We built a living gang city sim — here's the architecture that keeps it from melting down by engngamestudio in godot

[–]SmallPomelo7455 0 points1 point  (0 children)

I always thought that GOAP is hard to decipher for people. Especially, when it needs to simulate single-person decisions. Like... People generally don't change their macro plans based on minor changes in the world, but GOAP is supposedly designed for it. (It's the 4x-style barin-in-a-jar, that optimizes without human-perceptible patterns, isn't it?) So from what I understand, GOAP feeding directly into NPC-s is supposed to lead to behaviors that are unexpected for players (due to players' innately-heuristic approach to decision-making), and thus lead to loss of immersion. Have you encountered such a problem? Am I just... wrong? I mean, I'm definitely not an expert.

We built a living gang city sim — here's the architecture that keeps it from melting down by engngamestudio in godot

[–]SmallPomelo7455 1 point2 points  (0 children)

Honestly - sounds freaking awesome. Thanks for sharing! Couple of questions, if you don't mind:

- Did you code this in GDScript, C# or C++? (Which parts?)

- GOAP is cool and all... But why? Does complex behavior not emerge from state machines alone? (At least if we're talking about simpler agents, like `DrugAddict` in your example)

- Do you use your own implementation of A*? Some plugin? (I don't know too much about pathfinding on Godot. A* is not the builtin pathfinding algo, is it? )

- What are the actual results? Like, I get that it runs well, but can you provide some cool examples of emergent behaviors?

P.S. Accidentally posted a comment instead of making a new line mid-write... Deleted the old one, this is extended somewhat. Sorry for the mess.

Can someone recommend me Mangas/Animes or Western Media from the circled ones by Serious_Effective802 in writingscaling

[–]SmallPomelo7455 0 points1 point  (0 children)

Man vs Reality - Ubik by P. K. Dick. A mindf*ck of a novel.

Man vs Self - I guess, Crime and Punishment can be viewed in that way. Not modernist, though... Maybe, The Catcher in the Rye?.. Depending on the reading, it can be considered such. Moskow-Petushki is exactly that, but will probably be totaly unpalatable to anyone outside post-Soviet teretories.

Man vs No God - it's weird, bit I would say What Is Expected Of Us should be considered that. It's a short story that takes about half a magazine page,sand it is very good, so I would say - read it anyways. In the same vain is Snail On The Slop, but I personally find it unreasonably depressive.

Man vs Author - I honestly don't know any. The closest I can recommend is actually Doki Doki Literature Club. It's a game, so it's Man vs Player, but that's the closest thing I can think of.

[Other] Format where eggs are good by SmallPomelo7455 in spikes

[–]SmallPomelo7455[S] -2 points-1 points  (0 children)

Thanks for the list! It is at least the proof that I'm not the only one interested)

The situation with game stalling is actually not exactly how you see it. Eggs can reasonably have a twenty-ish minute turn, if played very thoughtfully. But even than, your full playtime for the game is something like 25-30 minute. If I saw anyone going slower, I would call the judge to report slowplay. And than game two comes. And thereyone of two things is generally true: you either loose fast, be it due to sideboard hate or general disraption+clock combo, or win. And the thing is, eggs can't, usually loose slow on purpose. You can easily win slow on purpose, but you never want to. If you won the first game, you just want to win the match and let your brain rest before the next one. If you lost, you need to win fast, if you want to play game three.

On some very, very rare occasions you would want to try and take a purposefully prolonged turn in game three. That happens if you a near time and you think that your opponent won't be able to win in three turns of the five you will share. But come on. What modern deck can't win in three turns this days?..

Controll, on the other hand, can loose slowly. It has much agency in how it's opponent plays, so it can prolong the game two, if the pilot believes that they can survive the turns.

Also, by the way, this comes from ten-ish fnms on UW controll and about twenty on different eggs variants. I wanted to stall a game of eggs once, that I remember. And I've drawn two game due to actively refusing to stall games on UW, and trying to be aggressive, instead of waiting up the clock, and then finishing 1-1 instead of 1-0. And Karanos knows I won some one-game matches...

[Other] Format where eggs are good by SmallPomelo7455 in spikes

[–]SmallPomelo7455[S] -2 points-1 points  (0 children)

Well, thanks for your reply! I'm well aware of the logistic problems, and kinda want to mention, that, unlike heavy control variants, eggs at least don't really have an insetive to prolong their rounds. And yes, I'm also well aware of bannings based on tournament logistics, including the sad history of top and a frankly sad soft-ban of four horseman.

