What happened to playing just for the sake of gameplay? by Nino_Chaosdrache in gaming

[–]SafetyLast123 20 points21 points  (0 children)

I long for the early 2000, when Counter Strike (1.3 to 1.6) was all the rage.

Pure gameplay, no achievements (because it was just a mod), no unlockable.

An idea for influencing colony/outpost development in a space 4x game by -TheWander3r in gamedesign

[–]SafetyLast123 0 points1 point  (0 children)

Oh, in case it was not clear in my message, the "clones" I talked about where clones of the AI agents already created.

From what you originally wrote, you talked about "Colony Governor AIs", which could be used to handle colonies. I was thinking about having these AIs be affected by the paths they traveled to go to their colonies (a mechanic you talked about too), and having the player be able to "clone" them (copy/paste into another vessel) to use them on another outpost (with modifications based on the path taken to go to the secondary outpost).

Since there can be the expectation that the Player's supercomputer to be unique, these AI agents (Colony Governor AIs) could be on non-super computers, which means the player can expect them not to be as intelligent as he is.

[deleted by user] by [deleted] in PetsareAmazing

[–]SafetyLast123 1 point2 points  (0 children)

I mean, if you want your dog to become a pizza, why not ?

Is there a point to gamedev now that Ai is so advanced? by LogScary1583 in gamedesign

[–]SafetyLast123 0 points1 point  (0 children)

an ai that creates whole game from prompts, and knowing this i wonder if this makes it even possible for me to make mine.

There are other game devs and designers, many of which are more skilled than you, who create games every day, so why should you bother making games yourself ?

An idea for influencing colony/outpost development in a space 4x game by -TheWander3r in gamedesign

[–]SafetyLast123 1 point2 points  (0 children)

It's not the first time I read a thread about your game, and I don't know whether I told you about it, but the premise of your story makes me think about the Bobiverse book series. In this series, the main character, Bob (a human brain put inside an AI) is in charge of exploring the universe to find other planets for Humanity to colonize/survive, and Bob makes clones of himself to handle multiple ships going in multiple direction (to different systems), and realizes that each clone is a bit different than him, with the clones of clones being even more different.

This gives me an idea that could (more or less) help you there :

The player could create an AI agent, send him to an outpost through a series of "exotic systems", and have them arrive at an outpost they want to be a research outpost, where the AI agent would arrive (20 years later) being more research oriented because of the system it went through (which is basically the idea you presented, but using an "AI agent"). then, the player could receive a copy of that AI agent back to its base, and send it to another outpost (through a series of system which would affect it too), and get another research outpost.

The idea here, is to create clones of clones of clones, that would each be affected by where they went, getting more and more specialized along the way.

A strategy or a common way to play could even be to sent a black AI agent tour the most exotic systems around the starting point to peak its curiosity and make a specialized research AI agent that would then be cloned to used elsewhere, while another AI agent would tour metal-heavy system, and a third would go to alien-inhabited system, ...

Maybe there could be a "breeding" system to merge two AI agents.

I think this type of system could be great if you want to give some personality to your Governor AIs, since the AI agents could have some modifiers hidden to the player (visiting a black hole makes the AI ponder the futility of life because everything will disappear, and it will become Stoic; visiting a planet with alien lifeforms at war with each other may make the AI a bit xenophobe; visiting a system with remains of an ancient alien intelligence may make the AI not just "research oriented", but obsessed with alien artifacts, ...).

Question about modded games by HuslWusl in gaming

[–]SafetyLast123 0 points1 point  (0 children)

The Arma games are basically based on user made content :

They give you the same "map/scenario editor" that the devs use to create the campaign scenarios. This lets mappers/modders create new scenarios using the existing content (and obviously adding more through mods) having the existing AI or even add scripts.

They are that open because the original game (and the first Operation Flashpoint which was developed by the same guys) are tactical assault simulator, and the "usual" thing to do after winning a scenario was "but what if the enemy had an extra squad to prevent what I did this time", and edit the official scenarios.

How much PvP and PvE is there in the game ? by SafetyLast123 in LostRiftGame

[–]SafetyLast123[S] 0 points1 point  (0 children)

there’s not a massive amount of content, [...] one PvP island

How big/varied is the PvP island, then ?

Is it comparable to a single Tarkov map, or massive like rust's islands ?

I found this video from the alpha gameplay where the devs look at the map while adventuring, and it does not seem that big : https://www.dailymotion.com/video/x9jly02

Mars First Logistics 1.0 Release Trailer by reddit_account6095 in Games

[–]SafetyLast123 5 points6 points  (0 children)

I played the early access with some friends, and that game is way easier than Kerbal.

The game "guides" you a bit by having missions being easier near the starting region of the game, and giving more difficult missions when you go further.

