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I have to look at XML all day for my job (mostly pregenerated though) and it makes me want to claw my eyes out. How do you cope? Guess I need to start sneaking a hip flask of gin in
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# ? Aug 8, 2013 21:19 |
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# ? Apr 27, 2024 15:45 |
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nvining posted:A little late but here is a blog post on Tags and Events: I love these blog posts. I'm so definitely buying this game once it's out.
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# ? Aug 8, 2013 21:56 |
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Seems like an odd reason to remove a category for technical excellence. Even if someone could use Unity, you don't just download it and press the 'make game' button (unless you're making a slenderman zombie game for Steam greenlight, I guess), you still have to turn that basic framework into something useful. I know Arcen games (AI War, etc.) pretty much uses Unity for all their games, but they've beaten it into many various shapes over the years. But what do I know, I'm not an expert judge of excellence in indie games.
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# ? Aug 8, 2013 22:06 |
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nvining posted:A little late but here is a blog post on Tags and Events: I either missed or forgot what FSM was an acronym for, and my brain fell back on "Flying Spaghetti Monster". Which is as accurate a mental image of how programming works as any other, I suppose.
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# ? Aug 8, 2013 22:39 |
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Dareon posted:I either missed or forgot what FSM was an acronym for, and my brain fell back on "Flying Spaghetti Monster". "Finite State Machine". See the rather elderly: http://www.gaslampgames.com/2012/10/02/choices-choices/
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# ? Aug 8, 2013 22:51 |
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You know I'm not sure that ALL corpses should lose the horror tag.
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# ? Aug 8, 2013 23:04 |
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Haha, yeah my first thought on reading a horror tag was modding a corrupted rat that's of minor annoyance until one of your citizens kills it, at which point its flesh explodes into five dimensions gaining the horror tag until eventually it decays from the visible dimensions.
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# ? Aug 9, 2013 01:56 |
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nvining posted:A little late but here is a blog post on Tags and Events: Instead of collecting awards for your technical excellence, maybe you can collect licensing fees for your excellent middleware Do the non-base weights in the utility section modify the base weight after being multiplied by their input? Is that what I'm seeing? So when evaluating whether to make a bed, if the saw is too far from the wood and the drop location, the negative combined weight will cause the job to be skipped?
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# ? Aug 11, 2013 01:23 |
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I hope citizens will be able to go on a homicidal rampage using some technically excellent improvised weapons.
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# ? Aug 11, 2013 02:37 |
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Munkeymon posted:Instead of collecting awards for your technical excellence, maybe you can collect licensing fees for your excellent middleware Base weight = whatever. (Usually, exponential according to Maslow's Hierarchy: so 1000 is work, 100 is 'less important work', 10 is 'idle and gossip', etc.) Then, other things are either added to, or subtracted from, that, based on the multiplier. So what you'd be seeing here is a base weight of 1000 - (distance to saw) - (distance to drop site). I don't think we explicitly skip a job with negative weights; it's just that "idle and gossip" jobs will take precedence as their weight is pretty much always positive. It seems to work well enough, anyhow.
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# ? Aug 11, 2013 04:45 |
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I could stop leaning against this lamppost, but I'm only assigned mining, and my pickaxe is waaaaaay over there...
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# ? Aug 11, 2013 05:25 |
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Dareon posted:I could stop leaning against this lamppost, but I'm only assigned mining, and my pickaxe is waaaaaay over there... I find myself imagining Priority Inversion: The Game as a difficulty mode. "Your citizens are especially poor at planning these days, following indulgence in Strange Fruits. Try to arrange their lives such that this is less problematic for them, bearing in mind that unattended citizens may ultimately turn to violence to satisfy minor needs". ... actually, this sounds exactly like Dwarf Fortress if it had more exclusive resources. I think I may have had a very similar problem with my tailors.
