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Search - "death approaches"
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Manager logic: Adding "somehow" to the front of the JIRA title for the JIRA description is super clear and helpful.
Example:
Title: Chat screen doesn't work
Description: Somehow chat screen doesn't work7 -
if you're unemployed you can't get a house in 1000 years
but hey, there's good news
if you're employed you can get a house in 100 years14 -
Fucking kill me. Is this really all we do with our lives?
1,715 JIRA-related emails. ALMOST TWO THOUSAND EMAILS. I mean seriously, that's BY FAR the largest email filter I've got. I mean I had them muted of course, but when you really think about the whole thing... are we just wasting our lives chasing some garbage that doesn't really matter? ugh.
Death approaches...9 -
Everyone and their dog is making a game, so why can't I?
1. open world (check)
2. taking inspiration from metro and fallout (check)
3. on a map roughly the size of the u.s. (check)
So I thought what I'd do is pretend to be one of those deaf mutes. While also pretending to be a programmer. Sometimes you make believe
so hard that it comes true apparently.
For the main map I thought I'd automate laying down the base map before hand tweaking it. It's been a bit of a slog. Roughly 1 pixel per mile. (okay, 1973 by 1067). The u.s. is 3.1 million miles, this would work out to 2.1 million miles instead. Eh.
Wrote the script to filter out all the ocean pixels, based on the elevation map, and output the difference. Still had to edit around the shoreline but it sped things up a lot. Just attached the elevation map, because the actual one is an ugly cluster of death magenta to represent the ocean.
Consequence of filtering is, the shoreline is messy and not entirely representative of the u.s.
The preprocessing step also added a lot of in-land 'lakes' that don't exist in some areas, like death valley. Already expected that.
But the plus side is I now have map layers for both elevation and ecology biomes. Aligning them close enough so that the heightmap wasn't displaced, and didn't cut off the shoreline in the ecology layer (at export), was a royal pain, and as super finicky. But thankfully thats done.
Next step is to go through the ecology map, copy each key color, and write down the biome id, courtesy of the 2017 ecoregions project.
From there, I write down the primary landscape features (water, plants, trees, terrain roughness, etc), anything easy to convey.
Main thing I'm interested in is tree types, because those, as tiles, convey a lot more information about the hex terrain than anything else.
Once the biomes are marked, and the tree types are written, the next step is to assign a tile to each tree type, and each density level of mountains (flat, hills, mountains, snowcapped peaks, etc).
The reference ids, colors, and numbers on the map will simplify the process.
After that, I'll write an exporter with python, and dump to csv or another format.
Next steps are laying out the instances in the level editor, that'll act as the tiles in question.
Theres a few naive approaches:
Spawn all the relevant instances at startup, and load the corresponding tiles.
Or setup chunks of instances, enough to cover the camera, and a buffer surrounding the camera. As the camera moves, reconfigure the instances to match the streamed in tile data.
Instances here make sense, because if theres any simulation going on (and I'd like there to be), they can detect in event code, when they are in the invisible buffer around the camera but not yet visible, and be activated by the camera, or deactive themselves after leaving the camera and buffer's area.
The alternative is to let a global controller stream the data in, as a series of tile IDs, corresponding to the various tile sprites, and code global interaction like tile picking into a single event, which seems unwieldy and not at all manageable. I can see it turning into a giant switch case already.
So instances it is.
Actually, if I do 16^2 pixel chunks, it only works out to 124x68 chunks in all. A few thousand, mostly inactive chunks is pretty trivial, and simplifies spawning and serializing/deserializing.
All of this doesn't account for
* putting lakes back in that aren't present
* lots of islands and parts of shores that would typically have bays and parts that jut out, need reworked.
* great lakes need refinement and corrections
* elevation key map too blocky. Need a higher resolution one while reducing color count
This can be solved by introducing some noise into the elevations, varying say, within one standard div.
* mountains will still require refinement to individual state geography. Thats for later on
* shoreline is too smooth, and needs to be less straight-line and less blocky. less corners.
* rivers need added, not just large ones but smaller ones too
* available tree assets need to be matched, as best and fully as possible, to types of trees represented in biome data, so that even if I don't have an exact match, I can still place *something* thats native or looks close enough to what you would expect in a given biome.
Ponderosa pines vs white pines for example.
This also doesn't account for 1. major and minor roads, 2. artificial and natural attractions, 3. other major features people in any given state are familiar with. 4. named places, 5. infrastructure, 6. cities and buildings and towns.
