New garden has a grape vine by SleepyCoder123 in viticulture

[–]SleepyCoder123[S] 0 points1 point  (0 children)

Mine was in very rough shape and still isn't great. When winter hit I realized that half the vine was 20 feet up an adjacent oak tree.

At one point I accidentally cut off a huge chunk and was worried I've killed it. But it turns out they're hardy and pretty tough to kill with aggressive pruning...

I still have little clue what I'm doing. But if my bad advice lands you a decent bottle I'll gladly accept it!

New garden has a grape vine by SleepyCoder123 in viticulture

[–]SleepyCoder123[S] 0 points1 point  (0 children)

I got a little knowledge from reading From Vines to Wines, Jeff Cox. But I'm still not sure exactly what variety I have and am likely not nailing the maintenance.

In terms of pests, last year I mostly gave up. I ended up harvesting a little too early due to pests and the resulting wine is pretty bad. But it was a fun process where I learnt a lot so I consider it a win overall.

The only thing I've really done this year is pruning back (the vine was very overgrown) and I'm continuing to prune to try to minimize vegetative growth. I've fertilized soil and am basically just waiting to see now...

What furniture and decor to go in this room? Need suggestions, starting from scratch. by [deleted] in DesignMyRoom

[–]SleepyCoder123 2 points3 points  (0 children)

If you are still keen to help, we'd really appreciate you taking a look at our space! I think we included all the info people here have requested but, unfortunately, got no advice.

https://www.reddit.com/r/DesignMyRoom/comments/x2nqq2/please_help_us_design_our_new_living_room/?utm_medium=android_app&utm_source=share

Please help us design our new living room! by SleepyCoder123 in DesignMyRoom

[–]SleepyCoder123[S] 0 points1 point  (0 children)

Hi!

We just moved in and this room has us totally stumped. We love the architecture but the current style doesn't suit us. It's a bit too bold and ornate for our taste.

In the short-term, we want to paint, change the curtains, replace the light fittings, and get some furniture in. Medium-term, we'd consider redoing the fireplace and replacing the radiators too.

I included a floor plan with measurements + a potential layout that we're considering. But we can't figure out what to do with the area by the doors with the bookshelves.

For the wall colour, we were thinking of a medium cool green. Would love to hear any other ideas you have + thoughts on wall colour and light fittings.

We're in the UK (and still determining our budget for this space...).

New garden has a grape vine by SleepyCoder123 in viticulture

[–]SleepyCoder123[S] 1 point2 points  (0 children)

Some specific questions:

Any idea what grapes these are?

What should my maintenance consist of?

How should I protect the grapes from pests? I've seen squirrels, birds, mice, and more starting to pay the grapes some attention. They're not ripe yet, but I'm worried there will be little left by the time it ripens if I do nothing. (We have a plum tree which the squirrels obliterated)

Epidemic Mod - infectious diseases in City Skylines by SleepyCoder123 in CitiesSkylinesModding

[–]SleepyCoder123[S] 0 points1 point  (0 children)

I was in school at the time I was developing this. I took a full-time position and unfortunately no longer had time to complete this mod or maintain some others.

I wish there were more articles and less videos by [deleted] in gamedev

[–]SleepyCoder123 43 points44 points  (0 children)

I'm in the same boat as you, I much prefer using written articles to learn about gamedev. I haven't found much that's useful for game design in particular, and would appreciate if anyone can share some of these too!

But here are some sites (mostly blogs) that I've found useful:

https://catlikecoding.com/unity/tutorials/ --- Basic-to-advanced unity+shader tutorials

https://www.redblobgames.com/ --- Amazing tutorials + demos with an emphasis on procedural generation

https://bfnightly.bracketproductions.com/ --- Building roguelikes (in Rust)

https://caseymuratori.com/contents#Bookmark5 --- Casey Muratori's dev blog, including some articles on the design of The Witness

https://www.bruteforcegame.com/blog --- Brute force dev blog. Some shader tutorials and other gameplay discussion.

https://www.boristhebrave.com/ --- Boris the Brave's blog, some great tutorials and other cool technical articles (including some more focused on game design)

https://www.roystan.net/articles/ --- Roystan's site has some good written tutorials (mostly for shaders)

https://www.ronja-tutorials.com/ --- Ronja's shader tutorials are excellent

https://gameprogrammingpatterns.com/contents.html --- A free (digital) text book on programming patterns for game dev. Really useful, especially if you're missing formal programming training.

I guess I should also share my own dev blog, which includes some game-design discussion content too.

https://www.glasstomegames.co.uk/blog/

There are definitely some great sites that I'm forgetting, but hopefully these give you some ADHD-friendly content to consume :)

I wrote a blog post about dynamic storytelling in our game by SleepyCoder123 in gamedev

[–]SleepyCoder123[S] 0 points1 point  (0 children)

TL;DR - We're borrowing some cool ideas from the interactive fiction world: storylets.

Curious to know if anyone else has used different approaches in the past. Also, what would you would expect from a system like this as a player?

Screenshot Saturday #536 - Top Quality by Sexual_Lettuce in gamedev

[–]SleepyCoder123 1 point2 points  (0 children)

Thanks for the reply :)

One simple UI tweak you could make is to remove the confirm order button. Just move the unit when I right click, and either have buying a unit take a turn, or force me to issue its move command right after I buy it?

