Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Aqizzar

Pages: 1 ... 16 17 [18] 19 20 ... 1093
256
General Discussion / Re: Things that made you go "WTF?" today o_O
« on: January 21, 2014, 08:55:54 pm »
As I said, SCP-2000 is world-building. World. Building.

Spoiler (click to show/hide)

There's a SCP for world-building?

I guess that would make this guy the founding director.

257
General Discussion / Re: Towards feminist programming languages
« on: January 21, 2014, 08:51:48 pm »
I really like how people come into this thread going "You guys are so immature" and read the OP and go "Well shit."

I knew about both of them, I just figured the blog was part of the gag.  And I was setting up my pun.

258
I put myself in my buddy list, so every time I sign on I have at least one friend.

259
General Discussion / Re: Towards feminist programming languages
« on: January 21, 2014, 08:46:54 pm »
You people aren't seriously taking that stupid "feminist programming language" gag seriously, are you?

...

Wait, is there someone taking that feminist programming language gag seriously?  Or is the gag making fun of them?  Is this a chicken and egg problem?  Was that a pun?

Hmm... Okay, I like the idea of it being all object oriented, to avoid the inherent power structure of static classes.  And it needs to have multiple inheritance, because screw your conservative single-parentage system.  "What-if-any container is this object in" should be a standard feature of objects because you need to respect how the object has aligned itself...

260
Other Games / Re: The Elder Scrolls III: Morrowind
« on: January 20, 2014, 01:01:20 am »
Or, you could just put the expensive garbage on display in your house.  I never got into that much, but it seems like most of the people writing about the game online spent most of their time on interior decoration.

Well, you do get some fancy houses, and I collected every notable thing in the game (i.e. gems, scrolls, weird static items, and every weapon with a good material or too expensive to sell at price).  I didn't really do any interior decorating, but I did have a floor in my Telvanni stronghold dedicated to holding all my special crap.  I dunno, it just felt right.

261
Wait... you people don't read the devlog?  Man, go to January 9th and prepare to be dumbstruck.

Speaking of which, I've been in a mood to try it again myself...

262
Any other cool new features? I'm so far behind latest update I played was something to do with wheel burrows...

Wheel... Burrows... Great now I want moving fortresses.

Seriously though, an update hasn't been released in well over a year so you're probably up to date.

Although in the devlog today Toady mentioned he got jumping and climbing for fortress-mode creatures to work, so they can sneak into your fortress.  Can't wait for that.

263
Grease soundtrack acquired.

Conventionality belongs to yesterday...

264
Other Games / Re: The Elder Scrolls III: Morrowind
« on: January 19, 2014, 03:47:30 pm »
Aw yeah, postin' in a Morrowind thread.  Good God did I love this game.  I can honestly say that between playing the game and modding the game, I've probably sunk more hours into Morrowind than any other game I've owned.  I haven't played it in years because I look back on it the way a recovering heroin addict would.

Still remember one of my great in-game accomplishments of mastering Enchanting.  Daedric dai-katana with Absorb Life and an amulet with Constant Effect Levitation.  So bad ass.

I've been through Balmora many times already, it just didn't occur to me that joining the Thieves' Guild might be useful until just now. I've completed quite a few quests already, actually, yet I'm still only level 1. I haven't had any major troubles yet, though, so I'm not going to worry about leveling for now. I'm sure it'll happen on its own eventually, as long as I keep using my axe to kill people and aggressive wild critters.

Honestly, aside from the record-clearing thing, the Thieves Guild is not useful.  It also exposes one of the few major shortcomings of Morrowind, necessary but major.  Because every single area and quest in Morrowind had to be hand crafted, most of the many guild quest lines are fairly short and easily completed aside from the occasional wicked hard combat.  Because the Thieves Guild quests involve no combat (that I can remember) and sneaking can be accomplished as easily as just staying out of ray-tracing range, you can easily become Master of the Thieves Guild in about a week, at level 1.  And then... you have nothing else to do with the Thieves Guild.

Becoming leader of the Great Houses has the same issue, you just find yourself wishing there was more to do after all that work.  I'm sure there's mods for that though.  Goodness are there mods.

265
Priority one: Digging and other large engine pieces. All the fluff and items and whatnot can always be added later.

The fluff is what I'm asking for suggestions on, so I don't waste time thinking about it at this stage.  In addition to the priorities that is.

Spoiler: Speaking of which... (click to show/hide)

So that's digging out tiles.  Filling tiles in is a completely different issue, I've put some thought into how I'd want it done, which of course is hampered by being a roguelike.  But I'm not sure I should bother with it just yet, and instead go straight into Constructions.  Especially with the restrictions on movement controls that comes with being a console game, I realized as I was jumping around that instead of giving the player a lot of fiddly movement options it would make more sense to just build ladders and platforms and stuff everywhere you need to go.

