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Messages - Aqizzar

Pages: 1 ... 17 18 [19] 20 21 ... 1093
271
Creative Projects / Re: Lunkheads Zero - Work In Progress
« on: January 10, 2014, 10:48:53 am »
When I said "tomorrow", I forgot that I'm lazy and have real job work to do.  I'm actually posting from my job right now.  Aq "Day Late and a Dollar Short" Izzar, stickin' it to the man!


Very intelligent code stuff - snipped!

I was going to ramble about all the inner mechanics of this system, but it speaks for itself.  I feel like being enigmatic.  Not fully operational yet, but should tomorrow or so, depending on how much I need to fake working at my real job.

So, does the legibility of that code mean we will be able to simply add tiletypes ourselves? Or design "vaults" like in some Angbands?

Essentially yes.  I needed a map design system that accommodates both random and static generation.  That example doesn't really demonstrate weighting or variance, but the idea is that just by defining more or fewer sets, you can have maps that are completely designed, designed on a pattern but choose pieces from specific sets, have static pieces and randomize everything else, or completely random and everything else you can think of.

It does have one major drawback so far: because you have to design all the tiles by hand, maps will look like they're made of hand drawn tiles.  I have ideas for how to get around this, by defining tiles as "randomize this area" so you can still have say a 'hill' block but the actual makeup of that hill will be fuzzy, which will be especially important for resource veins.  But ultimately I'm afraid my map system (being made of 11x11 blocks) might not be able to handle, for instance, applying a Perlin noise function over a large area.

There's also the problem that I'll have to draw an assload of maps.  I plan to write a separate program to basically spit out map definitions with parameters.  I hear you asking, "But Aq, if you're going to automatically generate the maps anyway, why can't that be part of the game itself?"  To which I answer, yeah that's a good point, I should probably do something with that.

272
Creative Projects / Re: Lunkheads Zero - Work In Progress
« on: January 03, 2014, 12:25:06 am »
Code: [Select]
#MATERIAL
HANDLE:default_stone
TYPE:stone
DISPLAY_FORE:▓,dark_grey,light_grey
DISPLAY_BACK:▓,black,dark_grey
#END

#MATERIAL
HANDLE:default_air
TYPE:gas
DISPLAY_FORE: ,black,black
DISPLAY_BACK: ,black,black
PROPERTY:transparent
#END

#MAP_SPACE
TAG:debug_default_map
DIMENSIONS:9,9
DEFAULT_MATERIAL:default_air
GRAVITY:9.8

AREA_DEF:L:HANDLE:stair_left/1
AREA_DEF:R:HANDLE:stair_right/1
AREA_DEF:P:HANDLE:platforms/1
AREA_DEF:Y:HADNLE:pyramid/1
AREA_DEF:C:HANDLE:crevase/1
AREA_DEF:e:HANDLE:empty/1
AREA_DEF:F:HANDLE:filled/1

SET_DEF:1/1
1:MAP
FFFFFFFFF
FeeeeeeeF
FeeeeeeeF
FeLeeeeeF
FeeLeRPeF
FeFFFeeeF
FeeeYeRCF
FePRFFFFF
FFFFFFFFF
#END

#MAP_TILE
TILE_CHAR:F
SET_DEF:1/1
1:MATERIALS:default_stone/10
#END

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

I was going to ramble about all the inner mechanics of this system, but it speaks for itself.  I feel like being enigmatic.  Not fully operational yet, but should tomorrow or so, depending on how much I need to fake working at my real job.

Obviously behind schedule from where I wanted to be with Christmas vacation, but ehhh.

273
General Discussion / Re: Forum atmosphere
« on: January 02, 2014, 09:13:04 pm »
Well for one thing, it's not a very big forum with only a few hundred regular members, and has a pretty subdued focus in the form of Dwarf Fortress and low-intensity gaming in general.  Also this-

*in before angry comments about feel-good circle jerks

But I suppose that's better than the alternative.

274
Congradulations on having a running executable, that's always the first big step.

Although every version posted but the first just gives me an insta-close console.  64x Windows 7.

275
I had a post clarifying what I was trying to say typed up, but you're right, Aqizzar, we ought to drop it.

Indeed, I shouldn't even have typed it up.

So anyway, I'm actually out of the loop on American politics at this point, but supposedly Obamacare is now a thing, judging by the bomb shelter my boss built in his office.  Anything I should know about it at this point?

276
EDIT: Your opponent did not come into the discussion with the same premises as you (knowledge of and acceptance of experiments in abiogenesis and the theory of relativity). Assume that they're reasonable and their premises are flawed, not that they understand the universe in the same way you do and have just arbitrarily chosen to be wrong to fuck with you.

The irony being that every time I've had an argument with a Creationist, that's exactly what they assumed of me.  I know that kinda proves your point, but it's one thing to say "you have assume they're wrong in their premise, not their reasonableness" and another to have someone actually get in your face and insist bioscientists are only in their field because they believe Satan will reward them for spreading lies.

I shouldn't even be promoting this discussion, I just think there is such a thing as being too trusting.

