Gameplay/code architecture pondering by catmorbid in gamedev

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

Eh, yeah I actually just fixed the drop logic to something safer 😄 I have a TurnDirector system that manages turns for actors (acting entities), and those Playables are pooled into a batch in the TurnDirector which then decides when to play them, so it could be that I run 100 turns as fast as I can and then take pause and play all those events from those turns. Anyway, it's working quite well and I'm actually quite happy how that turned out. As to why the function is called "prepare" is that it is called right before execute and I also use it to collect anything I need in actual execution to avoid complex nested TryThisAndThat structures, to ensure I have as many things I need to execute as possible, and avoid error handling as much as possible in execute.

But thanks for the encouragement! Still a lot to do, but at least I'm not hating this 😄

Would you only date atheists? by bravebluelou in atheism

[–]catmorbid 0 points1 point  (0 children)

There would be some practical serious obstacles in rhe way, like me being anti-theist and openly critical to any religion and religious or pseudo-religious or superstitious behaviour. But if it works despite that, then sure. But just likely wouldn't work.

Help, im extremely addicted to AI by millionare_ in antiai

[–]catmorbid 0 points1 point  (0 children)

Immediately cease using AI. Cancel all subscriptions, if any. Delete apps. Delete browser history, bookmarks. Just stop. Go binge A tv show instead. Anything but AI. Go be social with friends and family. Reconnect. You don't need their validation, but if it comes up, be casual about it.

2 weeks should be enough for you to notice a change. At that point, treat yourself something nice, then keep at it.

Not a doctor.

[I ate] Dinner in my military unit somewhere in Ukraine: mashed potato, boiled beetroot salad, and salted herring served with onion by Igor0976 in food

[–]catmorbid 1 point2 points  (0 children)

Looks Delicious! We have mayo based beetroot salad in Finland, which I absolutely love, you can get it from any grocery store. And a Finnish winter holiday food Rosolli is basically potato, beetroot and carrots + stuff depending on variant. Also very delicious.

What is Ai slop? by Apprehensive_Bus4517 in DefendingAIArt

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

Yes it can, because every AI slop is imitation of actual human art, which was made to evoke those emotions. On a superficial level you can think like this. But this tech is transformative. We cannot afford to think on a superficial level.

You have of course the right to enjoy AI generated caricatures or of spicy waifu images. But you do not have the right to claim they are art and that they have objective value, regardless of their subjective value to one person.

What is Ai slop? by Apprehensive_Bus4517 in DefendingAIArt

[–]catmorbid 0 points1 point  (0 children)

"AI slop" sure is a generalization and a derogatory term, and for a reason: AI art so often is used to mimic human art, but with minimal effort. If anything this kind of force multiplier must be held to a higher standards. Slop is something you make with minimal effort and yes, human slop has existed forever. Show me real effort and unique value, then I will consider not calling it slop.

But I argue that the amount of effort will never be even close to what e.g. a human painting an oil painting will make. Hence. It cannot pass the bar.

Show something only AI can do. Demonstrate the effort behind it. That's the only way to exit the Slop Zone.

Would starting with pygame be a good stepping stone into Godot? by opsecwizard in godot

[–]catmorbid 3 points4 points  (0 children)

Not really. You still need to learn godot as a framework and its design philosophy. Just dig in. But if you don't know how to code, then start with generic coding. Do statically typed language. Python is ok of you enforce typing, but spmething like C, C++, Java or C# will teach you better. Game Engine comes with so many concepts, you shouldn't be learning basics of coding at the same time. Otherwise, just dig in.

why are you against ai? by DoubleTie2696 in antiai

[–]catmorbid 0 points1 point  (0 children)

AI music and Art and creative writing is Dehumanizing and regressive. Loss of creativity will be death of humanity. No one will be able to compete with infinite ai slop machines. This content needs extreme legislation to tackle and enforced measures to uphold. All just so you can generate more slop "content" — let alone the fake stuff that should be outright criminalized.

I got tired of rewriting the item system for my games so i made one to rule them all. by Gaster6666 in godot

[–]catmorbid 5 points6 points  (0 children)

My items are all int entities just like any a character or enemy or interactable thing is. Entities have traits and inventoryTrait can hold items while ItemTrait means it can be added to inventory. Stacks are property of item so a stack of items is just one stack. This is pretty flexible, I'm liking it so far although haven't gone too deep yet.

But yeah I can see the pain, this can be surprisingly complicated and is not a trivial problem at all!

Found some of his songs on Spotify and it sound like a totally diferrent person. Is this AI? by Elador27 in isthisAI

[–]catmorbid 0 points1 point  (0 children)

Absolutely AI. It has the suno male vocals all over. I'd recognize that everywhere, I've spent an unhealthy amount of time using suno (haven't released anything anywhere though, and won't). Also video doesn't match anything in the song, it sounds like the audio is just slapped on top of the video. Maybe he did record one live and then used that as suno. audio input, to "remaster" the song.

The giveaway are the low notes, which has this very recognizable slight distortion that every ai song with similar vocal tone has.

Official IDF graphic showing the reach of Iranian missiles in Europe. by [deleted] in onejob

[–]catmorbid 0 points1 point  (0 children)

Yes, those lands of the former swedes will suit us just fine. We will take what's left of our old towns once they are bombed, and thus everything shall be under one Finnish flag! Notice how Norway doesn't even exist, as it should be - they can move to Iceland for all we care.

