Does a MUD engine with support for time zones exist?
I'm pretty new to Multi-User Dungeons so i'm not sure this question makes sense. It seems like every MUD engine i've seen that mentions a day/night cycle makes no mention of localized time, or it being day in one part of a large world and night in another part at the same time.
I'm considering trying to make my own MUD, and this (along with localized weather) is something i'd want it to have. If no engine supports this, how hard should i expect it to be to make this work in an existing engine?
Is there anything else i should know, since i currently don't have much experience in anything more complicated than Inform6?
[Giveaway] Amnesia Fortnight 2017 Prototype Game Keys
Hey everyone.
I thought I'd share my extra game prototype keys here, as they would be more likely to be used by those who make game prototypes.
I'm not 100% sure these are all on Steam still, but they're free to try out. So have at it.
PLEASE comment on which game key you claimed so I can scratch it off.
I Have No Idea What I'm Doing -- VR game prototype
9MBIR-IP8QE-LHZDK
Kiln -- game prototype
6BRRR-IV6Q2-R75D7 ... 6HVIA-AJAV4-PQY2Z ... 677LM-6Z636-HGQBM
The Gods Must Be Hungry -- game prototype 9M23Q-GYW4C-W6J4M
Enjoy
I Have No Idea What I'm Doing
“I Have No Idea What I’m Doing” is a fast-paced VR party game by Zak McClendon where you need to rely on your friends outside VR to figure out who you are, where you are, and what the heck you’re supposed to be doing.Dodeca Studio
The Evolution of ARC Raiders EP1 - Finding ARC Raiders | ARC Raiders [27:08]
The Evolution of ARC Raiders EP1 - Finding ARC Raiders
From six developers chatting in an apartment to the very first designs, gameplay mechanics, and ARC enemies, take a look under the hood at the early days of ...YouTube
DayZ creator says frameworks are the future of game dev
Rocketwerkz CEO Dean Hall and Floating Point Origin Interactive founder Felipe Falanghe sound downright giddy when they talk about the new C# framework named "Brutal." During a recent call with Game Developer, the brains behind DayZ and Kerbal Space Program couldn't stop making random asides to each other about what they've pulled off with the tool and how they've inspired each other's work.Their joy was infectious because once you understand how Brutal functions, you realize every new feature is a bona fide accomplishment even for this pair of seasoned developers. "It's called Brutal for a reason," Hall said after Felipe compared working with it to the experience of sitting on a bar stool while all your friends using engines like Godot are sitting on a comfy couch.
Rocketwerkz CEO says frameworks, not engines, are the future of game development
LLMs play a surprising role in a revival for language-based programming in game development, says Rocketwerkz CEO Dean Hall.Bryant Francis (Game Developer)
For someone like me, who was a bit lost on the meaning of framework, framework here is what you use to build an engine (I thought it's on top of the engine instead)
Also, the beginning of the article is a bit messy and the author jumps around thoughts, but it gets an interesting read, and they even talk about how to actually use AI for benefit instead of for multiplying bugs:
"It's hard for me to talk about it without sounding like a cult member," Hall said sheepishly, when describing how he uses ChatGPT while working in Brutal. But he and Falanghe agreed—using LLMs has made language-based coding an easier task.Not that much easier, to be clear. They both said that when querying an LLM, they rarely copy and paste whatever code it generates. Instead they ask questions about C# libraries or Vulkan documentation, and the software is able to return high-quality answers. Answers that normally require programmers to sit down for hours to pore over documentation or scour ancient forums to find that one post with the solution (which was probably written in 2014).
"An LLM is essentially tokenizing language, then putting masses of vectors around that to build linkages between those tokens," said Hall. "What could be better than a highly-structured, in fact brutally structured language?" Vulkan and the latest version of C# are very "highly structured, with very clear syntax."
Developers critical of ChatGPT maker OpenAI should be able to replicate this process on open source models like DeepSeek, Falanghe said (though he hasn't tried this himself).
This process doesn't work as well with Unity and Unreal because they're both "highly spatial" as a result of their visual scripting tools. A solution for one game's problem may not work with another because of the different scripted elements. LLMs scouring the web can't produce consistent answers.
It is also the opposite of vibe coding, a method where programmers tell an LLM what they want a system to do and it generates code—and it isn't code completion, where AI tools "predict" what someone is typing and finish the string for them to speed up their workflow. The only thing the LLM does for Brutal developers is speed up access to information, letting them research without watching a 40 minute YouTube video.
