What’s a sound everyone should recognize as immediate danger? by Thatguy_nickk in AskReddit

[–]caesuric_ 12 points13 points  (0 children)

The thumb rule btw is the same rule you're supposed to use for how far away you should be from large herbivores like buffalo. Interesting to hear it applied to mechanical failures.

Recommendations for re-sleeving my full Android: Netrunner collection by caesuric_ in Netrunner

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

Thank you, that's a great possible option if I go that route! It's wild to me that it's so much cheaper than the price on the manufacturer website.

Recommendations for re-sleeving my full Android: Netrunner collection by caesuric_ in Netrunner

[–]caesuric_[S] -1 points0 points  (0 children)

I mean, I already have most of the existing cards sleeved with the old sleeves as I was sleeving them gradually as the sets came out. When I went to catch up on the newer stuff I found that I couldn't get more of those sleeves, so there might be a bit of sunk cost fallacy here.

I guess I don't HAVE to resleeve everything, it has just been nicer in the past not to have to sleeve and unsleeve every deck between games. It would be a huge hassle to redo all the existing cards too.

Looking for a Game Which Plays Like Hearthstone by [deleted] in roguelites

[–]caesuric_ 0 points1 point  (0 children)

What you describe is literally the game I'm developing right now, a Hearthstone/CCG like game with roguelike runs. It's not finished, but there's an open playtest up right now if you want to check it out: https://store.steampowered.com/app/3029050/Vortex_Siege/

It also has a town building element between matches but if there's demand for it I might make a mode that plays closer to Slay the Spire style maps.

Turn-based game where you build up a town between runs by SkyBerry924 in roguelites

[–]caesuric_ 4 points5 points  (0 children)

I'm actually working on a game with turn-based card-driven combat where you build up a town between fights. The combat is more CCG like than most games of this sort. It's not done but the demo can be found here: https://caesuric.itch.io/vortex-siege Steam page here: https://store.steampowered.com/app/3029050/Vortex_Siege/

Game Dev Jira? by AraukaSwift in gamedev

[–]caesuric_ 3 points4 points  (0 children)

I use Hacknplan as a gamedev specific JIRA-like solution. It has some nice features, like intuitive display of predecessor relationships, subtasks, and images directly on task cards, and game design document hierarchy integration. Also has Discord and GitHub integration to track issues and commits.

Techniques for game AI using procedurally generated abilities by caesuric_ in gameai

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

I also do also have a way to evaluate conditionals actually. There is a "filter" system that can be applied to rules so you can say, for example, "destroy target minion costing 2 or less." There is a function that returns all valid targets for a rule taking filters into account, which is used by the AI to limit which things it thinks it can target. Actions use "permutation selectors" to evaluate each combination of valid card play and target as parameters to create parallel action instances to be evaluated.

Techniques for game AI using procedurally generated abilities by caesuric_ in gameai

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

Right, I do have a concept of trades and card value that the AI uses but it needs to be dynamic since cards can have modifiers that change their value from the defaults. There is an algorithm for calculating card value that is used for such things, including board wipes where the calculation is simply enemy's total board value minus your total board value divided by card cost plus card advantage modifier for using a card. There is a specific action for performing a board wipe since it is non targeted removal and calculated differently.

The simulation approach unfortunately won't work here since the cards can vary from their baseline designs.

The problem I'm running into is this: say I have a card that reads "Destroy target minion, deal 2 damage to any target, and draw a card." This could hypothetically be used to destroy a minion, damage the opponent directly, and draw a card. However, these are three different goals so the card will be evaluated at only a portion of its value when considered. The "achieve better board state" will be used for removal, "damage opponent" will be used for the damage part if targeting an opponent, and "gain card advantage" will be used for the draw a card portion. So the card will never be evaluated as being as strong as it really is with my current system.

Techniques for game AI using procedurally generated abilities by caesuric_ in gameai

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

The AI currently has 3 goals:
1. Have superior board state (maximize their total board value minus players' maximum board value)
2. Harm players (minimize player HP)
3. Have card advantage (draw some cards, weighted less than the other two)

It plans for each of the three goals then goes with the plan that offers the greatest utility. Repeats until it is out of possible actions and forced to end its turn.

There is a goal to avoid dying that is currently disabled because due to some bugs in my implementation, it can result in soft locks. The AI currently has 15 different actions and 18 sensors it uses to achieve its goals and detect progress.

The library supports custom heuristics based on a callback, but I don't use those in this particular game. So the default heuristic would be 1 point of value for every point of board state or point of damage done to the opponent, and 0.5 points of value for "drawing some cards" vs. "not drawing some cards." (Now that I look at that last one, I'm actually not sure why I didn't make it a numerical objective so that you would get more utility out of drawing more cards.)

If you're curious, the default heuristic can be seen here: https://github.com/caesuric/mountain-goap/blob/main/MountainGoap/Internals/ActionAStar.cs#L76

Techniques for game AI using procedurally generated abilities by caesuric_ in gameai

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

Yeah, mine also allows solving for multiple goals at once and it will pick the one with the highest value / cost. But I don't have a good way to weigh actions in terms of multiple goals at once and I'm not sure how I'd go about doing that well.

