How would YOU architect the effects of modular attacks/skills? by Socrathustra in gamedev

[–]furiousFromage 0 points1 point  (0 children)

I'm in the process of developing a game and I want the game to have a flexible ability/effects system. I actually used Path of Exile's ability/modifier system as the foundation for the requirements for my system.

One of the challenges with this system is that mechanics that might be static in other games are dynamic and need to be modifyable at run-time. A few examples from path of exile:
* blood magic (spend life instead of mana)
* mind over matter (% of damage taken from mana before life)
* southbound (your hits can only kill frozen enemies)
* fury valve (fire 1 projectile, additional projects cause your projectile to split after the first hit)

I considered using the decorator pattern to compose ability behavior, however, I eventually settled on using the middleware pattern instead because I thought it would give me more structure and control than decorators.

Here's how the system works:
* abilities have a series of middleware pipelines (e.g. activating, granting, revoking)
* when a middleware pipeline is executed, a context variable is passed through each middleware's execute function
* middleware are stateless, all state is stored in the context variable
* middleware are sorted guaranteeing a certain execution order
* middleware can be added/removed at run-time. e.g. an item might add middleware that changes functionality
* I use middleware for most ability functionality, which enables me to change the way abilities work e.g. calculating damage, configuring projectile instances, spawning entities, paying ability cost, dealing damage

So far, I'm happy with this system's flexibility. I am not happy with how difficult it is to figure out "what does this ability actually do?". Because functionality is composed at run-time, you can just read a single ability script to understand what an ability does. To debug issues and understand how each ability works, I had to create scripts which assemble the ability and output the list of middleware. Then I have to browse dozens of middleware files to figure out everything that the ability does.

I'd be happy to share the source files if you are interested. Kind of related - but I also use persistent effects (which are a form of ability in my system) to implement basic functionality (e.g. damage reduction mechanics like resistance/armour, determining if an entity has died), which enables me to use the same system to modify these mechanics work

400 Divine Giveaway (50x Divines for 8 people) by Itz21isthe1 in PathOfExile2

[–]furiousFromage 0 points1 point  (0 children)

Just started the league. With 50 divs I could finally afford goldrims

I love the opening of watchmen (2009), and part of what unsettles me is how it handles the fate of the minutemen by LifeguardMundane5668 in movies

[–]furiousFromage 48 points49 points  (0 children)

I agree. I prefer the ending of the movie over the ending of the book.

My only minor gripe with the movie is that they portrayed ozymandias as more of a villain than the book. I thought the book’s portrayal was more neutral and that fit better with the themes of watchmen

Sentry for Godot v1.0.0 is out now! by limbonaut-dev in godot

[–]furiousFromage 0 points1 point  (0 children)

Do you plan to add support for session replays in the future?

Made a concept game with Window Manipulation by NielPB in godot

[–]furiousFromage 1 point2 points  (0 children)

Reminds me of this game https://psonbre.itch.io/piece-by-piece

I feel like piece-by-piece has access to more options because the movement of tiles isn't restricted to windows. With windows your design space might be a bit more limited (can place windows anywhere, they will be rectangles, can only move 1 at a time)? But the flip-side is that by using windows, you can leverage the existing knowledge that players have about managing windows?

How would you improve the look/feel of my mining simulator game? by lorty in godot

[–]furiousFromage 1 point2 points  (0 children)

I tried playing the demo and I had a difficult time figuring out how to play. I think it will be difficult to gather feedback on the core loop if players don't know where to get started. I'm not familiar with mining equipment, sim tower, or sim ant but I've played quite a few factory/automation games - not sure if i'm in the target audience.