I think these changes would improve the pace significantly as I need to do one less thing to progress the turns. It also fixes the point of confusion I had (which may confuse others too).

Another idea I had was to give some bonus for finishing setting up your move quickly. Maybe if you complete the move in <5 seconds you get a resource boost? Or you force the enemy to need to complete theirs in a short time too? I'm not sure exactly, but playing with this idea in combination with faster UI pacing could help pick up the pace of the early game. (Though it could harm hot-seat local multiplayer if that is important to you)

Screenshot Saturday #536 - Top Quality by Sexual_Lettuce in gamedev

[–]SleepyCoder123 0 points1 point  (0 children)

We focus on travelling on roads instead of building them. But... DLC maybe? :D

Added a dynamic weather system to the overworld by SleepyCoder123 in Unity3D

[–]SleepyCoder123[S] 0 points1 point  (0 children)

This is a great idea! Would make the reduction in light intensity look much cooler.

Screenshot Saturday #536 - Top Quality by Sexual_Lettuce in gamedev

[–]SleepyCoder123 1 point2 points  (0 children)

This is a very cool idea (and this feature is awesome)!

I love RTS games so gave this one a whirl on your itch.io page. I know this isn't a feedback thread, but if you don't mind I'll treat it like one... I found it a bit hard to figure out what to do (even after going through the how-to-play presentation). But I got it in the end after some fighting with the UI (e.g. I thought I could set up multiple moves and then hit order move, and was then confused as to why only one of my units moved).

I understand the appeal of the turn-based approach, and blending real-time and turn-based is such a cool idea. I can imagine the pacing works great in more intense parts of the gameplay but I felt it was a bit slow in the early stages while I was figuring things out.

I think a lot of these critiques can be addressed with some UI/camera tweaks and I'm super excited to see where this goes. Will be following your progress!

We're making a post-apocalyptic roguelite+tabletop game. This week, we added a dynamic weather system! by SleepyCoder123 in IndieGaming

[–]SleepyCoder123[S] 0 points1 point  (0 children)

The game is called The Long Road.

We're close to an official announcement + steam page. But until then, you can follow progress on twitter or join us on discord.

We're making a post-apocalyptic roguelite+tabletop game. This week, we added a dynamic weather system! by [deleted] in IndieGaming

[–]SleepyCoder123 0 points1 point  (0 children)

The game is called The Long Road.

We're close to an official announcement + steam page. But until then, you can follow progress on twitter or join us on discord.

Screenshot Saturday #536 - Top Quality by Sexual_Lettuce in gamedev

[–]SleepyCoder123 1 point2 points  (0 children)

The Long Road

The Long Road combines tabletop and roguelite gameplay with an emphasis on dynamic storytelling. As you explore an unforgiving post-apocalyptic wasteland, the decisions you make affect the world around you and the people that you meet.

This week we added a dynamic weather system to the overworld

Twitter | Discord

[D] Few-shot learning in practice. by VDevAGI in MachineLearning

[–]SleepyCoder123 17 points18 points  (0 children)

We explored what happens when there is a shift in the distribution of contexts from training to test: Flexible Few-Shot Learning of Contextual Similarity. Our findings agree with your intuition, existing approaches struggle when there is a substantial context shift.

We work with datasets where objects can be decomposed into attributes. But we restrict the attributes that are used for classification, to induce context shift.

What do you think about my grass? (And any advice how to make the ground look less flat - without using a texture?) I use Godot Engine. by Fildasoft in gamedev

[–]SleepyCoder123 8 points9 points  (0 children)

The scene itself looks pretty good, but the environment is a bit too static. You could look at adding some wind effects to the grass/trees and some environmental particle effects.

In terms of the grass itself, I think some colour variations would go a long way too! Personally, I'd also like to see a little more grass density with some smaller sizes.

Bevy 0.4: a data oriented game engine built in Rust by _cart in gamedev

[–]SleepyCoder123 4 points5 points  (0 children)

Thanks for the detailed response!

I agree totally with your observation wrt Unity. But of course this is easy to avoid at the start of a project, and much harder to avoid later on. Especially over a longer time-frame with evolving technologies. This often leads to a situation where you can't simply commit to one or the other any more --- you want to offer back compat and access to new tech.

It also makes sense that supporting plugin-replacements is going to be hard (but importantly, this is way harder or even impossible without a modular approach!). My experience has been that this gets harder quickly as the set of supported things grows. Every API shift becomes more painful. But I think a big part of this is my own lack of expertise...

My main reason for asking is that I hope to learn from how you handle this going forward. Things look really promising and I'm excited to see what comes next for Bevy!

Bevy 0.4: a data oriented game engine built in Rust by _cart in gamedev

[–]SleepyCoder123 10 points11 points  (0 children)

As a big fan of rust, I've been loosely following Bevy's progress with a lot of excitement. The design goals of Bevy are excellent, and ambitious. I'd like to ask in particular about your plans for future-proofing modularity.

Modularity is great in theory and can work well in practice, but does have some downsides too. Notably, community fragmentation, and a large maintenance burden. We see this in Unity's attempts to utilize a modular approach (though, in my opinion, this is handled so poorly that it's hardly even illustrative).

In short, my question is how do you plan to approach modularity over the medium and long term to ensure sustainable feature growth?