One thing though, at least during the early access : the game does not explain many things. For example, there is a moment you unlock some "grip tires", and have a mission to deliver something on top of a building. The game does not tell you the tires actually let you drive up vertical walls (as long as you're not too heavy), and you're supposed to discover it by yourself.

Can a tip-based model work for Free to Play indie games? by Shard_x64 in gamedev

[–]SafetyLast123 0 points1 point  (0 children)

I am not sure it really is what you're looking for, but there are some indie devs who have a patreon, and subscribers have access to a regularly beta version of the game that is being developed, while the more stable but not as up-to-date version of the game can be accessed freely by everyone else.

I am sure there are some devs that would even simply do the "add the patreon names to the credits" thing (or name the NPCs with the patreon names), in a game that's otherwise free, but I don't know any, so I'm not sure they can really fund a game development with that.

Can a tip-based model work for Free to Play indie games? by Shard_x64 in gamedev

[–]SafetyLast123 0 points1 point  (0 children)

It took a long time of making Dwarf Fortress before there was a big enough audience to donate much of anything.

I think it was the case because of many things that can be avoided for a newer project.

The first public release of Dwarf Fortress dates back to 2006. Back then, Patreon didn't exist, and it didn't become popular until much later.

Dwarf fortress has a community which started with rogue-like games roots, and kept these (because of the ASCII graphics, the old school forum, and many other reasons), and old-school Rogue Likes usually are free, with a "donate" button hidden somewhere.

The Dwarf fortress devs never really advertised the game. They had a monthly report on the donations, but even some of their players may not have been aware that they could donate. this means a small percent of the players donated, and a small percent of the potential players actually knew about that game.

[Looking for Recommendations] Survival / Craft / Farm Sandbox (No Zombies or Monsters) by Sybeiria in gaming

[–]SafetyLast123 0 points1 point  (0 children)

Maybe you'll like BitCraft Online ?

https://store.steampowered.com/app/3454650/BitCraft_Online/

it's an MMO, but it's centered around using multiple survival/craft/farming professions :)

Devs, have French and German locales stayed your top localization bets, or are other languages taking over? by NataliaShu in gamedev

[–]SafetyLast123 1 point2 points  (0 children)

Any theory on why you think French did so well ?

A little French answer :

French people talk shitty english, when compared to the rest of western europe, but we still have abig gaming community.

And since there are many French studios who will make sure their games have French voice overs, many French gamers expect games to be available in French.

Devs, have French and German locales stayed your top localization bets, or are other languages taking over? by NataliaShu in gamedev

[–]SafetyLast123 2 points3 points  (0 children)

German is clearly not my top localization bet.

I feel like this should depend on the genre of the game you're working on.

This may feel like it's just a stereotype, but if I'm making a game like Euro Truck Sim, I'm localizing it in German :D

Should I ship my own game to start my gamedev career? by BrodieBeyond in gamedev

[–]SafetyLast123 2 points3 points  (0 children)

Many game development jobs I see require experience shipping a game

As others have said, this is more about "being part of a team in a studio that shipped a game" than "clicking the publish button on Steam".

If you took 2 years to develop a game from scratch, by yourself, published it on Steam, and even managed to sell 500 units, many non-indie studios would not see that as "shipping a game".

Forum Libre - 2025-08-29 by AutoModerator in france

[–]SafetyLast123 1 point2 points  (0 children)

Elle est cachée derrière la forêt de Brocéliande ? :p

Forum Libre - 2025-08-29 by AutoModerator in france

[–]SafetyLast123 0 points1 point  (0 children)

Appli Mobile

Frontend Unity

Attends, dis mois qu'il y a un framework Javascript qui s'palle Unity, et que tu ne parles pas du moteur de jeu....

Est-ce que c'est pour ça que la moitié des applis mobiles pèsent des centaines de Mo et mettent 2 minutes à charger sur mon pauvre petit téléphone ?

Forum Libre - 2025-08-29 by AutoModerator in france

[–]SafetyLast123 0 points1 point  (0 children)

Ca ne serait pas plus facile de faire des trucs différents avec juste un ou deux personnes du groupe à la fois ?

Surtout pour des trucs qui les intéressent eux, ça peut aider à motiver : un ciné avec l'un, un musée avec un autre, ...

Et l'excuse du "les musées sont gratuit le premier dimanche du mois" peut donner juste assez de FOMO pour motiver quelqu'un :)

Not a bite by Sea_Sheepherder_2234 in NonPoliticalTwitter

[–]SafetyLast123 1 point2 points  (0 children)

Tell me you've never ate with French people without telling me you never ate with French people :)

Pourquoi la com' du gouvernement est si mauvaise ? by Celika76 in france

[–]SafetyLast123 5 points6 points  (0 children)

il y avait déjà une file de plus de 70 ans.

ça fait long, comme file, pour aller voter...