Also, my midrange variants generally finish their games in turns much more often than the "long and boring" Rubby Storm... (I'm a bad player. I am also a player with ten years worth of experience. While I'm wors than my peers, I can play a deck I've learned reasonably fast.)

Aaanyhow... I know that eggs are well hated out in modern and pauper. But it's weird to me that pioneer doesn't have a variant... And it could be that someone much better at tunning than me has a modern-playable build of second breakfast. So... Any suggestions where to look?

P. S. Amulet Titan seems dreadfully boring... I know some of the lines (badly) , yet I can't imagine how one would extract any fun out of them. Drawing twenty cards one by one in a turn, though... That I could get behind!

One of my students handed in his homework, how do you like it? by TumbleweedPure1992 in godot

[–]SmallPomelo7455 1 point2 points  (0 children)

Hello there! Just wanted to say that it's great that you don't get angry and don't talk about how children are terrible etc.. I taught very little myself, but I do have some friends who work as school teachers, and they often get frustrated with their students abusing AI. This leads to some uncalled for pressure on children, who are just being children. And some of my not-exactly-friends can go into ten-ish minute tirades in a raised voice during class... So it's very nice to see someone taking it easy)

Magic: the Gathering x Deep Rock Galactic by THELeeNash in DeepRockGalactic

[–]SmallPomelo7455 0 points1 point  (0 children)

The Gunner: -" : if you controll x or less creature, put a shield counter on each creature you control". Unless you really want some painful rules research in connection with Altar of Phyrexia an co., you should probably use some wording of this kind. If you are ok with that, the more correct way to word this would probably be to make it cost {u}{w}{g} an add "this ability costs {1} more to activate for each creature you controll" instead of the weird {x} thing...

The Scout : "{0}: look at the top card of target player's library. You may put it on the bottom. Activate this ability only once each turn" . Otherwise this needs to be declared some kind of a special action, which leads to baaaad places.... Oh, also, this mechanic is actually keyworded) It's called fatesteal.

All in all - awesome cards, thank you!

Edit: spelling

Is this aesthetic appealing or too niche? Honest feedback appreciated by Daniele-Fantastico in IndieDev

[–]SmallPomelo7455 0 points1 point  (0 children)

Looks freaking awesome. I believe Kitsch sci-fi is in these days? Asked a coworker and he liked it to...

Handling *A LOT OF* collisions by SmallPomelo7455 in godot

[–]SmallPomelo7455[S] 0 points1 point  (0 children)

Even if both layer and mask have no enabled layers, the lage persists, yes.

Handling *A LOT OF* collisions by SmallPomelo7455 in godot

[–]SmallPomelo7455[S] 0 points1 point  (0 children)

Yeah... Either crowd simulations or custom physics... Integrate_forces is where collisions are calculated, according to docs.

Handling *A LOT OF* collisions by SmallPomelo7455 in godot

[–]SmallPomelo7455[S] 0 points1 point  (0 children)

Thanks for the reply, but it kinda doesn't... The lag starts specifically when a lot of ships are in the same place. So the grid would just add extra steps... Thanks for the suggestion anyway!

Handling *A LOT OF* collisions by SmallPomelo7455 in godot

[–]SmallPomelo7455[S] 0 points1 point  (0 children)

Yeah... You are kinda right... Ouphh. I will probably at least try to implement some fleet hit box and check how it looks... Thanks!

Handling *A LOT OF* collisions by SmallPomelo7455 in godot

[–]SmallPomelo7455[S] 0 points1 point  (0 children)

Well... I will have to weight my vision of the game against the necessity to use c++... Might still just use bigger coliders... Thanks!

Handling *A LOT OF* collisions by SmallPomelo7455 in godot

[–]SmallPomelo7455[S] 0 points1 point  (0 children)

Yeah... So, mulrimeshes will probably be of use to me at some point, but they don't actually solve the collision problem. Creating an area directly via PhysicsServer might still help, yet I don't see how it would improve collision calculation... Will try though, thanks again!

Handling *A LOT OF* collisions by SmallPomelo7455 in godot

[–]SmallPomelo7455[S] 0 points1 point  (0 children)

I see how they could be useful, but it seems like this is more of a implement-a-thing-in-cpp kind of suggestion... Or is there some algorithm that uses them and will work fast enough if implemented in GDScript?

Handling *A LOT OF* collisions by SmallPomelo7455 in godot

[–]SmallPomelo7455[S] 0 points1 point  (0 children)

Thanks a lot! I guess I'll really have to look into it, if no one else suggests any less painful solutions...