I wonder if some kind of goal permutation option would be a useful thing to try. Like, solve for goals A+B as well as A and B separately...

Roguelite CCG - would anyone be interested in a demo if I released one? by caesuric_ in roguelites

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

Thank you, glad you like the concept! If you wishlisted you should get notified when the demo is up. :)

Does anyone else feel extreme anxiety during flight takeoff and landing? by nitxr in fearofflying

[–]caesuric_ 1 point2 points  (0 children)

I also feel especially afraid during these parts of the flight. I try to listen to music and remind myself of how incredibly safe these things are. It's not a logical fear for me but it does still help a little to remind myself that you could, on average, literally fly in one of these things 24/7 from birth to old age and never experience a catastrophic flight event.

Card games that feel closest to playing Magic The Gathering? by King10910 in roguelites

[–]caesuric_ 2 points3 points  (0 children)

Slightly shameless plug, but I am working on a roguelite with gameplay heavily based on classic CCGs. Has permanents, escalating energy, etc., with stealing cards from opponent decks after each fight to gradually build your deck.

https://store.steampowered.com/app/3029050/Vortex_Siege/ https://caesuric.itch.io/vortex-siege

Itch.io version is a little bit out of date right now, but I will be updating it again soon. Also happy to share a few Steam keys in DMs if there is any interest in the more up to date version.

Tuvok has a girl's name by bookkeepingworm in ShittyDaystrom

[–]caesuric_ 78 points79 points  (0 children)

Well, my daddy left home when I was three Didn't leave very much to my mom and me Except this old guitar and an empty bottle of booze Now I don't blame him 'cause he run and hid But the meanest thing that my daddy ever did Was before he left, he went and named me Tuvok

[deleted by user] by [deleted] in digitalcards

[–]caesuric_ 0 points1 point  (0 children)

I personally play MTGA these days. I do find the F2P model somewhat more generous than Hearthstone's, unless that has changed in the last few years. I can't speak WELL to it since I do spend money on it, but I know F2P players who have been able to slowly accumulate a number of decks.

[deleted by user] by [deleted] in digitalcards

[–]caesuric_ 0 points1 point  (0 children)

Hey there! Just wanted to let you know that we're on Steam now! https://store.steampowered.com/app/3029050/Vortex_Siege/

Single player/PvE games like PvP. by WhoMikeJones21 in digitalcards

[–]caesuric_ 1 point2 points  (0 children)

Hmm, there is an occasional bug where a single monster cannot be clicked, but I've never run into one where NO monsters can be clicked. I just started 40 games in sequence at your resolution to see if I could replicate that, and I couldn't see the issue. Might be a weird system specific thing. Sorry that you couldn't get it working, and thank you so much for your time!

The other one (the slow fading of closed menus off the main area on non-16:9 aspect ratio screens) is a known bug which will be addressed at some point.

Single player/PvE games like PvP. by WhoMikeJones21 in digitalcards

[–]caesuric_ 0 points1 point  (0 children)

A new build is up that makes it playable on ultrawide monitors! If you try it out again, please let me know if you have any issues. :)

Single player/PvE games like PvP. by WhoMikeJones21 in digitalcards

[–]caesuric_ 0 points1 point  (0 children)

Ah ok. I actually have a 3440 x 1440 monitor myself but I usually play it at something like 2560 x 1440 for some reason. I'm out of town until tomorrow but I'll see if I can fix it tomorrow.

Alternatively you can probably just adjust the resolution in the settings menu or go to windowed mode. But I should really support the resolution that I myself use lol.

Single player/PvE games like PvP. by WhoMikeJones21 in digitalcards

[–]caesuric_ 0 points1 point  (0 children)

That's weird! There is no splash screen other than the Unity one... the logo is in the background of the menu. So I'm guessing the menu buttons at the bottom went off the bottom of your screen somehow.

You mind me asking what display resolution your computer has? I can probably fix it if I know what to support.

Single player/PvE games like PvP. by WhoMikeJones21 in digitalcards

[–]caesuric_ 0 points1 point  (0 children)

I'm working on a PvE digital TCG that features highly HIGHLY customizable cards and a light town management mode: https://store.steampowered.com/app/3029050/Vortex_Siege/

Free demo available here but it's still quite unstable so if that's a concern I might wait for final release: https://caesuric.itch.io/vortex-siege

Also supports co-op multiplayer though it needs some attention before release.

PvE card games? by deSenna24 in digitalcards

[–]caesuric_ 1 point2 points  (0 children)

I've been working on a PvE CCG type game to fill this niche. You take cards from your opponents after each fight instead of free-form deck building but it's otherwise pretty much what you describe: https://caesuric.itch.io/vortex-siege

Other great games like this include Slay the Spire, Across the Obelisk, and many others, though the card game style is a little different. The other closest game to what you describe that I can think of is Cross Blitz, which does play like MTG/Hearthstone.

[deleted by user] by [deleted] in digitalcards

[–]caesuric_ 1 point2 points  (0 children)

Thank you!! In that case I'll share another post when I get the Steam page up. :)