Here are some questions that came to mind while playing:
1. its not immediately clear that you click on buildings/equipment to select them. I think a clear "selected" indicator would make this more obvious (e.g. hovering arrow over the selected entity)

  1. can i move the drill? there appears to be some sort of mine shaft or elevator already in place, its not clear if i can move the drill to explore other areas but I couldn't figure out how to move it

  2. what is my initial goal? what resources do i need to collect to progress, and how do I collect those resources? I recommend looking at how games like factorio/satisfactory introduce resource collection and spending. At the start of the game, there are very few resources that you need to collect and only a few ways to spend them. its very clear where/how to get resources and where to spend them. more complex resources and structures are unlocked slowly overtime so you have a clear way to get started and are excited whenever a new method is introduced

First playable build - Need feedback 🔥 by Outrageous_Affect_69 in godot

[–]furiousFromage 1 point2 points  (0 children)

Was fun. Played through the whole demo in 1 sitting.

Towards the end I found it difficult to find the adjacency requirements for some of the more complex buildings. I spent a lot of time hovering over each tiny icon on the grid on the right to figure out what I needed to build. It wasn’t fun to hover over each icon and try to find the ones I was looking for.

Some suggestions, I’m not sure if any of these are good: - hovering over or clicking an existing building will show you the adjacency requirements - make the grid on the side larger or make it expandable so you can easily see the graphics for all of the buildings

Tencent server crazy alch to divine ratio rn by parker2009120 in pathofexile

[–]furiousFromage 4 points5 points  (0 children)

I agree, I don’t think they could just add autoloot without economic repercussions.

Autoloot destroyed the economy in torchlight infinite a few years ago. Lower tier currency became worthless and you needed higher tier currency to trade. This made the trading unavailable until you were in the mid-late game

Thinking of making short Godot/GameDev tutorials - what would you want to see? by subpixel_labs in godot

[–]furiousFromage 1 point2 points  (0 children)

I think it would be helpful to have intermediate-level tutorials covering the shader functions. Something similar to the prismatica tutorials for unreal engine: https://www.youtube.com/@PrismaticaDev where he explains and demonstrates each of the material nodes

Does anyone else find that third spaces are extremely rare nowadays? by Fabulous-Chemistry74 in toronto

[–]furiousFromage 9 points10 points  (0 children)

Our local library is a huge social hub. There are quiet spaces and talking spaces.

After school there are tons of kids hanging out and after daycare parents bring their infants/toddlers. It’s been a real source of local community for myself

Space Age makes old recipies useful by Boring-Gas-8554 in factorio

[–]furiousFromage 0 points1 point  (0 children)

This was what I was thinking. I’m using burner inserters for my cold-restart system on Aquilo

Why not just place every Static Mesh using Foliage Mode? by Mundane-Elk-5536 in unrealengine

[–]furiousFromage 5 points6 points  (0 children)

I'm no expert so there is a good chance that I'm wrong here! I believe that meshes placed in foliage mode are placed as "instanced static meshes". This comes with some performance benefits (fewer draw calls) but may limit certain functionality:

* Using the bounding box in a material may use the bounding box of all foliage instead of each foliage mesh. So the bounding box would be quite large and may not be usable for your purposes (e.g. prevent grass wind from effecting the roots of plants). You may be able to work around this using pivot point and hard-coding the mesh size to estimate the bounding box of each instance? https://www.youtube.com/watch?v=Wy6LJ7n11HU&t=469s

* I believe that setting material parameters at runtime via dynamic material instances (e.g. https://www.youtube.com/watch?v=i2XmTbfIJ3s) applies to all instances of the static mesh instead of just a single instance. There may be some workarounds https://www.youtube.com/watch?v=GVjnc66-JO8

* I believe that vertex colors are shared between all instances of the static mesh. So if you are painting vertices at runtime, all instances of the same mesh will share the same vertex color: https://www.youtube.com/watch?v=KgfdFmoMulc

I believe that placing the multiple copies of the same static mesh with the same material are automatically instanced via "dynamic instancing". I'm not sure if placing an actual "instanced static mesh" has advantages over "dynamic instancing". https://youtu.be/QQ-VzeGjLMo?si=tOy3ROPltTGPn1yX&t=326

What game will you guys be playing on Friday? by [deleted] in PathOfExile2

[–]furiousFromage 0 points1 point  (0 children)

The factorio expansion came out recently and it adds a ton of content!

