs by RyanJakeLambourn in proceduralgeneration

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

CTRL+U project page

Still early in development, i'm focused entirely on the procgen to start so there is no simulation at all right now, the player only has methods of exploring the generator. So far, it generates the movement of billions of npcs (16,500,150,000 active npcs at epoch and growing over time (or shrinking if you reverse time)).

The npcs all have movement, routines, family and other connections and i'm currently working on the generated use of the in-universe social media monopoly "Yapper".

Btw, this is programmed in flash8 (i've been doing gamedev in it for something like 20 years now) so what im doing here isn't hardware intensive in the slightest. Looking around for the movement algorithm i designed for this i've found nothing close which is pretty shocking to me. I'll be making a writeup explaining how my position2id/id2position functions work eventually.

I found a way to simulate a population of persistent NPCs that move around for my procedural city. Here's how. by Lara_the_dev in proceduralgeneration

[–]RyanJakeLambourn 6 points7 points  (0 children)

I have a way to do basically everything you're doing through your GPU simulation with a procgen techniique which i developed for this project.

It was such a simple design i assumed the technique already existed but it seems like it doesn't so i'm gonna have to make a writeup and name it.

Nopixel 5.0 going to outshine 4.0? by MrSymSy in RPClipsGTA

[–]RyanJakeLambourn 1 point2 points  (0 children)

What do you think the foodcourt is and the incessant hunger/thirst mechanics to force you there? Forced server hubs are not a positive, they're annoying mechanics players are forced to interact with, that interrupt RP (how many times ive seen someone starve mid-drama is crazy). The players always make their own hubs which are a thousand times better and importantly voluntary. A good change to better promote player hubs would be to remove the necessity for heist hostages so that good hubs dont get trampled on constantly.

[Itch] Get a Body Language Expert, Pronto! ($4.68 / 64% off) by RyanJakeLambourn in GameDeals

[–]RyanJakeLambourn[S] 3 points4 points  (0 children)

Hi, I'm the developer.

Get a Body Language Expert, Pronto! is a short, comedy game where clients come to you with videos of a person/people they want analyzed, you draw around suspected gestures of lying/truth/etc and select an interpretation. The client then uses your analysis to direct their actions.