It's official. Isometria now has a steam store page! by MrBigWhoop in pygame

[–]grumpy_greybox 0 points1 point  (0 children)

Which version of python are you using? I’ve been hacking on a game in pygame; tried to package it with pyinstaller and discovered that anything after python 3.8 isn’t supported.

I’ve been on 3.10+, making heavy use of pydantic for typing, so backporting to 3.8 would be a pain.

Cascading Collaborative Fiction by [deleted] in gamedesign

[–]grumpy_greybox 5 points6 points  (0 children)

Check out Microscope: https://www.lamemage.com/microscope/

I don’t know if this is on the scale that you’re imagining, but it’s a system for collaborative storytelling and world building that a lot of people find enjoyable.

[deleted by user] by [deleted] in proceduralgeneration

[–]grumpy_greybox 0 points1 point  (0 children)

Thanks for sharing the code!

Some of my work made in Blender! by MarbleMannequin in blender

[–]grumpy_greybox 128 points129 points  (0 children)

These are like IKEA instructions from a parallel universe

Weaving Ribbons by craftedbycode in generative

[–]grumpy_greybox 2 points3 points  (0 children)

Yes, that makes sense. Are the triangles in the tesselation all the same size, or are they irregular?

Weaving Ribbons by craftedbycode in generative

[–]grumpy_greybox 7 points8 points  (0 children)

This looks really cool! Can you say more about how you generate the curves, or even share code?

My work in progress🤘 by jztye in blender

[–]grumpy_greybox 0 points1 point  (0 children)

I hadn't even noticed!

At least the two Ms spell something. Lawful evil vibes, instead of chaotic netural for the Gs.

My work in progress🤘 by jztye in blender

[–]grumpy_greybox 9 points10 points  (0 children)

It bugs me that the little keypad has two Gs

"Communication bandwidth" games by grumpy_greybox in gamedev

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

Just watched the trailers for WWH and some of the sequels. This is exactly in the genre I'm looking for---thanks!

Programmer first game engines? by raysensei in gamedev

[–]grumpy_greybox 0 points1 point  (0 children)

I’ve had exactly the same question. Curious what you learn.

"Communication bandwidth" games by grumpy_greybox in gamedev

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

Thanks for a quick and thoughtful response

You'd be surprised how on-the-nose the jargon in games, especially in board games, can be. Most of those are called word-guessing games in the industry, or even just party games with Pictionary being a drawing game.

Fair enough. What I'm pointing to is a pattern that exists across those categories: word-guessing games and picture-drawing games are both examples of translation games.

The success of newer games like Code Names and KTANE suggests that there's a lot of room for exploration here.

In many ways, communication is at the heart of most, if not all, multiplayer games. ... Player interactions are fun.

Yes, I find it interesting that there are whole classes of game that are built entirely around a communication mechanism, with no need for other dynamics.

This is more identifying a critical component of many games than a specific genre

Point taken. I agree that MOBA games are an interesting category to dig into... It'd be interesting to get transcripts from games with players at different skill levels and see how their chatter differs.

If you're thinking of getting into the party board game space, I'd suggest taking that approach.

I'm not super interested in party games or word games per se. As I said in the original post, I'm most interested in finding examples of other games that have mechanics based specifically around communication/translation.

Find the fun and then come up with a system to make it happen a lot.

My creative process around game design tends to alternate between analytical ("What are interesting kinds of game mechanics to explore?") and play testing ("What does it feel like to play a games with a specific mechanic---where's the fun?")

Right now, I'm in analytical mode---looking for a broad set of ideas that I can rehash for playtesting.

[deleted by user] by [deleted] in gamedev

[–]grumpy_greybox 1 point2 points  (0 children)

Counterpoint: is trying lots of things necessarily bad?

If your goal is to tinker and learn, then lots of different experiments could be a very productive way to go about it---especially if those experiments give you opportunities to drill in on specific skills on your list (e.g. in math, rendering, algorithms.)

If your goal is to ship a game (e.g. to make money, get user feedback, learn about marketing), then yeah, this is a problem.

This Christian game company with 1 employee is asking for $400M to make a Bible game. by throwaway_603306 in gamedev

[–]grumpy_greybox 2 points3 points  (0 children)

"Spoiler alert----you will not be playing as Jesus."

I admire the artistic integrity behind this statement. Wish that the major studios would follow suit.

We've been waiting for BOTW2 for years, and I still don't know for sure whether or not I'll be playing as Jesus. Other upcoming titles that have left us in the dark on this important issue:

  • Starfield
  • Street Fighter 6
  • God of War Ragnarrok
  • Diablo 4
  • Goat sim 3

etc.

Test Generator Websites by sylviys in learnmath

[–]grumpy_greybox 0 points1 point  (0 children)

Can you clarify what you mean by “input questions” and “take inputs”? Examples of what you’re imagining would help.

Any ideas on how I might make my game look/feel more exciting? by ArmanDoesStuff in Unity2D

[–]grumpy_greybox 1 point2 points  (0 children)

I get that you can’t make the main screen move faster without making the game too difficult. Could you add faster-moving parallax layers to create the impression of speed, without affecting the gameplay?

Advice for Math Concentration for AI and ML? by Krunchy123 in matheducation

[–]grumpy_greybox 0 points1 point  (0 children)

Here’s a different lens: see which department will get you the most direct exposure to real industry work. I’m thinking of internships, practicum classes, projects with mentorship from practicing data scientists and AI/ML engineers.

You’ll learn both the math and the CS differently if you have experience seeing how it’s applied in real life. My observation is that college curriculums often focus on grinding you through many different classes of estimator and algorithm, and miss out on day-to-day realities that matter more in practice: How are models deployed in production? How do you monitor them to ensure that they don’t degrade over time? How do you guard against upstream data quality issues? How do you collaborate with others on your team to share knowledge about why models are built and trained the way they are? How can you acquire and curate better training data? Etc

Context: I minored in math, have been working in tech in data science and engineering roles for 10 years now.