Constructions are different from just filling it tiles, you see, which makes this concept slightly different from your typical voxel-builder.  How different I'm not quite sure of yet, but multi-tile structures will need to be more intelligent than just placing a bunch of individual blocks next to each other will easily allow.  I foresee a lot of overcomplication in my future.

266
It's not part of an election or anything, but just today the Net Neutrality fight rose from the dead.

Quote
[U.S. Court of Appeals] said that the FCC couldn't impose those regulations because it failed to classify broadband providers as "common carriers," which are private companies that provide infrastructure services that are easily monopolized — for example, telephone or power companies.

The FCC, however, classified broadband providers as "information services," like Google and other Internet companies, which are subject to less stringent regulations.

Thanks to that distinction, the court ruled that the FCC had overstepped its authority with the Open Internet Order, a decision that FCC Chairman Tom Wheeler disagrees with.

267
Do you mean suggestions as to how to program it? Because I can't help you there: I'm just starting to learn Python.

If you want tips on how to set it up in game mechanics: make sure that digging a tunnel which you can enter is the simplest action possible. I have spent way too much time in Terraria and Starbound doing the dig-move-dig tango.

I was actually asking for suggestions on development priorities, but that's a good thing to keep in mind.  The "LMB Shuffle" you have to do to mine anywhere in those games is exactly what I want to avoid, but aside from not having a good alternative in mind, this specific game being a roguelike means the control scheme is radically different from what it would be in a more advanced game.

I suppose one option in games like that would be a "swing pick" command that just equally tries to mine out everything in front of you without having to aim, so you could just walk+swing to dig tunnels.  Or even just a "dig until interrupted command" which would do the same job until there's nowhere to walk to, so you'd still have to watch what you're doing but wouldn't have to hold down a couple buttons the whole time.  I could even do something like that in this game, so... yeah, I'll remember that.

What kind of setting are you planning on having? That'll determine what kind of stuff you need in your world.

There's really two settings, the Lunkheads themselves and then everything else in the world.  Certainly I'd throw in every kind of forgotten civilization, buried aliens, Land of the Lost type underground cliches you'd expect.  The Lunkhead stuff I guess I'd describe as 'near future technology with late-Soviet style'.  Maybe like Stalker but only as serious as Worms.  So your top-tier native equipment might be lasers and robot-suits but it'd still look machine-stamped and thirty years old.  You can't really convey that in a console game, but that's the idea I'm going for, and it carries through to descriptions on food and clothes and whatnot.

268
General Discussion / Re: Your first post on Bay12
« on: January 14, 2014, 01:04:26 am »
Not the best way to make a first post, but I have a bug to report.  This is hardly large or game-breaking but it has to do with the game's math so I figured it worth mention, and couldn't find any notice of it elsewhere.<P>In my last few fortresses (two stock DF, one with the Martial Arts mod) I've seen pig-tail bags with no contents, no decoration, and equal quality with different prices.  It might happen with bags of other cloth or any bags or any cloth items, but this is the only way I've noticed.<P>Standard quality, undecorated, empty bags sometimes have a value of 60, sometimes 80.  Well-crafted ones are either 80 or 100.  I've seen this with bags made in house and empty bags bought from traders.  One recent caravan had several identical bags with different prices (really should have taken a screenshot).<P>Which is odd since according to the wiki, unless I'm mistaken or the wiki is, pig-tail bags should cost 10(furniture)x2(pig-tail)+20(cloth) = 40, and well-crafted ones would be 10x2x2+20 = 60.  If bags are actually finished goods then it'd be 15x2[x2]+40 = 70/100.  That said I'll bet it has something to do with the cloth price function.<P>Funny equations aside, I'm sure everything uses the same algorithm, so I can't image why it would return two different values for two copies of the same item.<P>Has anyone else seen this?  Like I said, I've seen it in different fortresses so it should be present anywhere.

Turns out, I didn't know how dye works, but I did discover a related bug where the contents of a bag could effect the bag's own price.

Look at those ancient format tags.

269
General Discussion / Re: Sexuality: The pollening.
« on: January 14, 2014, 12:26:03 am »
1. Solely incidental. Submissive doesn't seem to change the results at all.
Spoiler: Pansexual. (click to show/hide)

Perfect. Personally, I'm the biggest shitlord in the world; WASP, tall, male, straight etc etc...
Your privilege out-ranks my privilege.

Full Zero here.

People deprived of generic social ranking just don't understand the burden of living with so much privilege.