Maybe we will finally see no-vibe solutions, like we saw no-code solutions 🌚
When it comes to game development, engines usually have their own IDE and have many tools ready that make it so you don't have to code everything - in Godot, for instance, you can create AnimationPlayer and AnimationTree to handle animations.
Frameworks (MonoGame for C#, libGDX for Java, LOVE2D for Lua) can be understood as "pre-engines" or libraries for those coming off webdev, they offer lots of ready made functions to make your life easier (input handling, loading and handling most types of data, showing stuff on screen), but you'll still need to code pretty much everything else.
Visual scripting tools like Unity and Unreal Engine were supposed to speed up development and let designers think more about their game and less about blocks of code. Why would we go back to a world where everyone's building their own game engines?
A number of reasons I can think of. \
One: debloat and performance. Unreal and Unity are extremely bloated. As much as I enjoy Godot, the bare minimum executable that it produces is over 20MB. Less bloat means less code being shipped which typically translates into better performance. \
Two: better control of what's going on. Sure, UE's source is open for you to peek in and see what's going on, but it has literal decades of baggage. Unity has its way of doing things and, other than plugins, you're stuck with it. The point that Dean Hall makes of these engines all working based on scenes^["If you take Unity or Unreal, you have this editor scene and push play, it becomes a game scene and everything in it is relative to 0-0-0 of that scene," said Hall. "That's how you draw things, and it's so ingrained that people have a hard time imagining something that's different." (...) The thinking wasn't "Unity can't do this, I need a tool that can do this." It was "our game needs floating origin to work this way, how do we do it?"] and not every game needing that is spot on. \
Three: Visual scripting isn't new and it leaves you stuck with the tool. There are several engines that offer visual scripting, some decades old (Clickteam Fusion, GameMaker, RPG Maker, Construct), being widely used for simpler games, but never for stuff that "thinks outside the box", so to speak.
Hall made a rather bold prediction: frameworks like Brutal, not game engines, will be the future of the game development.
I wouldn't go that far. A lot of big budget games will still use ready-made engines like UE and Unity simply due to cost and time, others will do things on their own "hard" way. CDProjekt ditched their own custom engine that powered Witcher 3 and Cyberpunk 2077 to work with UE going forward.
The only thing the LLM does for Brutal developers is speed up access to information, letting them research without watching a 40 minute YouTube video. (...) You can boil down Hall's theory about what he calls "the death of big engines" to this: if LLMs make language-based coding more accessible, than visual-based scripting loses its edge.
Not going to be the "death" of big engines because he's putting waaaay too much faith in people bothering to even search "how to do X using Y framework".
Hall's vision of the future game industry is almost the polar opposite of the one pitched by UGC platforms and AI boosters. Instead of a world where game development becomes easier through simplified tools, it becomes more accessible through easier understanding of language-based programming through LLMs.
In other words, it's a StackOverflow that won't berate you for "a stupid, repeated question" which should, in theory, help out with new stuff so long as it is properly documented, which seems to be the case with the Vulkan API
Umurangi Generation Review
Umurangi Generation Review
Umurangi Generation is a photography game with a unique style and a strong message. It's fun to explore these bright and vibrant worlds taking photos and seeing all the unique things going on. It's...PeerTube.wtf
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Keyboard Football Game
Keyboard Football Game
CONTROL_MAP = { # Movement & Basic Actions 'Up_Arrow': {'action': 'MOVE_UP', 'type': 'movement'}, 'Down_Arrow': {'action': 'MOVE_DOWN', 'type': 'movement'}, 'Left_Arrow': {'action': 'MOVE_LEFT', 'type': 'movement'}, …Codeberg.org
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I get that, but I didn't understand why you posted the code as an issue instead of checking in the code to your repository. If you're not familiar with git version control, you could start with the basics alongside your first projects (even if they are AI-generated).
But after looking at your repositories, I think I have too many questions that are probably better left unanswered °-°
Eldiron – Free and Open Source Retro CRPG Game Engine
Eldiron - Free and Open Source Retro CRPG Game Engine – GameFromScratch.com
Eldiron, The Retro RPG Creator is an open source Rust powered game engine for creating CRPGs like Ultima and WastelandsMike (GameFromScratch)
Eldiron: The Open-Source RPG Maker for Retro Western CRPGs Like Ultima & Wastelands
Eldiron: The FREE Open-Source RPG Maker for Retro Western CRPGs Like Ultima & Wastelands
There have been tools for creating RPG games available for decades... JRPGs that is. If you were more of a western style CRPG fan there weren't nearly as ma...YouTube
My Games
My Games
## 🎮 Game_1 – Pygame Prototype This issue introduces the first playable version of **Operation Free Passage – Strait of Hormuz Simulator**. Below is the complete Python code (v1.0) for discussion, testing, and iteration.Codeberg.org
I mean, it depends on your expectations?
