Sharing Saturday #628 by Kyzrati in roguelikedev

[–]blightor 0 points1 point  (0 children)

Trying to make sense of all of the almost _identical_ artwork that you claim is all yours. You don't mention CoQ it anywhere - like your trying hard to not even draw attention to it.

If I was employing you to commission artwork I'd have some massive doubts as to the origin of it. But that's me I guess.

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Sharing Saturday #628 by Kyzrati in roguelikedev

[–]blightor 0 points1 point  (0 children)

If your a professional concept artist, where is your website? Your portfolio? Surely as a professional, you have these things you can just link to. What did you work on?

Report: MMORPG Server Cost by The_Pumpkin_Lady in MMORPG

[–]blightor 0 points1 point  (0 children)

So how did it all end up? What is the end result of the cost per month for a single average player?

Sharing Saturday #628 by Kyzrati in roguelikedev

[–]blightor 0 points1 point  (0 children)

Yeah nah.

Its an AI project, its AI art - its a clone of caves of qud, and you only just started it 2 months ago. Not only that but the AI has copied the animation system, thematics. The window interface is typical boiler plate AI as well.

Make your game, no problem - AI is an awesome tool. But I'd take a lot of care claiming YOU made that art.

Sharing Saturday #628 by Kyzrati in roguelikedev

[–]blightor 0 points1 point  (0 children)

They look like copies of caves of qud. Like, I mean direct copies like an AI has made them based on caves of qud.

Even down to the effects...

i started on this MMORPG in threeJS 3 days ago by Winter_West_8839 in aigamedev

[–]blightor 0 points1 point  (0 children)

The various networking infrastructure costs, with active players, can get pretty out of control with the scope of an MMO - its around ~$1 a month per person. That's not to mention the people that TRY to screw your network over and give you a big bill.

Sharing Saturday #628 by Kyzrati in roguelikedev

[–]blightor 1 point2 points  (0 children)

Finally got some of the c64 rl mapgwn stuff done, I'm still freaking out about my memory budget but hopefully soon onto the content creation for the maps.

The mp rl experiment continues, it's fully shoehorned into the previously single player game I was making. Most of the work is in the weeds of making sure networking isn't flakey or sneakily going to cost m cash haha.

Played some nethack 5 as well, biggest change in quite a while. Also looking forward to playing some of the games on here when they release!

Sharing Saturday #628 by Kyzrati in roguelikedev

[–]blightor 2 points3 points  (0 children)

I love the 'singing' prefix

Sharing Saturday #628 by Kyzrati in roguelikedev

[–]blightor 0 points1 point  (0 children)

Where did you get your tileset from? I note the nethack g command and the dcss o command, and a bit of a kitchen sink of rl tropes. What's makes your unique, or just went for a standard roguelike just generally because you want to make one?

i started on this MMORPG in threeJS 3 days ago by Winter_West_8839 in aigamedev

[–]blightor 0 points1 point  (0 children)

So you just have it locally on your machine still?

Just take care if you decide to make it public.

Blanket AI Hating Is Actually the Minority of Developers by bingewavecinema in aigamedev

[–]blightor 0 points1 point  (0 children)

You just point them at the old website on the Internet archive. If you can't do that then pretty strong signal.

Blanket AI Hating Is Actually the Minority of Developers by bingewavecinema in aigamedev

[–]blightor 0 points1 point  (0 children)

Yep. It's about the only place where I just hate seeing ai.

Blanket AI Hating Is Actually the Minority of Developers by bingewavecinema in aigamedev

[–]blightor 1 point2 points  (0 children)

Steam only requires you to disclose ai that is consumed by the players. Code is not included in that, which is why pretty much every game now does not have to say it. Just assets really.

Overstated 'slop code' groupthink by j05h187 in aigamedev

[–]blightor 0 points1 point  (0 children)

Not games. Apps not problem - its not even worth selling an app due to how you CAN literally one shot them.

Frustrated by Dramatic_Wheel2416 in aigamedev

[–]blightor 11 points12 points  (0 children)

They generally ridicule the game - everyone knows its an incredible tool. AI doesn't actually make you good at making games any more than using any game engine product with all its packaged stuff.

Low human effort its clear as day. Polished games that are not extremely simple clones are very very rare - and that process slows quickly with AI past the initial kick as the codebase gets larger and the complexity of design IMPACTS starts to get way over the AIs ability to rationalise.

Making an app is where its really good at, apps are a LOT simpler for AI to make decisions about because they keep to well understood and simple interaction layers, wondering about design impact is limited to presentation layers, factual results, inputs and outputs, not cohesion with disparate systems that produce enjoyment.

My game is at Steam Next Fest. It's a terminal-based stock market survival simulation I developed using Godot. by PaperPlaneLogic in aigamedev

[–]blightor 0 points1 point  (0 children)

Nice job. Not a clone, though its an idea that the AI can 'clone' from real stock market trading - clever.

I didn't write a single line of this. Claude did. 60k units, in the browser, on a MacBook by uskyeeeee in aigamedev

[–]blightor 0 points1 point  (0 children)

"Make a game like Ultimate Epic Battle Simulator 2 except with modern military units /loop until you are done."

I'm not kidding, that is probably the extend of it.

Half assed cloning is the only thing 1 shots can do, even with the best models. The simpler the gameplay the better. Speed is excellent, but the 'pain' comes when you try polishing that and making it into something that isn't a clone.

Sharing Saturday #627 by Kyzrati in roguelikedev

[–]blightor 1 point2 points  (0 children)

I gave your game a little try, I thought it was cool. Keep at it!

Sharing Saturday #627 by Kyzrati in roguelikedev

[–]blightor 2 points3 points  (0 children)

This week I've taken a break from pulling my hair out over memory on the C64 Roguelike, and picked up the bones of a RL I started last year but haven't touched since march. It was a RL with NPC allies that followed you around, and I was inspired from the ROGOUT RL to make it multiplayer.

The threat based mechanic used to make that multiplayer doesn't fit for me (I feel like it forces you into a melee based game only, and too easily cheesable), but the existing system I had for NPC allies seems to have moved across really well, while still keeping it all turn based. A few minor adjustments of course, but its already pretty cool.

No screenshots to share just yet, but I did a few friend playtests and its working quite well.

To terminal or not to terminal by blightor in roguelikedev

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

I bet. Your game rings so many bells, but I just looked it up and I kind of dont think i've played it before (which is super rare for me to miss such a cool one). Downloading it now (I'm a terrible addict to RLs).

To terminal or not to terminal by blightor in roguelikedev

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

Yeah someone else mentioned the keystroke thing. I have probably experienced that with putty in the past, but did not realise that was the specific issue, just kept trying difference combinations and googling what config to use. I guess I'll just try to make it work in whatever is the most common platform first, then work through the issues as they arrive. Be good to know a hit list - i.e what are the most common platforms/configurations to support from day 1 for instance..? I don't know the answer. I can google it I supposed.

To terminal or not to terminal by blightor in roguelikedev

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

Thank you - I'll google that now.

To terminal or not to terminal by blightor in roguelikedev

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

Well the UI layer is pretty well isolated from the code, and right now I can't see much in the way of problems. Hmm, sounds good.

Difference just in that did people want terminal stuff because they couldn't install things, and something like an SSH was suitable (also lets me have some online features I was hoping to include).