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# ? Aug 11, 2013 06:28 |
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Dareon posted:I could stop leaning against this lamppost, but I'm only assigned mining, and my pickaxe is waaaaaay over there... Probably still okay, actually. Leaning against a lamppost (say) has a utility of about 10, and mining type jobs have a utility of about 1000. Right now one simulation world is 512x512 (although they might get larger) which means the maximum distance you can actually be from your pickaxe, assuming your lamppost is on one side of the world and your pickaxe is on the other side, is 724. So you still end up with about a utility of 300 for "finding your pickaxe and doing some damned mining." (Also, randomly: the mining job is actually decoupled from the pickup job. What isn't mentioned in this week's blog post is that jobs can have requirements that cannot be filled, but where another job can fill them - i.e. dependency resolution. This handles stuff like "grabbing your pickaxe" - your mining job requires that you already *have* a pickaxe, and you determine how useful the job is based on the distance to the mine. If your most useful job is mining and you don't have a pickaxe, you look for a job that will give you a pickaxe - namely, picking up a tool. The user, of course, should notice none of this...)
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# ? Aug 11, 2013 08:37 |
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nvining posted:dependency resolution. That's my kind of Technical Excellence. Thanks for the continuing peeks into the design and systems of the game. I'm sure that other programmery goons enjoy them as much as I do.
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# ? Aug 12, 2013 00:39 |
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One thing I love reading about is developer buglogs. Have you had any times where you compile the game, test it out, poo poo goes crazy and you have a good laugh before going back to the code? So many of those events are lost to time. Like when Toady (Dwarf Fortress) was trying his new jumping code but got the speed multiplier wrong and slammed into a mountain.
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# ? Aug 12, 2013 05:54 |
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Evilreaver posted:One thing I love reading about is developer buglogs. Have you had any times where you compile the game, test it out, poo poo goes crazy and you have a good laugh before going back to the code? So many of those events are lost to time. Which sort of reminds me of my favorite bug report cum tongue-in-cheek sideplot in NOLF, where one of the mooks has fallen out of the level due to an error in level geometry, and the funeral is being held tomorrow. But yes, this might make an excellent blog post, and I'd love to hear about how the you managed to accidentally make lava-men storm out of the sea only to fizzle immediately as the water caused the lava to harden.
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# ? Aug 12, 2013 06:08 |
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Evilreaver posted:One thing I love reading about is developer buglogs. Have you had any times where you compile the game, test it out, poo poo goes crazy and you have a good laugh before going back to the code? So many of those events are lost to time. Most of these show up on the Twitter, but notable highlights recently have included: - people's heads falling off during their deaths but leaving their bodies intact (which later became a feature) - chickens climbing the tallest mountains they can find in game and then laying an enormous series of game-crashing eggs - people getting trapped in cactuses - people being interrupted while tree-chopping, having pleasant conversations, and then starting to hack away at their friends with an axe - Where's Waldo: http://t.co/dPSb0NAfKo (you'll see it eventually...) For the most part, though, it's mainly boring error messages and/or crashing.
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# ? Aug 12, 2013 08:05 |
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nvining posted:- chickens climbing the tallest mountains they can find in game and then laying an enormous series of game-crashing eggs Unless they are laying iron chairs you still have much coding to do.
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# ? Aug 12, 2013 08:20 |
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nvining posted:- chickens climbing the tallest mountains they can find in game and then laying an enormous series of game-crashing eggs Can you expand on this please? As it sounds pretty strange.
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# ? Aug 12, 2013 12:24 |
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nvining posted:Most of these show up on the Twitter, but notable highlights recently have included: Aside from the "heads falling off" part I don't think we've heard of any of the others, and I'd love to hear about them
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# ? Aug 12, 2013 12:37 |
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nvining posted:A little late but here is a blog post on Tags and Events: Since you're already using Lua (or something that looks very much like it, at any rate) for stuff like entity properties, why is there still XML all over everything? Why not just use Lua everywhere? Volmarias posted:Aside from the "heads falling off" part I don't think we've heard of any of the others, and I'd love to hear about them Ditto, I love reading bug reports like this.