270
Code: ("Evolved Code") [Select]
#MAP_SPACE
HANDLE:debug_random_map
DEFAULT_MATERIAL:default_air
GRAVITY:9.8

AREA_DEF:.:HANDLE:empty/1
AREA_DEF:F:HANDLE:filled/1
AREA_DEF:P:HANDLE:platforms/1
AREA_DEF:A:HANDLE:filled/1,platforms/2
AREA_DEF:B:HANDLE:filled/2,crevase/1
AREA_DEF:l:HANDLE:stair_left/2,pyramid/1
AREA_DEF:L:HANDLE:stair_left/1
AREA_DEF:r:HANDLE:stair_right/2,pyramid/1
AREA_DEF:R:HANDLE:stair_right/1

SET_DEF:1/1
SET:1:MAP:9,9
FFFFFFFFF
FP......F
F..A.BP.F
F.lPA.r.F
F..L.r..F
FB.AAAL.F
FAr.PA.RF
FFFBLrRFF
FFFFFFFFF

#MAP_TILE
TILE_CHAR:F
SET_DEF:1/1
SET:1:MATERIALS:default_stone/5
#END_MAP_TILE

#MAP_AREA
HANDLE:stair_left
SET_DEF:1/1,2/1
SET:1:FOREGROUND
F``````````
FF`````````
FFF````````
FFFF```````
FFFFF``````
FFFFFF`````
FFFFFFF````
FFFFFFFF```
FFFFFFFFF``
FFFFFFFFFF`
FFFFFFFFFFF
SET:1:BACKGROUND
F``````````
FF`````````
FFF````````
FFFF```````
FFFFF``````
FFFFFF`````
FFFFFFF````
FFFFFFFF```
FFFFFFFFF``
FFFFFFFFFF`
FFFFFFFFFFF
SET:2:FOREGROUND
F``````````
FF`````````
FFF````````
FFFF```````
FFFFF``````
FFFFFF`````
FFFFFFF````
FFFFFFFF```
FFFFFFFFF``
FFFFFFFFFF`
FFFFFFFFFFF
SET:2:BACKGROUND
FFFFFFFFFFF
FFFFFFFFFFF
FFFFFFFFFFF
FFFFFFFFFFF
FFFFFFFFFFF
FFFFFFFFFFF
FFFFFFFFFFF
FFFFFFFFFFF
FFFFFFFFFFF
FFFFFFFFFFF
FFFFFFFFFFF
#END_MAP_AREA

#MAP_AREA
HANDLE:stair_right
SET_DEF:1/1,2/1
SET:1:FOREGROUND
``````````F
`````````FF
````````FFF
```````FFFF
``````FFFFF
`````FFFFFF
````FFFFFFF
```FFFFFFFF
``FFFFFFFFF
`FFFFFFFFFF
FFFFFFFFFFF
SET:1:BACKGROUND
``````````F
`````````FF
````````FFF
```````FFFF
``````FFFFF
`````FFFFFF
````FFFFFFF
```FFFFFFFF
``FFFFFFFFF
`FFFFFFFFFF
FFFFFFFFFFF
SET:2:FOREGROUND
``````````F
`````````FF
````````FFF
```````FFFF
``````FFFFF
`````FFFFFF
````FFFFFFF
```FFFFFFFF
``FFFFFFFFF
`FFFFFFFFFF
FFFFFFFFFFF
SET:2:BACKGROUND
FFFFFFFFFFF
FFFFFFFFFFF
FFFFFFFFFFF
FFFFFFFFFFF
FFFFFFFFFFF
FFFFFFFFFFF
FFFFFFFFFFF
FFFFFFFFFFF
FFFFFFFFFFF
FFFFFFFFFFF
FFFFFFFFFFF
#END_MAP_AREA

