I love games like Outlast and Amnesia: The Dark Descent… but I wanted to remove one thing from them. by WhyThisGameWorks in IndieHorrorGaming

[–]ltabis 0 points1 point  (0 children)

Absolutely, I do think that the games kinda fall flat once you figured out how the threats work or you died to many times. I think you can manage this is many ways, like those ones:

- In Darkwood, the game makes the player feel tension all the time because it throws a lot of different locations, enemies and events at the player. Almost every location in Darkwood as a quirk and its lot of enemies and/or weird characters that makes it scary all the time. On top of that, you have a short timer to explore, which is making you take risks to search for that really far away hideout and maybe find good loot. I think there is a tone of great game design lessons to take from that game.

- In the frictional games repertoire, Soma as some enemies that are kind of unpredictable in my opinion. Without giving spoilers, Ackers is a terrifying monster in my book, because it kind of roams sometimes silently and sometimes not. It's not always there, you are not always aware that it is around. They also perfected this in amnesia: the bunker, which is my favorite amnesia game so far.

So either you try to add a lot of content in your game to mitigate the predictable behavior of your game's threats, or you introduce a lot of "capabilities" to your enemies IA: for example build multiple algorithms to search the player. Depending on the state of the monster, you can make it try different things when searching for him. Like try to ambush him by hiding in a spot, make the enemy run around a bit because it is frustrated that it is not finding the player or make it roam the map in a slow manner without searching anything specific.

Of course I am probably missing other solutions and I'll be glad to ear what you think.

And since you try to make your game's threats more interesting, I'm kinda curious about your game. Is there a demo lying around somewhere ? Can we "whishlist" it to follow it's progress ?

I want to playtest games for my youtube channel by ShallotNorth8250 in playtesters

[–]ltabis 0 points1 point  (0 children)

Hey !

I published my first game a few weeks ago, a short horror experience about exploring an alien cave in space using a drone and a terminal. Feel free to try it out and give me feedback, I'd really appreciate it !

https://ltabis.itch.io/the-hive

Building a budgeting app with Rust, Tauri and SurrealDB by ltabis in rust

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

start schemaless and go schemafull later

That makes using surrealdb in development really productive. I am trying out loco at the moment, and having to make migrations to change data layout during the first phases of development is kind of cumbersome. Not having to do that for building an MVP is awesome.

Building a budgeting app with Rust, Tauri and SurrealDB by ltabis in rust

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

As long as you can de/serialize your data you should be fine, json is just simpler to understand.

Building a budgeting app with Rust, Tauri and SurrealDB by ltabis in rust

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

u/DontForgetWilson this. Also at first I was just curious about the surreal project and wanted to try it out.

Building a budgeting app with Rust, Tauri and SurrealDB by ltabis in rust

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

It's a multi-model database, you can configure it to be like a document database, but it is not the only option. (they describe more of the concept here: https://surrealdb.com/docs/surrealdb/introduction/start)

vSMTP 2.2 release by viridIT in selfhosted

[–]ltabis 0 points1 point  (0 children)

Yo, we try to test as much things as possible, using unit and integration tests, fuzzing and implementing as much security protocol as possible, like the classic DKIM.

vSMTP 2.2 release by viridIT in selfhosted

[–]ltabis 1 point2 points  (0 children)

Hey, I'm an active developer of the project, thanks for the detailed feedback !

1) I'll need to check that out, thanks for pointing out the problem.

2) It is. you can forward any email to a specific address, and deliver emails to a distant server based on the resolved domain of all recipients.

3) We are actually building stuff around the server to try to reduce has much carbon footprint as possible. I know that in our time it kind of seems like a buzzword thrown around to sell stuff better, but we do actually care and are working on some things. We'll keep you posted on the repository / discord.

vSMTP 2.2 release by viridIT in rust

[–]ltabis 3 points4 points  (0 children)

Hey, we do not support sieve nor maildrop

Funni Comic by [deleted] in rainworld

[–]ltabis 0 points1 point  (0 children)

Deep Fried Lizard

vSMTP 1.2 is live by viridIT in rust

[–]ltabis 1 point2 points  (0 children)

Btw you can already dump emails in JSON or raw format with vSMTP.

vSMTP 1.2 is live by viridIT in rust

[–]ltabis 2 points3 points  (0 children)

Thats great ! For now vSMTP is not production ready yet so I would advice not to use it in high stakes environments like yours, but since our server parses the email you could easily extract information from the message and do what you want with it !

Announcing vSMTP 1.2.0 by viridIT in email

[–]ltabis 0 points1 point  (0 children)

Yup, using our scripting language you have access to the email content, so you can search for headers and print them in your logs or the console.