If the game engine is user friendly, like GameMaker for example, then probably a kid could make something pretty simple. I wouldn't expect a kid to know how to program something from scratch or for Pico-8 or something.
The 31 Devs Fired Before They Could Finish GTA6
The Rockstar Workers Fired Before They Could Finish GTA 6
We traveled to Edinburgh to meet the 31 employees fired from Rockstar Games ahead of the release of Grand Theft Auto 6. Rockstar claims these firings were du...YouTube
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Unity Prices Increasing
Unity Prices Increasing
Like death and taxes, price increases are an inevitability... well at least if you are subscription based like Unity are. Unity have just announced their an...YouTube
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[Godot] The Kitty's Gauntlet
I made a YouTube channel for the kitty game so as not to fill catbox.moe with kitty litter (dev snippets) 😹
Props to the Titanfall modding community, this was super easy thanks to their excellent tooling... I was able to extract the map files from the game install and import them to Blender -> clean and export to GLTF -> import to Godot 🙀
Just for funsies... 🐱
Made a titanfall-esque movement system for my silly little kitty in Godot 🐱
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I love Titanfall's out-of-mech experience, so this looks great. Don't forget the ground slides as well.
Even if you just made some time trial gauntlets, this looks like it would be really fun.
Sliding is planned! Will likely be belly slides because I suck at animating 😺
I should probably try to replicate the gauntlet for funsies...
Game design is simple, actually - Raph Koster
Game design is simple, actually
So, let’s just walk through the whole thing, end to end. Here’s a twelve-step program for understanding game design. One: Fun There are a lot of things people call “fun.” But most of them are not u…Raph Koster
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Recreating "Melting GPU" Glitch Artifacts in Unreal | Jam2go [21:14]
Recreating "Melting GPU" Glitch Artifacts in Unreal
Kitten Burst: https://store.steampowered.com/app/1592360/Kitten_Burst/Wishlist GANGSTALK: https://store.steampowered.com/app/3235140/GANGSTALK/Glitch Texture...YouTube
I spent 2 yeas on making my own game and it is now on steam and very cheaper
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Not this guy again.
Blatant poor copy of The Long Dark.
I won’t stop calling you out for being a hack.
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The only connection between "game dev" and their posts has been "I made this" as well. Not about the dev experience or progress or anything like that. Just low-key ads/marketing, unfortunately.
IIRC and from the two or three previous posts I have seen anyway.
Worker Cooperative Business Models for Game and Software Developers - An Unusually Insightful Seminar
Worker Cooperative Business Models for Game and Software Developers - An Unusually Insightful Seminar
Detailed and enlightening webinar exploring how worker owned software cooperatives function, best practices, potential pitfalls, and advantages. This talk features the insight of workers from coope...kolektiva.media
I spent 2+ years on making my own game and finally it is on steam and not expensive price
Gaijin Entertainment announced EdenSpark, an open source "AI-assisted" platform for making games | GamingOnLinux
EdenSpark seemed like a pretty exciting announcement for game developers and the open source community, until you read about the AI generation involved.Announced today by Gaijin Entertainment they say it's the "first open-source platform that lets independent developers make their games accessible to console users hassle-free and truly own the code of their creations". A fair amount of the focus seems to be consoles but it will also support Windows too. However, since it's all going to be open source, I've no doubts people will quickly begin hacking away at the code to run it on Linux.
I doubt it will be something great.
Well, but never say never...
Game Development hat dies geteilt.
