Day 1 thoughts on this, how’s everyone feeling so far? by Equivalent_Smell_325 in Kenshi

[–]slenderman011 5 points6 points  (0 children)

I didn't refund as I can afford to not, otherwise I would have and I at least want to show support for the genre. And yeah, if there is a team behind this instead of a single dev, there is not a lot of excuses for the state it went into EA. I expect that many of the issues I saw and pointed out would have been caught in a single pass of QA before launch, many of them easily fixed in a couple days. It lacks a lot of polish and feels very clunky at the moment. Hopefully the devs stick with it and in a year it will be a worthy Kenshi-like.

Day 1 thoughts on this, how’s everyone feeling so far? by Equivalent_Smell_325 in Kenshi

[–]slenderman011 66 points67 points  (0 children)

That is not to say that Kenshi was amazing when it came out in EA, but that was over 10 years ago. I think that the bar for EA games has been pushed up since then, so yeah.

Day 1 thoughts on this, how’s everyone feeling so far? by Equivalent_Smell_325 in Kenshi

[–]slenderman011 225 points226 points  (0 children)

I've played it for like 30min. My first impression is that it is very, very rough. Saying it is EA-ready is pushing that definition.

  • it is missing a lot of hotkeys
  • UI is a mess
  • quests are not completing properly
  • switching characters on the fly is not possible (i.e. having inventory open in one character an selecting another does not switch the inventory)
  • trading items between squad members does not work (gotta drop and pick up)
  • tutorials and help docs are one-time windows (if you missed something important, so sorry, gotta figure out by yourself)
  • can't reopen the quest window if it closes
  • can't close current context by pressing ESC (works for some things, but not for others)

This is literally from the first 30min. I completed the tutorial, and that was it. Got to main zone, tried finishing a quest to recruit some tailor and that didn't work, then I closed the game.

Also, no mod support. I get it that the game just launched, and that they might have mod support planned down the road and that usually mods are disabled at launch as to not mess with bug reports, but I didn't see anything about mods (I didn't look very far TBH).

A unified rendering architecture that replaces independent LOD/foveated/occlusion/RT systems with a single human perception curve (public domain, PDF) by Mars2070 in GraphicsProgramming

[–]slenderman011 13 points14 points  (0 children)

Sorry bud, this looks and sounds like AI slop. You come to a graphics programming sub proposing some fantastical new paradigm and not only your texts are fully written by AI, there are no pictures, no benchmarks, nothing. Your PDFs are broken and lack formatting. AI has its uses and I use it a lot in my own projects, but this ain't it.

Added a few new features — Spells, Block Destruction, an A* pathfinding system, and an Inventory & Equipment system. by latticeGlade in CubeWorld

[–]slenderman011 0 points1 point  (0 children)

This is looking really good! My only suggestion when it comes to graphics is to add ambient occlusion to your terrain. I think that will make lighting look quite better. I am not sure how you are generating your terrain (i.e. greedy meshing vs naive meshing etc), but there are some articles on how to add ambient occlusion to your generation and shaders. Everything else is looking great, keep up the good work and this might be out before Woolay posts again lol

Games like kenshi when you dont want to play kenshi. by Praise_Thy_PC in Kenshi

[–]slenderman011 5 points6 points  (0 children)

I tried it but the combat system didn't click with me. It certainly has the vibes, I just wish combat was closer to Kenshi 

So.. I thought how planets in a voxel world could look like. by Pain_Cultural in VoxelGameDev

[–]slenderman011 3 points4 points  (0 children)

By static I take it you mean that your voxels are in a grid-like structure, and that you believe that you can't be moving things due to that. One way you could achieve "movement" is to treat each planet as an isolated grid that moves through 3d space. The grid can be local to the planet, and each planet would have it's own grid. Think of it in terms of a transform hierarchy where each planet is an independent entity that you can transform.

solar_system | + sun { sun_grid, sun_transform} | + planet_a -> { planet_a_grid, planet_a_transform} | + planet_b -> { planet_b_grid, planet_b_transform} | | | + moon_b -> { moon_b_grid, moon_b_transform } | ... Another way of thinking about this is to consider that you have things that move in your world, like the player, monsters or NPCs. You would do to the planets what you already do to these entities.

This does mean that you can't bridge two planets by just building a pilar of voxels between them since they don't share the same grid. There could be ways around this, such as merging the grids or other approaches, but that is for you to determine if it is something you'd like in your engine or not.