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# ? Aug 12, 2013 23:40 |
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ToxicFrog posted:Since you're already using Lua (or something that looks very much like it, at any rate) for stuff like entity properties, why is there still XML all over everything? Why not just use Lua everywhere? Mainly for things that we want to keep in C++. Writing stuff in Lua is all very well, but you sort of either have to keep dipping in and out of the interpreter to grab the information, or you have to write a C++ parser to parse the stuff loaded from Lua, which is sort of equally gross. So XML it is. Plus, we have a toolchain from Dredmor.
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# ? Aug 13, 2013 01:14 |
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nvining posted:- people being interrupted while tree-chopping, having pleasant conversations, and then starting to hack away at their friends with an axe This sounds more like a feature than a bug, assuming that tree-chopping was going on near a Perfectly Safe obelisk or ruin of some sort.
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# ? Aug 13, 2013 01:37 |
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nvining posted:Mainly for things that we want to keep in C++. Writing stuff in Lua is all very well, but you sort of either have to keep dipping in and out of the interpreter to grab the information, or you have to write a C++ parser to parse the stuff loaded from Lua, which is sort of equally gross. So XML it is. No manual parsing needed - for simple key-value stuff you can iterate with lua_next and stuff everything into a std::map or similar, and for more complicated things you can hand Lua a C++ object to manipulate/functions to call (the bindings for which can be generated automatically) and when lua_pcall returns, everything is set up. quote:Plus, we have a toolchain from Dredmor. That makes a lot of sense, though.
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# ? Aug 14, 2013 02:24 |
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ToxicFrog posted:No manual parsing needed - for simple key-value stuff you can iterate with lua_next and stuff everything into a std::map or similar, and for more complicated things you can hand Lua a C++ object to manipulate/functions to call (the bindings for which can be generated automatically) and when lua_pcall returns, everything is set up. I dunno, man - that still sounds like work.
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# ? Aug 14, 2013 04:41 |
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Loading bays! ... Vehicles? http://www.gaslampgames.com/2013/08/14/from-the-humble-loading-bay-all-things-follow/
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# ? Aug 14, 2013 18:43 |
Perhaps the perfectly safe Steam Lorry controls work by changing the speed of each wheel akin to a tank?
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# ? Aug 14, 2013 19:07 |
So what I'm getting is that properly constructed factories can have multiple input/output slots you create and can have a mini-stockpile near each input/output slot for the appropriate doodad. If that is correct, loving excellent.
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# ? Aug 14, 2013 19:08 |
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Triskelli posted:Perhaps the perfectly safe Steam Lorry controls work by changing the speed of each wheel akin to a tank? If you include flesh bricks in the lorry's construction, two more levers appear on the console and the boiler converts from accepting coal to high-efficiency human teeth, as per the recent energy discovery by Dr. I. A. Bandersmoot of the Queen's Academy for Industrial Dentistry. "At least three brickes must be used to produce the desired effectes. Do notte use more than ten, lest the lorry become self-fueling." Hello Sailor fucked around with this message at 19:30 on Aug 14, 2013 |
# ? Aug 14, 2013 19:23 |
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Triskelli posted:Perhaps the perfectly safe Steam Lorry controls work by changing the speed of each wheel akin to a tank? Steam Lorries are Holy, Blameless Creatures.
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# ? Aug 14, 2013 20:58 |
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The placement of the boiler directly behind the operator is a nice touch.
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# ? Aug 14, 2013 21:22 |
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I am curious how much of this is going to be automated for me. (Hopefully lots of it) While I appreciate the intricate details of moving bits and gubbins from one place to another in the colony, I don't want to get into a situation where I need stuff to build a new orphan grinder but the bricks are sitting at a factory on the other side of town, and the boards are spread out amongst three different warehouses, and the orphans are all over the place, and I have to assign people to get them all. I'm assuming my role is just going to be saying 'build that there' and then the townsfolk will leap into action (or take laudanum and walk into the sea) and gather all the supplies and bring them to the right spot automatically. Like every sort of management game, there's that magic spot between too much macro, where there's nothing for me to to do, and too much micro, where I have to supervise the delivery of each and every nail. Somewhere in-between there is the fun.