The Godot Ultimate Asset Humble Bundle
The Godot Ultimate Asset Humble Bundle – GameFromScratch.com
A New GameDev Humble Bundle for Godot Engine developers, the Godot Ultimate Asset Bundle by Leartes Studios ONE WEEK ONLY!Mike (GameFromScratch)
Bloodthief Took Me 2.5 Years To Make - Blargis (YouTube, 25min)
This Game Took Me 2.5 Years To Make
➤ OUT NOW ON STEAM: https://store.steampowered.com/app/2533600/Bloodthief/In this devlog I talk about the full journey of finishing Bloodthief. Thank you fo...YouTube
Programming Space Game For X86 In Assembly Without An Operating System
Programming Space Game For X86 In Assembly Without An Operating System
In this video our hacker [Inkbox] shows us how to create a computer game that runs directly on computer hardware, without an operating system! [Inkbox] briefly explains what BIOS is, then covers ho…Hackaday
Learning Design Won't Feel Like Learning
Learning Design Won’t Feel Like Learning; Here's Why
🏥 support IGC on Patreon: https://www.patreon.com/indiegameclinic🕸️ everything else: indiegameclinic.comNB: please do not actually go on Mumsnet for any re...YouTube
How static analysis encourages developers to refactor code: Another look at Source SDK
How static analysis encourages developers to refactor code: Another look at Source SDK
Early morning. Fog blankets the mountain ranges. Wake up, Gordon. It′s time for us to go straight into the heart of darkness to free this world of the slumbering evil. Yes, and don′t forget your...PVS-Studio
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[Question] What was your first created video game, and long ago did you create it?
What does create video game include?
A long time ago, maybe around 20 years, I did custom levels for RTS games and shooters. Earth 2150, Source engine, Serious Sam, Quake engine, etc. At some point I also did some 3D modeling. Then I participated in a Source mod community project, as part of a team; a Stargate themed mod.
More "recently", I created (an) Ultimate Tic-Tac-Toe (cross-dimension, cross-playing-fields tic tac toe), personal game jam project Energy Consumer (mainly a programming exercise given the limited time), game jam project with a friend Frogventure.
All other dabbling, interest, and ideas have not concluded in any significant development or products, partly due to lack of motivation and connection to people or people's interest.
FREE SURVIVE! SFW Demo out now! Go get it!
SURVIVE!SFWDemo by 3mberGames
The title tells you what to do. My job is to make sure you don't!itch.io
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I've seen some of your posts, just a suggestion: don't make people search stuff, just put them right in the post
"more videos in my posts" - couldn't find any in your history
"follow me on bluesky" - couldn't find your handle
-> this is how people lose interest
Porting A Fortran Flight Simulator To Unity3D
Porting A Fortran Flight Simulator To Unity3D
There’s an old saying (paraphrasing a quote attributed to Hoare): “I don’t know what language scientists will use in the future, but I know it will be called Fortran.” The t…Hackaday
I decided to check the redgifs for more information on the game.
Idk what I expected thought it was really really really funny to see horror gameplay footage while a girl was having a FANTASTIC time with herself in the bottom corner.
That made me laugh too. I decided only to post the one video after that because it was just too much. haha
No need for preview videos anymore though, the demo is out now! 😀
SURVIVE!SFWDemo by 3mberGames
The title tells you what to do. My job is to make sure you don't!itch.io
I have a better link for you! 😀
SURVIVE!SFWDemo by 3mberGames
The title tells you what to do. My job is to make sure you don't!itch.io
A code execution security vulnerabilty has been identified in all games built with Unity 2017 and later
Unity has been sounding the alarm about a code execution vulnerability that has been identified in all applications built with vulnerable editor.
EDIT: While the below text kind of still holds for Desktops, I've absolutely forgotten about Android. If you have an Android game, you should definitely patch, since the situation is kind of different there.
Also, if your game is registered as custom URL schema handler, it can lead to privlidge escalation, or maybe even be triggered remotely (through a malicious link), so Update.
While there's definitely no harm in patching, in my personal opinion, the situation is needlessly overblown. I have worked in offensive cybersecurity, and the fact that Unity game allows you to locally run a code that
would be confined to the privilege level of the vulnerable application, and information disclosure would be confined to the information available to the vulnerable application.
is not really exploitable. Since the attack vector is local, the attacker already has to have read/write/execute access to the application and your system, which usually means you have way bigger problems.
Not to mention that since Unity suffers with .dll injection vulnerability (which is what most mods are using), the attacker can do the same by simply replacing a .dll file of the game.
So, patch up if you can, but if you're not able or can't be bothered, in my opinion, it doesn't really matter. But please prove me if I'm wrong.
Unity Security Vulnerability: Developer Remediation Guide
A security vulnerability was identified that affects games and applications built on Unity versions 2017.1 and later for Android, Windows, and macOS operating systems. Download the patching tool here and read on for further instructions.Unity
Apparently the biggest risk is that another malicious application could modify the intent urls of the runtime to pass extra arguments to the command line and run arbitrary code whenever you start a unity game. Apparently permissions could be escalated on windows but only if you registered the app as a custom URL schema handler
It’s an easy attack vector to drain crypto wallets!
