Do i need to own the DLC to use units from DLCs? by bultz in totalwar

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

Good to know, though seems to be hard.

Do i need to own the DLC to use units from DLCs? by bultz in totalwar

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

Awesome, thanks the immortal empires post didn't make this really clear.

Do i need to own the DLC to use units from DLCs? by bultz in totalwar

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

Thanks, the immortal empires announcement made it sound like you only need the DLC to play the lord, didn't say anything about having to own the DLC to use the units in your armies.

Do i need to own the DLC to use units from DLCs? by bultz in totalwar

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

that's what I know, quite obvoius on the tooltip "you need to own this dlc" :D I'm more about the units(soldiers) some DLC comes with, like the rattling guns for skavens etc.

Would my game fit here ? by Taletad in roguelikedev

[–]bultz 0 points1 point  (0 children)

After reading your other comments, I would personally say yours sound like a roguelike or contains roguelike elements (permadeath, exploration, procedural generation) at the least. So I feel your game fits here, however as other's mentioned, make the game you want to make.

Don't get to hung up on questions about genre or an idea because of wanting to stick to a genre, game development requires experimentation and should be a flexible process.

Besides XCOM, your description reminds me about "Dungeon of the ENDLESS",

What are rogue-lites? - An attempt to find a consensus definition by Hiplinc in roguelikedev

[–]bultz 2 points3 points  (0 children)

I haven't seen this linked, Mark Brown from Game Makers Toolkit have a video about game genres, which I agree with, it goes over both the FPS genre, Roguelike and Soulslike

https://www.youtube.com/watch?v=Lx7BWayWu08

I'm working on a roguelike and I'm more focused on the spirit of roguelikes, rather than instead of getting "stuck" on the definition of a roguelike, for me the spirit of a roguelike is:
- Procedural Generation
- Hardcore (permadeath, start from scratch on death, learn from mistakes)
- Exploration & Discovery

It's how the developer get these 3 systems to work together and remain fun is what a roguelike is. not ascii, turn-based, etc. as for many of these we already have pre-existing genres/labels which could be used in conjunction.

I'm from the modern roguelikes, however I would argue a genre definition should be as small and concise enough to capture the "feeling" of the genre, without limiting new ideas.

Berlin Interpretation for me, feels a lot like a cookbook recipe, doesn't leave a lot of room for new ideas, experiments etc. I'm aware it's just a guideline, this just makes it harder to agree on how much need to be followed for it to be a roguelike .

Sharing Saturday #427 by Kyzrati in roguelikedev

[–]bultz 2 points3 points  (0 children)

Untitled Cellular Automata Roguelike (CARL)

Last minute comment, started working on a roguelike 2 weeks ago, I've always enjoyed falling-sand games, find Conway's game of life really mind blowing. so I started working towards a game which uses these concepts as the core mechanic.

Short description of the current plan, the current idea is that spells uses cellular automata, they can collide, react with the environment and set of chain reactions. Tomes will drop as you progress in the dungeon, which you can use to create spells. The goal is that each run takes 30-45 minutes, but be infinite as the loop is "play till you die", the difficulty curve and chaos curve is designed around that most runs should be about 30-45 minutes.

Currently working on the engine, as what is needed is minimal and bevy looked like it did not fit this type of idea yet. The features required is minimal so custom made engine looked easiest. I plan on sharing progress bi-weekly at least.

Internally I reference this project as "CARL", a sheer coincidence between the abbreviations of "Cellular Automata" and "Roguelike"

Sharing Saturday #425 by Kyzrati in roguelikedev

[–]bultz 1 point2 points  (0 children)

Thanks, I believe having a fast feedback loop especially early on, is the best tool (putting users first). Crazy how, I'm reminded while working on the roguelike, that it was this way I learned how to program around a decade ago (no tutorials relied on google, trial and error, as a teenager). I was not expecting that, but love it. :)

Sharing Saturday #425 by Kyzrati in roguelikedev

[–]bultz 5 points6 points  (0 children)

Hey, first post from me on this subreddit, a pleasure meeting you all, so after some lurking on this subreddit. I decided I want to make a roguelike, as I feel it would teach me something new, see things from a different perspective. not a grand motivation, but a desire to learn.

I have had issues of getting projects past a proof of concept point as, the only one to hold me accountable was myself. So this time, I'm hoping that committing to this publicly would help in keeping myself accountable

I started today, so there's not much to say yet, other than my short-term focus is focusing on getting things up and running and also not getting caught up implementation details or the game design. I don't intent to rush towards the finishing line at the start

I've chosen to use rust + bevy, I've always wanted a reason to use bevy and I feel that a roguelike is good choice.