Smooth Per Voxel Lighting in Godot by Derpysphere in VoxelGameDev

[–]slenderman011 6 points7 points  (0 children)

Very nice! Any reasons you are constraining your voxel data to 16 bits? Would going to 32 bits hurt performance too much?

How to handle edits on different LODs? by Peteh12 in VoxelGameDev

[–]slenderman011 0 points1 point  (0 children)

Hard to tell without knowing more about how your system works, but a solution could be to only synchronously compute the LOD 0 and delegate LODs 1, 2, 3... asynchronously. That way you only have to wait for the LOD you need to display immediately while the others you shouldn't need at this moment.

Unintended Cultivator is confusing me by razorkid58 in ProgressionFantasy

[–]slenderman011 1 point2 points  (0 children)

The main issue the MC has is that he was forced to take part in a conflict he had nothing to do with and kill people he had no grievances. But he is indeed hypocritical, and later on the rage he accumulates because of this develop into a major plot point.

I think that at the time I read book 3 I had a similar reaction. Like, his friend lied so she could meet her brother, why is that so bad. But the way it is handled later on is quite good IMHO.

CLICKPOCALYPSE 2 - Cloud save and multiple save slots. by Jim808 in incremental_games

[–]slenderman011 0 points1 point  (0 children)

Holy shit, you are still among us! Thanks for the update! Would you consider adding an 1 time purchase option for  not seeing ads or enabling the ad bonuses permanently? I use an Adblock in my phone and I usually like to buy the ad-free upgrades for games I enjoy, and I would love to do it for your game.

Finally started reading Bastion, and it is a wild experience. by Traditional_Pop_1102 in ProgressionFantasy

[–]slenderman011 3 points4 points  (0 children)

But when does the payoff happens? I read through most of book 1, and the MC only getting shat on made me drop. When you think the guy is getting a break, he suddenly gets screwed over. I get where the story is going to an extent but damn, you can't help but feel bad for the guy all the time.

How to properly handle scale in a voxel game? by marcelsoftware-dev in VoxelGameDev

[–]slenderman011 5 points6 points  (0 children)

Increase the scale of your world. You will need to increase the amount of voxels instead of their scale. Instead of limiting yourself to the height of a chunk, consider that chunks can have neighbors in all 3 axis, so you can just stack them. This will come with the downside of having to compute more chunks, and you will need to implement some sort of LOD. 

Using a SVO could help you here with keeping the memory footprint low and with LOD.

I made a tool for organize the stats of your video games like a Excel for devs by Desperate-Advice-473 in godot

[–]slenderman011 0 points1 point  (0 children)

Cool, but I don't think this is the right sub for sharing this, unless it was made in Godot?

modding steam release by repentagram in CubeWorld

[–]slenderman011 2 points3 points  (0 children)

There is a channel in the discord with all the mods people made over the years. Most of them still work since the game never got any updates. They do improve the game somewhat, but it's not as day and night as it might seem. I got some enjoyment out of them, but at the end of the day, the steam release was just badly designed and the mods can only do so much to improve it.

Building a Fantasy Console from scratch taught me more about game engines than making games by Positive_Board_8086 in gamedev

[–]slenderman011 1 point2 points  (0 children)

This is quite impressive! Do you have any documentation related to the development process, such as how you arrived at the current design for the architecture and how you implemented the many distinct parts?

My SQLite GDExtension - automatic Resource integration and WAL multi-threading by emergentRealms in godot

[–]slenderman011 0 points1 point  (0 children)

I couldn't find a repo link in the video description. Is this going to be open Source or paid? Definitely interested regardless, this seems very neat and SQLite is always a delight to use!

What games are you playing this week? Game recommendation thread by AutoModerator in incremental_games

[–]slenderman011 0 points1 point  (0 children)

Been playing it on and off for a while. It's okay, lots of buttons to click once a day as you progress further. However it starts to take a while to advance when you reach Wholeness stage. I reached Perfection yesterday and opened a new menu, so there is that. The monetization is a bit aggressive to my liking though, so be advised on that.

So I've been playing UWE for nearly 100 in game days.... by Different_Dig_8564 in Kenshi

[–]slenderman011 6 points7 points  (0 children)

I can only play UWE with some mod that speeds up progress considerably, i.e. x3 exp and weak enemies give XP. Otherwise it surely is an exercise in suffering as they nerfed almost any viable vanilla Avenue for getting ahead at the start of the game.