I see, but still - how is that different from a regular old .dll injection? Or, just replacing the .exe alltogether.
If you're at the point of R/W/X on a machine, then you have a lot of similar vectors of attack.
That is, assuming there's no privilege escalation, which the vuln report does not mention.
The attack is through other unrelated apps that get installed, so if some shitty todo app gets compromised the rest of the games that use the unpatched runtime can be targeted. Yes, the risks are probably pretty minimal, but app permissions on android are not well-known for their sensibility.
Also on windows:
your Unity app could be vulnerable to privilege escalation if it is registered as a custom URL schema handler.
Introducing iiSU
cross-posted from: lemmygrad.ml/post/9306468
The summary of the video states:After such a long time, I finally get to share my biggest project with you all.Big enormous shoutout to @ThaddeusSilva for composing the track for this reveal, as well as the other tracks used in this video!
Tracks featured:
youtube.com/watch?v=2tXiZQnPcf…
youtube.com/watch?v=z3ZbhbcScI…
Assuming you're reading this after watching the reveal, this is iiSU: a front-end / launcher founded by yours truly, with the same love and care you normally see in my video content. It was bound to happen eventually, and today marks the beginning of home launchers reaching new heights.
Front-end development is being led by none other than the legendary Huesos - prioritizing the dual-screen branch.
Huesos's Patreon: patreon.com/cw/SapphireRhodoni…
Back-end development has also initiated and we have more ideas brewing now that a full passionate and talented team is formed.
This is by far the most ambitious thing I've ever done, not to mention this is my first time even designing an app, let alone develop one from scratch. I hope you're as excited as I am, because there's still so much to share in the future!
For those who want to join the Discord, here's the invite link for you!
You can reach me there a lot quicker if you have any questions or want to take part in the development process.
I've also created a paypal link for those who want to support iiSU and gain a few perks in the process, like early access when the app reaches its beta phase.
ko-fi.com/usagishadeAlright, that covers everything for now! I'll be seeing you a lot more often as I've got a lot of free time to pour into this.
Til next time!
So it boasts a cleaner UI and shows all your achievements. I think this is a ROM for the Nintendo Switch and Nintendo Switch 2. Like a tablet or phone launcher, I guess. Probably you can put this on a handheld PC as well (like a Steam Deck, maybe).
The app is developed for Android devices as well.
Your thoughts?
Maybe I missed something in the short video (which is two minutes long) but I'm not sure what this is exactly.
Introducing iiSU
After such a long time, I finally get to share my biggest project with you all.Big enormous shoutout to @ThaddeusSilva for composing the track for this revea...YouTube
How Should I Finish My Game
I'm currently developing a short indie horror game for itch.io. I went to school for 3D animation and I'm fully capable at modeling, animation and all that. But I'm incompetent when it comes to programming. I tried Sololearn to see if I could learn c sharp, but I barely made it past the intro section. I also bought playmaker and Emerald AI hoping that would make it easier. But the documentation for playmaker is either limited or outdated. Emerald AI I do have a grasp on though. I wanted to code it myself, but based on my struggles, it seemed more and more likely that I'd have to get outside help.
I'd like to work on indie games with other people, but I've learned no one wants to take you on unless you can prove your skills in an already existing game. Which is a big reason for why I want this game made. I've signed on for many game jams only for my teams to flake out every time. I've met multiple coders on discord who were willing to help on my game in exchange for assets, who then ghosted me. I don't have much money these days, so hiring is both unrealistic and excessive for a game that I need for portfolio reasons (wish I had spent that playmaker money on this instead.)
The game itself isn't very complicated: player needs to flip four switches to unlock an escape door while avoiding patrolling enemies. So I don't think these coders were turned off by the offer, especially when I was willing to make all the assets for an open world game.
At this point, I just want to have a completed game. I loathe the idea of resorting to AI (especially as an artist) but if I can't find any other options, I may just have to go with it. I'd really rather it doesn't come to that, so I need advice.
How should I proceed from here? Would it be unethical to use AI to just do the coding and correct it here and there with what little coding knowledge I have? What should I do to get this game done?
Edit/PS: I could spend the years it would take for me to learn coding, but that's not my end goal. I want to be a game artist and learning to code seems like it would be a distraction from that. Is it wrong to think that way?
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I can link the game design doc I put together a while ago. I can also link my demo reel which shows a bit of the game in it.