Also I'm pretty sure I cut off part of florida.
Woops, sorry everglades.
Guess I'll just make it a death-zone from nuclear fallout.
Take that gators!5 -
Headsup: if you're making a game, or want to, a good starting point is to ask a single question.
How do I want this game to feel?
A lot of people who make games get into it because they play and they say I wish this or that feature were different. Or they imagine new mechanics, or new story, or new aesthetics. These are all interesting approaches to explore.
If you're familiar with a lot of games, and why and how their designs work, starting with game
feel is great. It gives you a palette of ideas to riff on, without knowing exactly why it works, using your gut as you go. In fact a lot of designers who made great games used this approach, creating the basic form, and basically flew-blind, using the testing process to 'find the fun'.
But what if, instead of focusing on what emotions a game or mechanic evokes, we ask:
How does this system or mechanic alter the
*players behaviors*? What behaviors
*invoke* a given emotion?
And from there you can start to see the thread that connects emotion, and behavior.
In *Alien: Isolation*, the alien 'hunts' for the player, and is invulnerable. Besides its menacing look, and the dense atmosphere, its invincibility
has a powerful effect on the player. The player is prone to fear and running.
By looking at behavior first, w/ just this one game, and listing the emotions and behaviors
in pairs "Fear: Running", for example, you can start to work backwards to the systems and *conditions* that created that emotion.
In fact, by breaking designs down in this manner, it becomes easy to find parallels, and create
these emotions in games that are typically outside the given genre.
For example, if you wanted to make a game about vietnam (hold the overuse of 'fortunate son') how might we approach this?
One description might be: Play as a soldier or an insurgent during the harsh jungle warfare of vietnam. Set ambushes, scout through dense and snake infested underbrush. Identify enemy armaments to outfit your raids, and take the fight to them.
Mechanics might include
1. crawl through underbrush paths, with events to stab poisonous snacks, brush away spiders or centipedes, like the spiders in metro, hold your breathe as armed enemy units march by, etc.
2. learn to use enfilade and time your attacks.
3. run and gun chases. An ambush happens catching you off guard, you are immediately tossed behind cover, and an NPC says "we can stay and fight but we're out numbered, we should run." and the system plots out how the NPCs hem you in to direct you toward a series of
retreats and nearest cover (because its not supposed to be a battle, but a chase, so we want the player to run). Maybe it uses these NPC ambushes to occasionally push the player to interesting map objectives/locations, who knows.
4. The scouting system from State of Decay. you get a certain amount of time before you risk being 'spotted', and have to climb to the top of say, a building, or a tower, and prioritize which objects in the enemy camp to identity: trucks, anti-air, heavy guns, rockets, troop formations, carriers, comms stations, etc. And that determines what is available to 'call in' as support on the mission.
And all of this, b/c you're focusing on the player behaviors that you want, leads to the *emotions* or feelings you want the player to experience.
Point is, when you focus on the activities you want the player to *do* its a more reliable way of determining what the player will *feel*, the 'role' they'll take on, which is exactly what any good designer should want.
If we return back to Alien: Isolation, even though its a survival horror game, can we find parallels outside that genre? Well The Last of Us for one.
How so? Well TLOU is a survival third-person shooter, not a horror game, and it shows. Theres
not the omnipresent feeling of being overpowered. The player does use stealth, but mostly it's because it serves the player's main role: a hardened survivor whos a capable killer, struggling through a crapsack world. The similarity though comes in with the boss battles against the infected.
The enemy in these fights is almost unstoppable, they're a tank, and the devs have the player running from them just to survive. Many players cant help but feel a little panic as they run for their lives, especially with the superbly designed custom death scenes for joel. The point is, mechanics are more of a means to an end, and if games are paintings, and mechanics are the brushes, player behavior is the individual strokes and player emotion is the color. And by examining TLOU in this way, it becomes obvious that while its a third person survival shooter, the boss fights are *overtones* of Alien: Isolation.
And we can draw that comparison because like bach, who was deaf, and focused on the keys and not the sound, we're focused on player behavior and not strictly emotions.1 -
Today on forgotten creators – Papa Srapa.
It all started with some kind of enlightenment. He writes that he suddenly realized that some genius musician somewhere died right now and his energy transferred to him. He had sex dozen times that day and it was like he has infinite libido and is unable to feel fatigue anymore. Was it really an enlightenment from above or he just lost his mind doesn’t matter anymore.