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# ? Aug 14, 2013 22:16 |
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BobTheJanitor posted:I am curious how much of this is going to be automated for me. (Hopefully lots of it) While I appreciate the intricate details of moving bits and gubbins from one place to another in the colony, I don't want to get into a situation where I need stuff to build a new orphan grinder but the bricks are sitting at a factory on the other side of town, and the boards are spread out amongst three different warehouses, and the orphans are all over the place, and I have to assign people to get them all. I'm assuming my role is just going to be saying 'build that there' and then the townsfolk will leap into action (or take laudanum and walk into the sea) and gather all the supplies and bring them to the right spot automatically. Like every sort of management game, there's that magic spot between too much macro, where there's nothing for me to to do, and too much micro, where I have to supervise the delivery of each and every nail. Somewhere in-between there is the fun. Short answer: we agree with this statement and we are aware of it (and it's most of our design philosophy.)
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# ? Aug 14, 2013 22:37 |
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Having the option of extreme micro control though can be really great in games like this, when the AI has got itself into some kind of loop/jam and you can see exactly what is needed to unfuck it but your only option is to demolish half your town and start over because you can't tell that one dude to stop trying to pile logs into the store and unblock the path so the cart can get through and empty the store so that... Obviously in an ideal world such things would never happen, but I've yet to play any kind of managment/city building game that dosen't have such fustrations pop up now and again. More control is never a bad thing, just make it so that automation is runing in the background but you can dive in manualy to smooth over the occasional hickup.
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# ? Aug 14, 2013 22:41 |
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Rudi Starnberg posted:Obviously in an ideal world such things would never happen, but I've yet to play any kind of managment/city building game that dosen't have such fustrations pop up now and again. More control is never a bad thing, just make it so that automation is runing in the background but you can dive in manualy to smooth over the occasional hickup. If nothing else, a 'Drop whatever you are doing and go HERE' button, combined with some form of movement that didn't need to worry about people and things occupying doorways and streets, would help hugely. EDIT: Are we going to have to worry about producing pallets? Because last I remember, some unholy ridiculous two-digit percentage of global hardwood production was devoted to pallets and nothing but pallets, and keeping that up for your colonies in areas that aren't absolutely covered in forest seems a little hard. Ratoslov fucked around with this message at 23:09 on Aug 14, 2013 |
# ? Aug 14, 2013 23:00 |
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nvining posted:Short answer: we agree with this statement and we are aware of it (and it's most of our design philosophy.) Excellent, just go ahead and make those royalty checks out to 'Cash' then.
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# ? Aug 15, 2013 00:07 |
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nvining posted:Loading bays! I appreciate the gumption in trying to dominate the Time To Crate competition, but I suspect someone has already made it to 0 seconds. Sorry old boy, time to pack it in.
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# ? Aug 15, 2013 00:16 |
Also, hovering Civilian Transport Cubes which emit a soft screaming as they deliver goods through means unknowable should totally be an Eldritch Artifact From Out of Time What Causes Insanity type of thing.
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# ? Aug 15, 2013 00:27 |
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So i suffer from a fear of wasps and, upon suffering that today and its following mild panic attacks (Not sleeping does wonders for decaying your mental fortitude down to "wee toddler" status), i found myself thinking of your game! How does this relate? I have no idea! To the point: I'm wondering if you're going to have similar personality quirks? Something on the line of "John Smith: Quirks - Fears the bulbous Frogtoad's something dreadfully. Enrages at the sight of an unploughed field." and the appropriate psychological harm it will cause when it starts raining Frogtoads on the unploughed fields.
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# ? Aug 15, 2013 01:42 |
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# ? Apr 27, 2024 15:45 |
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Ratoslov posted:If nothing else, a 'Drop whatever you are doing and go HERE' button, combined with some form of movement that didn't need to worry about people and things occupying doorways and streets, would help hugely. Integrate it into the story mechanics. Every time the powers from on high "ASSUME DIRECT CONTROL" the worker in question loses a bit of sanity from foreign thoughts being inserted into his brain.
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# ? Aug 15, 2013 02:46 |