#MAP_AREA
HANDLE:platforms
SET_DEF:1/1,2/1
SET:1:FOREGROUND
`FFFFFFFFF`
```````````
```````````
`FFFFFFFFF`
```````````
```````````
`FFFFFFFFF`
```````````
```````````
`FFFFFFFFF`
```````````
SET:1:BACKGROUND
`FFFFFFFFF`
```````````
```````````
`FFFFFFFFF`
```````````
```````````
`FFFFFFFFF`
```````````
```````````
`FFFFFFFFF`
```````````
SET:2:FOREGROUND
`FFFFFFFFF`
```````````
```````````
`FFFFFFFFF`
```````````
```````````
`FFFFFFFFF`
```````````
```````````
`FFFFFFFFF`
```````````
SET:2:BACKGROUND
FFFFFFFFFFF
FFFFFFFFFFF
FFFFFFFFFFF
FFFFFFFFFFF
FFFFFFFFFFF
FFFFFFFFFFF
FFFFFFFFFFF
FFFFFFFFFFF
FFFFFFFFFFF
FFFFFFFFFFF
FFFFFFFFFFF
#END_MAP_AREA

#MAP_AREA
HANDLE:pyramid
SET_DEF:1/1
SET:1:FOREGROUND
```````````
```````````
```````````
```````````
```````````
`````F`````
````FFF````
```FFFFF```
``FFFFFFF``
`FFFFFFFFF`
FFFFFFFFFFF
SET:1:BACKGROUND
```````````
```````````
```````````
```````````
```````````
`````F`````
````FFF````
```FFFFF```
``FFFFFFF``
`FFFFFFFFF`
FFFFFFFFFFF
#END_MAP_AREA

#MAP_AREA
HANDLE:crevase
SET_DEF:1/1
SET:1:FOREGROUND
F`````````F
FF```````FF
FFF`````FFF
FFFF```FFFF
FFFFF`FFFFF
FFFFFFFFFFF
FFFFFFFFFFF
FFFFFFFFFFF
FFFFFFFFFFF
FFFFFFFFFFF
FFFFFFFFFFF
SET:1:BACKGROUND
F`````````F
FF```````FF
FFF`````FFF
FFFF```FFFF
FFFFF`FFFFF
FFFFFFFFFFF
FFFFFFFFFFF
FFFFFFFFFFF
FFFFFFFFFFF
FFFFFFFFFFF
FFFFFFFFFFF
#END_MAP_AREA

#MAP_AREA
HANDLE:empty
SET_DEF:1/1,2/1
SET:1:FOREGROUND
```````````
```````````
```````````
```````````
```````````
```````````
```````````
```````````
```````````
```````````
```````````
SET:1:BACKGROUND
```````````
```````````
```````````
```````````
```````````
```````````
```````````
```````````
```````````
```````````
```````````
SET:2:FOREGROUND
```````````
```````````
```````````
```````````
```````````
```````````
```````````
```````````
```````````
```````````
```````````
SET:2:BACKGROUND
FFFFFFFFFFF
FFFFFFFFFFF
FFFFFFFFFFF
FFFFFFFFFFF
FFFFFFFFFFF
FFFFFFFFFFF
FFFFFFFFFFF
FFFFFFFFFFF
FFFFFFFFFFF
FFFFFFFFFFF
FFFFFFFFFFF
#END_MAP_AREA

#MAP_AREA
HANDLE:filled
SET_DEF:1/1
SET:1:FOREGROUND
FFFFFFFFFFF
FFFFFFFFFFF
FFFFFFFFFFF
FFFFFFFFFFF
FFFFFFFFFFF
FFFFFFFFFFF
FFFFFFFFFFF
FFFFFFFFFFF
FFFFFFFFFFF
FFFFFFFFFFF
FFFFFFFFFFF
SET:1:BACKGROUND
FFFFFFFFFFF
FFFFFFFFFFF
FFFFFFFFFFF
FFFFFFFFFFF
FFFFFFFFFFF
FFFFFFFFFFF
FFFFFFFFFFF
FFFFFFFFFFF
FFFFFFFFFFF
FFFFFFFFFFF
FFFFFFFFFFF
#END_MAP_AREA

#END_MAP_SPACE
Spoiler: Results (click to show/hide)

Okay, so maybe it's not as impressive as it looks, but this is the kind of feature that takes a prototype from "proof of concept" to "alpha".  No longer is my map generation bound by one-off implementation, now it's just a question of the elbow grease known as content development.

It also makes use of an Dictionary<Tuple<char, string>, Dictionary<string, int>> object.  When you're casually throwing around Dictionary<Tuple<char, string>, Dictionary<string, int>> that's when you feel like a boss.

Next step down the line will be mining and filling in tiles.  After that is kinda fuzzy.  That's why I'm asking for suggestions from the three or four of you still checking this thread.  Actually, I'm planning on doing something like "Constructions" after mining, because I feel like it'll be a good stepping stone to the major work of getting back to what I made this thread for a year ago, Non-Player-Character Management.  I seem to remember that being the whole point of this exercise.  And I want a slightly more developed gameworld for them to run around in.

More important, I want suggestions for content.  Items, features, things to see, so on and so forth.  It'll give me something to dive and out of without letting my own worldbuilding go out of control.  I'd ask for suggestions on materials, since I need those now as targets for terrain interaction and NPC mining, but thanks to years of Dwarf Fortress I know more about geology than I ever would have expected.

Pages: 1 ... 16 17 [18] 19 20 ... 1093