He created some music before but now he was wandering around scrapyards and flea markets to find some electronics to make his crazy synthesizers. He claims that he can instantly feel a “soul” hidden inside a microchip and he indeed have some innovative, unusual and straight up weird approaches when it comes to schematics. It’s basically A Place to Bury Strangers’ brand DEATH BY AUDIO but taken to the absolute limit.
He experimented with plants, living humans and even his own semen to use it and some of its “fluctuations” as a source for the sonic synthesis.
If you’re into weird experimental electronic music, give it a try:
https://discogs.com/artist/...1 -
yeah guess what
i don't live in switzerland
so obviously i can't work from there with your super fancy "4 days of work week from home (as long as it's in switzerland!!! WoW aMaZiNG" boomer plan
but you know what? let me do literally 5 seconds of research so you don't have to
please end it all4 -
I'm currently having a problems sleeping my inner philosopher just keeps thinking about various things. I wanna try to write some of them down as an simply to see what will happen.
I'll write my opinion down as honest as possible so feel free to disagree, but point out what I should rethink, if you want me to consider it.
To me respect has to be earned. I think especially on the internet many people try to skip this crucial step when they try to get respect. Most often when they want an opinion or their ideals to be respected. Most of the time it doesn't even feel like they want to be respected, but rather accepted.
There's nothing wrong with accepted in my opinion, but there are several approaches to get to this point and I despise some of them.
Earning acceptance by earning respect is one of the right ways to do it. Working hard towards your goals, showing your individual strength, standing behind your ideals. These are things I can respect.
I should also mention that these Ideals should be concrete, based on rational thought and a general good will or you will just twist my words to say that I support e.g. IS, Stalin's politics ect.
On a side node, I think it'd be wrong to disrespect everything Stalin did, since, from an economical point of view, he pushed Russia forward by quite a bit.
Then on the other side I see crybabies. People who want to be accepted, without putting effort in their ideals. Most of the time not even aiming for acceptance through respect, but through pity. Honestly, that's all they're going to get from me.
Pity, for their petty ideals.
Basically all I ever see these people doing is attention whoring and practicing multiple deadly sins at once.
Wrath, jealousy, sloth, pride, greed and optionally also gluttony.
Lust is rather a separate package. When I think about it, I link it mostly to horny teens and "send bob and vegane" type of stuff.
Gluttony being powered by sloth or vice versa, enhancing it.
The clear image I have in mind, while I write about this packages of deadly sins however, is that of a jealous person, complaining / getting angry about something they could change change themselves, but want them to be changed for them. Mostly through social networks such as Facebook, Twitter and whatever the fuck Tumblr is supposed to be.
"I wanna be rich, why is <person> richt but I'm not? This world is so unfair 😡". Have you tried working towards becoming rich?
"I don't don't feel pretty. Accept me". Accept yourself. Done.
"I don't like <person or organization>'s doing". If that's the whole message, all you probably did so far is complaining or crying. Sweet tears.
Stuff like that can happen to any person, just like any person makes mistakes.
Mistakes are made to learn from them. If you realize realize and accept your mistakes others may do so as well and forgive you.
But we are he towards this idiotic trend where people just can swallow their pride even for microscopic things. They instead push their pride to higher levels of ignorance, blaming other people, l(ying)mfao, creating black holes of density in the process. Makes me wonder whether their real motive is an inside bet on who can get the most people to kill them selves by face palming.
Most of my life I have been fairly protected against these people, besides some spikes of incompetence, but recently the have invaded 2 areas in my world that make the world somewhat less of a pain. Programming and the internet culture.
Yes, I'm talking about that master / slave BS renaming and article 11 and 13.
The remaking itself isn't really the problem, but rather the context. This was basically a show of power for the self proclaimed "social justice warriors" or SJW for short.
The fact that this madness has spread. That's what worries me. To me it feels like the first zombie has spawned.
Then we have this corrupted piece of incompetent shit, called Axel Voss, and other old farts.
They live in a galaxy far away from reality, somewhere in the European Parlament, making laws they don't know shit about, regulating things they know shit about.
All in the name of the people of the EU of course. And by people we obviously talk about the money.
I can honestly not think of another reason, after reading the replies Voss and his party gave on Twitter regarding the shit they pulled off.
Well, at least none that doesn't involve some firm of brain death.
For now I'll show them as much as possible how much I despise / reject them. Currently playing with the thought of some kind (social media?) website were posts from other sites or actions in general can be rated only with "Fuck you"s.
Given these articles, I should not have them hosted in an European country though 😅.
Almost hitting that 5k character limit 😰1