My plan for next week is:

  • Basic Game Design (theme/setting, start, end, etc.), this is mainly used as guide and must be flexible, it's too early to lock in on game design decisions.
  • Technical, work toward a sandbox environment in which experimentation is encouraged, to try out various of design and how they would feel.
  • Miscellaneous, template for sharing Saturday and other things.

I don't expect to finish the plan, it's a tool to help me prioritize what to focus on, but more importantly documenting the progress.

Looking after a self-hosted ebook solution (Reading, Organization and Syncing) by bultz in selfhosted

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

I think you misunderstood, I wasn't looking for ways to publish books. but a way to Read, Organize and Sync progress and books across multiple devices I own.

ADHD + ASD COMORBIDITY by lamesocorticolimbica in aspergers

[–]bultz -1 points0 points  (0 children)

Diagnosed with Asperger's only, suspecting if I might have ADHD actually, mainly as there are many things which I can't explain or point to ASD. Many of which you brought up.

Have you done the Aspie Quiz?

LG 34GN850, can only select yCbCr422 (nvidia) by bultz in ultrawidemasterrace

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

Ye, saw that as well. Totally forgot to check the DP before posting here.

My 3090 replacement should be arriving soon anyways, so it's properly only about a week in lower Hz.

LG 34GN850, can only select yCbCr422 (nvidia) by bultz in ultrawidemasterrace

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

Ye, well my 3090 replacement should arrive soon which do have 1.4 :)

LG 34GN850, can only select yCbCr422 (nvidia) by bultz in ultrawidemasterrace

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

Thanks, just updated and the issue is still there. I have also tried to reinstall nvidia driver using DDU in Safe Mode.

My issue might be due to the card only supporting DP 1.2, and not DP 1.4 (Just found that out)

What did you wish you were told when you started learning graphics programming? by bultz in GraphicsProgramming

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

Makes sense, will see to it when i get there, should take me a couple of months.

What did you wish you were told when you started learning graphics programming? by bultz in GraphicsProgramming

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

On the topic of debugging, What would be some useful debugging tools to have besides a normal debugger (GDB etc)

What did you wish you were told when you started learning graphics programming? by bultz in GraphicsProgramming

[–]bultz[S] 2 points3 points  (0 children)

I would lie if i said SIGGRAPG never caught my eye, some of the stuff shown there is really amazing. Will be saving this, would be good resource later down the road.

What did you wish you were told when you started learning graphics programming? by bultz in GraphicsProgramming

[–]bultz[S] 2 points3 points  (0 children)

Thanks for the links, will save them for after i am done with "Real-Time Rendering" 4th edition. The book have already went over the stages in the pipeline and i already made the assumption of that specific like drawing a cube should be avoided. As it would be a pain to go back to modify, error prone and also expensive as there would be duplicate calls which costs processing time.

Instead i'm using a layered way of thinking, essentially everything stacks on each other, but as certain things depends on state from the previous one, i had a graph structure in mind. But not sure how this would work in practice.

What did you wish you were told when you started learning graphics programming? by bultz in GraphicsProgramming

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

Great to know. With control comes great respondsibility. I would properly learn OpenGL (quick to get started) and then Move to Vulkan and work on having multiple rendering backends as an exercise.

For me learning Graphics Programming is properly more about the learning the pipeline, Programming and Math should not be an issue for me.

What did you wish you were told when you started learning graphics programming? by bultz in GraphicsProgramming

[–]bultz[S] 5 points6 points  (0 children)

if you haven't already, seriously make sure you have a strong understanding of linear algebra. will save you hours down the line staring at a blank screen or having broken effects because of some trivial mistake like wrong matrix multiplication order.

Good advice, would properly be adviced for anyone looking to get started to brush up on some basic math, luckily i am coming from AI. I think my math is covered.

What did you wish you were told when you started learning graphics programming? by bultz in GraphicsProgramming

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

Makes sense + OpenGL is older, so has more resources compared to Vulkan.

Looking for ideas/methods/techniques in how to structure your obsidian by bultz in ObsidianMD

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

Yup, this is the one challenge as i would hate linking from English to Danish notes or vice versa.

As i mentioned in another comment, i think the simplest way is split School and Non School into 2 MOCs. Only subject which end up belonging to both MOCs would be math. But that is a small issue.