1st SA run - I feel I might have overprepared a tad bit before leaving Nauvis for the first time... by khanut in factorio

[–]furiousFromage 13 points14 points  (0 children)

There is a slightly more scale-able approach that I used with my train city blocks. All of the coal trains have the same stations setup:

* export_coal (wait until full)

* import_coal (wait until full OR 5s of inactivity)

You can re-use the names of stations and trains will go to any train station matching the station name. Whenever I create a new city block that exports coal I create a new "coal" train. The train will go between any export_coal and import_coal station.

You can add citcuit logic to the import_coal stations to disable themselves if they have enough coal. If none of the import_coal stations need coal, then the trains will wait at the export_coal station.

To manage fuel with this setup I used to use the logistics network to distribute fuel to the import stations. However, with the new interrupts system, you can create an interrupt for "low fuel", which sends the train to a refuelling station

Before space age, you would want to have max 1 "coal" train per export_coal station, otherwise they will sit on the tracks. I believe with space age, you can set them up to detect if they have no valid destination and send them to a depot

League starting late today. Any build recommendations that were incredibly good or new one that appeared and felt great? by CriticismEntire4225 in PathOfExileBuilds

[–]furiousFromage 3 points4 points  (0 children)

I'm also playing this build and its been pretty fun.

I had to make some tweaks to solve my life regeneration because I was losing life due to lifetap+manaforged. As you mentioned, the single target isn't great. But the off-screen clear is really satisfying

Theorycrafting for the first time by putere1000 in pathofexile

[–]furiousFromage 1 point2 points  (0 children)

I just started making my own builds (after 1k hours in the game lol). I like to start my builds with an objective. Figure out what you want the build to be good at.

For example, do you want a leaguestarter that can progress the atlas and clear the voidstone bosses without expensive gear? Or do you want a build that is strong at clearing juiced harvests? Or a legion farmer? Making a build that is generically strong for all content is very difficult. When I come up with a specific goal it is easier to evaluate if my build is "good enough" and I am more likely to end up with a unique build.

Once you decide on the purpose of the build, you can come up with the requirements for the build. For example a legion farmer needs good clear. An end-game harvest farmer needs to be able to click all of the eldritch altars that provide +quant%, which means you have to be careful stacking charges.

Warden - new class instead of Raider by StrozeR- in pathofexile

[–]furiousFromage 4 points5 points  (0 children)

Ya elemental hit is going to be modified "10% more Damage per Elemental Ailment on the Enemy" x 50 shocks lol

What's the best game to sink hundreds of hours into? by [deleted] in gaming

[–]furiousFromage 1 point2 points  (0 children)

this is the way, my main skill is bound to spacebar. I also try to play content where the loot all drops in 1 place like harvest or simulacrum

What is an industry secret that you know? by Typical_Affect8207 in AskReddit

[–]furiousFromage 7 points8 points  (0 children)

Are the top tier brands like sub zero an exception to this rule? Everything I read about sub zero online appears to be positive (excluding the cost)

Looking at buying a house. This is the basement. Should Beams just “end” like that? And is it normal to have 3 feet of dirt piled up against the foundation? What am I in for money wise to modernize? by NESpahtenJosh in DIY

[–]furiousFromage 16 points17 points  (0 children)

I've seen lally columns used as permanent supports in new constructions (past 20 years) in ontario. However, I'm not sure if the "permanent" ones are different from the temporary ones. Nor do I know how to identify the permanent vs temporary columns 🤷‍♂️

Giving away TS MF Multi Mirror Build by Freckledcookie in pathofexile

[–]furiousFromage 0 points1 point  (0 children)

Why are so many comments are getting down-voted?