Game design doc: docs.google.com/document/d/1fo…
Demo reel (the game can be seen in the clips marked CH 05):drive.google.com/file/d/1TGbW5…
Condemned GDD
Condemned Game Design Doc Single player first person Indie Horror trapping the player in an abandoned building with a colorful maze filled with bizarre monsters. Escape and survive, or be devoured.Google Docs
In my opinion, for your situation, AI is not going to help if you don't know enough programming ALREADY, what is probably going to happen is that you're going to achieve a certain progress and then get stuck.
I suggest you take a look at no code/low code solutions since your game does sound not too hard to make.
Take a look at rpg maker and construct 3
You'll be able to use AI for the scripting you'll need.
I had a friend use rpg maker with success in the first years of high school, before "the internet" was available, and he knew nothing about programming (he's now a doctor)
Make Your Own Game with RPG Maker
Make your own PC game with RPG Maker. Our easy to use tools are simple enough for a child, and powerful enough for a developer. Try it free today!www.rpgmakerweb.com
Some assets for games with FOSS engines are cheap on GOG right now.
VCMI / HoMM3OpenGothic / Gothic 1 and Gothic 2
Also Quake 1,2,3 and probably some more.
Heroes of Might and Magic® 3: Complete
Includes Heroes of Might & Magic III and its expansions: Armageddon's Blade and TheGOG.com
Chroma Squad - The Best Power Rangers Game Ever Made
Chroma Squad - The Best Power Rangers Game Ever Made
Chroma Squad is a fantastic turn-based RPG that is both a loving homage to the Power Rangers, but also an ingenious look at the production of a TV series. Rather than fighting evil as the Crayon Bo...Spectra Video
Essential Facts About the U.S. Video Game Industry - by ESA
Saw this today and thought it was interesting.
Most surprising was ESRB claiming 78% of parents regularly use ESRB ratings and 86% use parental controls on their kid's console.
Maybe it's just that parents have gotten more technical and aware of bad content but it felt like every single child was playing mature games like GTA V back in the early 2010s. Nobody cared what kids were playing.
Another shocking stat was Dragon Ball Sparking Zero being the #5 top grossing PC/Console game in 2024. I know that series is popular but... How? There's been very little buzz around it.
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Sparking Zero had huge buzz around it. It was hyped up as the successor to Budokai Tenkaichi. It was pretty popular on social media. It had meme-y meta moments like using Yajirobe online for a while. Huge playable roster really added to the hype. Dragonball is incredibly popular. Dragonball may actually be more popular today than the early 2000s. It's had a huge resurgence since the series canon resumed with the battle of the gods movie
Parents I know are very active users of parental controls from what I've seen
I am aware of classifications and content descriptions. I'm not in US so the ESRB are not directly relevant but my local body does something similar.
I find the actual classifications to be a bit conservative so treat them all as advisory and make my own decisions. For example my son beat these (on easy) at four years old, I don't think we would have enjoyed them as much if we waited until fifteen:
On the other end of the scale I can use these descriptions to see that while Saints Row (2022) is tamer than GTA5 it is still going to have content thats a bit rough for an eight year old:
Parental controls are another question but I use then for time limits on his tablet and content restrictions on consoles and streaming services.
The way I have parental controls set up he has access to everything M or lower but MA15+ or higher requires a conversation.
They help inform my decisions but at the end of the day we are making our own choices within our household.
[Devlog] The Blat Choice Invasion & Other Disasters!
Hey devs! Yesterday’s update brought pure chaos to the bunker:
Invading Monsters: Blat Choices may now invade your bunker… well, they could. RIP Batcroc Fly, gone forever thanks to an unexpected coding funeral 🪦🐊🦇
3 New Creatures: fresh nightmares to ruin your day.
Expedition Boat: now upgraded! More loot, more danger, still not cruise ship material 🛶
Shop 2.0: shinier, with more useful descriptions, and still designed to drain your gold 💸
Loot Areas: now drop money, food, and random junk. Basically a chaotic slot machine 🎰
Increased Difficulty: because suffering = content 💀
Stickman Upgrades: now with fancy colors so you can die in style 🌈
Audio Glow-Up: new sounds and music for maximum emotional damage 🎶
Visual Chaos: colorful texts, new backgrounds, extra unnecessary effects ✨
Bug Fixes: fewer bugs in the code, more bugs in the bunker
This update is packed with chaos, challenges, and laughs. Check it out and leave your thoughts, feedback, or survival stories on the game page! Every comment helps shape the next update.