277
Yes, but they basically dispute the rate at which it could occur in multicellular organisms and whether the Earth has existed long enough. They might admit that it's theoretically possible, but the number of changes required to go from ape to human would just take more than 6000ish years* to accumulate. Much less inanimate chemicals to human. "Sure, I admit that it could happen, but I don't think it did."

There's also the ones who accept that macroevolution is a likely possibility, but refuse to accept the original genesis of cellular life, which is admittedly a pretty hard sell.

My favorite are the ones who insist life on Earth must have began with meteor seeding because 3.5ish billion years isn't enough time for them to accept cells forming on their own, and then have no answer for where the cells on a meteor would have come from.

278
General Discussion / Re: MSPA Homestuck
« on: January 02, 2014, 07:32:55 pm »
Lest anyone accuse me of fanboyism, this stuff took less than ten minutes to find and was but the least-repetitive fucking fraction.

Spoiler: New Character Get (click to show/hide)

Hang on tight, Monochrome Girl With Flashlight, you ain't seen nothing yet.

Uh, we assumed you're a girl anyway.  I guess guys can have Minnie Mouse eyelashes, but we're hedging our bets here.  Trust me you're more marketable this way.

279
General Discussion / Re: [(•ω•)] U wot m8 (happy thread?!)
« on: January 02, 2014, 07:22:16 pm »
I emerge from Hangoverland.  Populated: Fucked.

Turns out dirty martinis are awesome.  I mean, I already knew that, but it sure felt like I had a revelation.

280
How important do people think randomly generated maps are?  Right now I'm doing a setup where the game reads maps from text files, should I continue along these lines or should I go for random maps?

I think randomly generated maps can be more trouble than they're worth to get to the point that they're playable.  EoFS had the freedom to be unique with it's map, where it had a collection of statically-designed planets, but you could choose to have them (and their special goodies) scattered around instead of the predetermined map.  With enough planets, just shuffling them around like that sufficiently randomizes the map to keep the game fresh for human players.

The one hitch I guess is the starting planets, since those are obviously the ones every player is always going to be familiar with.  I don't see this as a problem, since choosing your faction is largely a question of which starter planet you want anyway, especially with technology removed and the option to choose your traits.

Speaking of technology, you might go for a route like Imperium Galactica, where you don't really have to "research" technology, instead you have to build enough tech-structures to directly represent the economic development needed to build stuff, beyond just the material cost.  Advanced assembly lines aren't free after all, just having the materials to produce a Megatank doesn't mean you have a factory that can build one.

I also love the idea of interplanetary transport being made with structures instead of the crazy Pony Express shit you could do with EoFS transports, and the way it's impossible to blockade stuff from leaving a planet.  However, I do think it should be within the player's power to transport units themselves - you have to pay the Guild to taxi you around until you can afford to build your own freighter network.  But the question is, how do you determine where your guys will land?  And if you follow my idea of eventually having your own transports, how do you pick your guys back up at will?

281
I got a 1340, back when it was the 1600 scale.  Not a single time has anyone, anywhere, ever asked for my SAT scores.  Even applying to different colleges, the only question was, "Can you pay us?"

282
Other Games / Re: Victory Garden Games
« on: December 20, 2013, 02:36:37 pm »
How many people on this forum are trying to be indie game devs at this point?

Well best of luck, Vector and Soli.  You two have always had a very good handle on the idea of what makes a game a game.

283
So, that Presidential commission on changes to NSA policy came out last week, which I'm sure everyone already knew, but there was an interesting interview with one of the members who wanted to make a bigger deal about a little note buried in the report.  Namely: the mass collection of phone data was virtually useless for terrorism investigations, and the NSA knew it.  Echoing almost every level-headed person who heard about the phone program and thought, how the heck is enough transmission data to fill a billion dollar server supposed to help you find anything?

Apparently the study also found that the NSA wasn't logging anywhere near all phone transmissions, just most of those carried by AT&T and Verison but that in itself was a telling sign of just how much faith the NSA had in the program.

Honestly, this combined with the whole "so many spies 'observing' World of Warcraft we had to make sure they weren't spying on each other" business tells me the NSA had gotten very reassured of its complete immunity to oversight or questioning, and was just letting any middle-manager with an idea throw shit at the wall to see what worked.

284
Excellent rhythm players and drummer, strong Three Inches of Blood vibe, amateur band with a singer that I can actually stand to listen to, good vocalization, and here comes the

SOOOLOOO

Pity it's not the 80s but thank God for the Internet, because you guys rock.  You have some pro-quality speed metal dudes.  And shit yeah, Dwarf Fortress fan metal!

285
Creative Projects / Re: Lunkheads Zero - Work In Progress
« on: December 18, 2013, 11:54:34 pm »
Can you explain in uh... simplified terms? I can't really follow that.

Every cell in the gameworld contains materials, in the foreground and background.  If the foreground material is opaque, if shows the foreground, if not it shows the background.  The most common material in the cell determines what it looks like, and if anything in the cell is special, like minerals or whatever, it shows that too.  Other things about a cell, like whether you can stand on it or swim in it or how hard it is to dig through, are determined by all of the materials in the cell, but I haven't done that part yet.

The rub is that I have no idea how to make this idea work with mechanics like buildings or how to carry around the stuff you dig up.

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