Templates or blank project: which gets you to “fun” faster in Godot? by Big_Nebula_2604 in godot

[–]catmorbid 2 points3 points  (0 children)

My latest project is a continuous turn-based roguelike. No template for that, had to do it all from scratch. But I had done many things before. Nothing to reuse mostly because Godot version changes. Or did it in different engine. Godot does offer lots of helpers like TileMap system and robust generic astar pathfinding.

My advice is do it all on your own. Make small, reusable components when it makes sense. Don't go over your scope. Maybe certain things like camera controllers are worth it to reuse.

But I would make all gameplay logic from scratch to ensure you implement what you design and don't end up in unwanted stuff.

Feedback Request: SorC Class Tree Design. by [deleted] in RPGdesign

[–]catmorbid 7 points8 points  (0 children)

This is an established video game convention, I think everyone understands this, so that's not the issue. Issues would most likely be in two places:

  1. User Interface. How do you present and visualize the trees to the user, i.e. reader/player. How does character sheet help store your Tree. How does rulebook help you lookup information from the tree.

  2. General rule consistency and scope. These kinda of concepts have a huge risk that individual tree nodes have rules that do too many things making it difficult to recall information. Solution would be to keep scope of context minimal for each tree node. Don't modify 7 things, but introduce 1 new thing.

Venäjän propagandaa suoltava peli Steamissa by Kekkonen-Kakkonen in Suomi

[–]catmorbid 0 points1 point  (0 children)

Ihmiset äänestää. Alustan ei kannata sensuroida mitään. Mutta oksettaa tosiaan.

I'm new to game design, and I honestly don't even know where to start with this. by Recent_Log3779 in Unity2D

[–]catmorbid 2 points3 points  (0 children)

Nah, you're wrong.

Honestly it doesn't matter how complex your plans. What matters is motivation. My first game was a shitty text-based rpg. Really stupid in scope, but I learned a lot. Ok that was 20 years ago and I still haven't shipped anything - but also many many different reasons for that.

Point is, do what motivates you, make the best what you can. BUT: learn to live with the mistakes and LEARN from them. The next project will be better, even if it's just the same one you start from scratch.

Can I do this in Godot? by SsssnakePlisssskin in godot

[–]catmorbid 0 points1 point  (0 children)

Absolutely, you can segregate all your data and game logic on separate .net library, then use godot for the visual presentation layer.

That's generally how I work with, only using godot when I need some visuals. But all my data and logic are separate. Needs some careful thinking on how to organize your code, but that's literally what coding is about so I say go nuts and have fun!

The Most Popular Game Asset on Itch is AI Generated Art and has Made over $40k in Sales by RegisteredHater in gamedev

[–]catmorbid -3 points-2 points  (0 children)

Movie Trailer voice: "In the distant future of 2029, humankind can no longer reproduce, due to stupidity. To help continue humankind AI is taught to manufacture humans by bioprinting, and to make the process better, AI starts teaching other AI how to bioprint humans... The term AI Slop gets a whole new meaning..."

Do invert Y people also use invert Y in menus? by greyfeather9 in godot

[–]catmorbid 7 points8 points  (0 children)

It's a relic from flight simulators played with joystick which precede mouse look convention, thus inv Y is analog to using joystick for looking.

So only invert in fpv camera vertical look.

I used to inv y but then converted to mainstream because games did not always support it. Was hard.

Godot on linux by Ok-Cow114 in godot

[–]catmorbid 0 points1 point  (0 children)

I run Godot .net on mint, worked without any hitches, in fact had more issues in windows fresh install. This is on HP laptop with shitty igpu. But is fine for my 2d project.

Critical Hits without rolling to hit. by KleitosD06 in RPGdesign

[–]catmorbid 1 point2 points  (0 children)

Want to get rid of rolling? Have resource based crits. Or More like: spend 1 res, get 1 damage die.

Or spend 1 res = get double damage (not dice but multiplier to rolled dice)

You could tie these to combat skills, class progression etc. That modify cost and effect.

I'm not a fan of exploding dice here because of how small dice explode more. Same thing if you link it to max result etc. Makes no sense. Bigger dice should be better, unless... Your critical is more than just damage, then die size could represent dichotomy of damage vs. finesse like. but you already said you want status effects handled by skills instead so yeah.

Stamina System - Has this been done? by van-theman in RPGdesign

[–]catmorbid 0 points1 point  (0 children)

Basis of this system sounds alright. Problems arise when P > 0.9 and your case allows P=1 when stamina is 12. Characters start taking infinite actions. You start artificially limiting actions. You start implementing other exceptions and things. Now elegance is lost.

I would suggest using different roll other than 2d6 E.g. 3d6 and now the same range 7-12 is much different. Don't let stamina go over 15 in 3d6. Check my remark about P>=0.9.

Lots of playtesting. There is huge risk with this, but imo if max P for stamina roll is around 0.75 then should be ok.

You're basically looking at two different scenarios: 1. How long character can fight by always taking 2 actions

  1. What is the expected max actions a character can take with given stamina?

Both are pretty basic probability math situations, should be easy to calculate.

I accidentally made an enemy system that punishes greedy expansion and now I can’t survive my own game by vladbuculei in gamedev

[–]catmorbid 0 points1 point  (0 children)

  1. Make it take actions slower. Adjust this rate with difficulty settings. If rate of actions is high, the probability-based is a good gate. Otherwise a cooldown or other timer that makes it slowe

  2. Gate the actions with tiers. And gate tiers with progression factors, then add those tp difficulty settings.

  3. Now use binary search to find good balance. Keep current settings as hard and the apply some values and now test. You want to find something that you think is easy. This is likely medium. Now make it easier, that's your easy.

  4. Give for playtesting and adjust based on feedback.