👉 Play and comment here: https://danielgamedev14.itch.io/a-survival-game___
A Survival Game by Daniel_Game_Dev
Manage your stickmen, fight monsters, run out of food, repeat. Welcome to survival... the dumb way.itch.io
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💥 Chaos, Stickmen & Bugs: A Survival Game’s Latest Update!!!💀
Hey fellow devs! 👋
Just pushed a new chaotic update for A Survival Game and it’s packed with features… and disasters:
🐚 Blat Choices now invade your bunker (RIP Batcroc Fly 🪦 – code gods demanded a sacrifice)
🐉 3 new creatures to ruin your plans
🛶 Expedition Boat Upgrade – smoother sailing, slightly less chance of drowning
🎁 Loot zones buffed – now drop money, food & random junk
🛒 Shop v2 – prettier UI + better descriptions
🌈 Stickman upgrades with colors – because dying stylishly is important
🎶 New sounds & music – auditory chaos, highly recommended
💀 Slightly higher difficulty – because suffering builds character
This update also includes bug fixes, visual improvements, and a lot of chaos in code & gameplay.
If you like survival, strategy, and laughing at your own terrible decisions… or just want to see stickmen die in style, check it out:
🔗 danielgamedev14.itch.io/a-surv…
Bonus for devs: plenty of chaos in the code to inspire your next debugging nightmare 😉
#GameDev #IndieGameDev #Programming #ItchIo #ChaosGaming #IndieDev
A Survival Game by Daniel_Game_Dev
Manage your stickmen, fight monsters, run out of food, repeat. Welcome to survival... the dumb way.itch.io
Modding Ghost of Tsushima
I really want to be able to mod the subtitles in ghost of Tsushima, but as far as I can tell there are absolutely no Modding tools capable of this.
But I did manage to extract some of the files and found the subtitles I wanted to edit.
So my goal was to add german subtitles with the English ones and package them and put them back together.
This was my work around to having two sets of subtitles together on the screen at the same time. All I would need to do is edit the subtitle file and place the german subs.
But the subtitles are stored in .xpps format. And I could not find anyway online to extract it and package it.
Any suggestions?
No worries. This was my first learning experience opening packaged files in a hex editor, so I have that for future.
Thanks for taking a look!
SideCiv
Hello,
I have been working on a game on and off. It's finally starting to shape up into something fun to play!
The game play is the old flash game 'Age of War' mixed with some Civilization inspired management. So far you can buy units and buildings, upgrade technologies, and fight a never ending onslaught of enemies.
My next plans are to implement a relics system, and starting to expand on traits.
Over the past week I've
- Re-worked the units and building into a more dynamic and less hardcoded system.
- Made some minor UI changes
- Started adding resources
- AI can now build buildings
- Added ability to destroy buildings, allowing you to free up tiles for future improvements
- Added end match information, along with a tracker showing upcoming waves and allowing for selecting rewards
This week I've
- Made buildings generate resources on their own timers, allowing for future upgrading or modifying of buildings to produce faster, better, stronger
- Re-wrote the unit script, it's 90% complete. Having some issues with projectiles and referencing deleted nodes.
- Worked on the post-round screen, showing what levels are coming up and offering different rewards based on the round.
- Started working on Events system, a set of narrative events similar to Crusader Kings series.
- Units now wear the colors of their team
- Slight UI changes and toolboxes added
sp3ctr4l
Als Antwort auf IndigoGolem • • •I... can't say I have any experience with MUD engines in particular...
... but in theory, it does not seem impossible, or even that difficult?
Basically, just have a preset world space that is cordoned off into strips, bands, and that functions as essentially an overlay layer.
Split it into 24 slices, give each slice an offset from "UTC" ... every time the ... "UTC" of this world rolls over another hour, iterate each local time zone between... sunrise, morning, midday, evening, sunset, night.
Something like that basic framework.
Hell, you could also vary the length of days, of each of those 'lighting condition states' by latitude, with another set of strips, and then use both of them together to come up with some kind of 'season' offset.
To maintain your own sanity, if trying to travel long distances or something, just convert everything to 'UTC' time, then calc travel time, then calc back to local time once you've arrived.
... And be wary of crossing the 'international date line'.
Localized weather is... well, it can be as simple as just having like, another grid splitting up the world into weather regions, and then you have something like a 'climatic zone index' that you assign to each grid square, and each climatic zone has its own lookup table of possible weather states, which have some weight value associated, and then just every hour or 6 hours or day or w/e, you randomly roll for a new weather state.
You could also get much more complicated if you want to simulate things like moving pressure systems that interact with significant terrain elevations, moving humidity patterns, ocean temperature circulation patterns, wind speed, etc...
I... am assuming this is either 2d or just like ascii character based?
Sanctus
Als Antwort auf sp3ctr4l • • •sp3ctr4l
Als Antwort auf Sanctus • • •calliope
Als Antwort auf sp3ctr4l • • •No, because Dwarf Fortress isn’t multi-user and doesn’t fit into the same genre. It’s neither Multi-User or a “Dungeon”/“Dimension” that is implied with the name MUD.
A MUD is a living precursor to the modern massively-multiplayer RPG, but instead of graphics on a screen you read text descriptions.
Dwarf Fortress is a management simulation game that uses ascii characters to represent things.
sp3ctr4l
Als Antwort auf calliope • • •Ooooh ok.
So, maybe this is a bit of a stretch...
But would the modern, open source, Fallout Online, which basically takes FO1/2, rebuilds them libre from the ground up, and makes them multiplayer... would that maybr be closer to a MUD, like a 'Graphical' MUD, with sprites instead of ASCII?
I've not actually ever played DF, but I have seen that nowadays, there are... basically ways you can translate all the ASCII into sprites or tilesets.
dwarffortresswiki.org/index.ph…
I get that the MU is multi user, I've just also never actually played DF, did not realize it had not network able capacity, derp.
Or you could maybe even say that with like, PokeMMO, which roughly smashes all the GBA era pokemon games into a massive online framework... thats a sort of 'graphical' MUD?
Yeah as I said, I'm too young to have ever played an actual MUD, thank you for clarifying!
Graphics - Dwarf Fortress Wiki
dwarffortresswiki.orgcalliope
Als Antwort auf sp3ctr4l • • •No problem! Obviously the OP can chime in if their game idea is different.
It’s complicated because MUD sounds like such a general term, but over time it became synonymous with something more niche: text-based games that in some way resemble the earliest multiplayer online game: MUD; also known as Essex MUD.
The main key to me is “text-based,” most of them didn’t use any type of character art like you’d see in Dwarf Fortress or nethack. The majority of what you do in an MUD is read sentences someone wrote of your current location or what you’re doing. It’s a lot like dungeons and dragons or interactive fiction.
You’re totally right though, in the most general sense, a lot of online games could fit into the general “Multi-user D-” term; in the early days of graphical MMOs, people called games like Ultima and EverQuest “graphical MUDs” for lack of a better way to describe them. Now we have “massively multiplayer online” to help.
So in the broadest sense, Fallout Online is a Multi-User something, but probably doesn’t fit with most people’s idea of a MUD.
creative works (literature, films, video games or software), simulating environments in which players use text commands or lines to control characters and influence the environment
Contributors to Wikimedia projects (Wikimedia Foundation, Inc.)sp3ctr4l
Als Antwort auf calliope • • •Ok ok!
So... Caves of Qud.
That game seems very much like a MUD to me... what I think of as the general style and kind of gameplay... but it is not MultiUser, its a bit fancier than totally text based... but it does very much do a whole lot of basically 'deep world simulation'.
I did actually play a tiny bit of Everquest, waaaay back in the day, maybe thats where I'm remembering the 'graphical MUD' term from?
Christ, was that before RuneScape even existed?
Oi, lol.
calliope
Als Antwort auf sp3ctr4l • • •Yep, a multiplayer Caves of Qud sounds about right! People don’t tend to make complex graphical UIs on top of MUDs, because the MUD creator is more worried about other things. But the clients often have mapping or other features.
MUDs are also more friendly to play for blind people than a lot of games since they’re based on text.
Incredibly, EverQuest came out two years before RuneScape!
If you’re curious about MUDs at all, my favorite one from the mid-nineties (Alter Aeon) is still being run by players who love the game and seem like good people. I still play sometimes, it provides a different kind of gaming experience than the games we’ve discussed.
Alter Aeon
www.alteraeon.comJarix
Als Antwort auf IndigoGolem • • •I used to play a modified circlemud 3.0
Iirc different "zones" could have different weather, though I can't remember if the they had different day night cycles, but even if they didn't that doesn't mean you can't make it work the way you want it to.
Not sure what you are planning but I may have a bunch of old zmud maps, and I have a spreadsheet and a .TXT document with a while bunch of items statted out that I would be willing to give to you. I might even be able to connect you with someone who last hosted/ran the one I played. Would have to see if they are still around
tiny_hedgehog
Als Antwort auf IndigoGolem • • •