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iAmTheTot, do games w Vampire Survivors devs launch official wiki "free of ads, banners, and all of the junk that gets in your way"

Love this, and the site looks great. Wonder what software that is. Is it just mediawiki?

kilgore_trout,

Yes.

iAmTheTot,

Ah, perfect, thank you. I was particularly interested because I just recently dabbled with mediawiki and ended up going with dokuwiki.

FlashMobOfOne, do games w Vampire Survivors devs launch official wiki "free of ads, banners, and all of the junk that gets in your way"
@FlashMobOfOne@lemmy.world avatar

This pleases me.

kepix, do games w Vampire Survivors devs launch official wiki "free of ads, banners, and all of the junk that gets in your way"

shouldnt this be built in the game anyway?

bob_lemon,

It’s still a wiki, I.e. user/community written content.

Thcdenton, do games w Vampire Survivors devs launch official wiki "free of ads, banners, and all of the junk that gets in your way"
@Thcdenton@lemmy.world avatar

Based dev. Fuck fextralife and fandom

Bloodyhog,

Wat?! Fandom has ads?! Never saw these. ( ͡° ͜ʖ ͡°)

Malix,
@Malix@sopuli.xyz avatar

fextralife

Sometimes it feels like fextralife is filled only with stub articles.

me: “Hmm, I wonder about [a thing] in [a game]”

fextralife’s entire article: “[A thing] is a thing in [a game]”

brilliant, thank you.

PieMePlenty, do games w Vampire Survivors devs launch official wiki "free of ads, banners, and all of the junk that gets in your way"

Very nice to see. Might start playing again to 100% it (yet again) now that there’s an actual useful wiki for it. Always love to see pure media wiki usage. I wish we could just scrub Fandom’s one now.

ray1992xd, do games w Vampire Survivors devs launch official wiki "free of ads, banners, and all of the junk that gets in your way"

Another step was made to reclaim the free internet! I bought dlc inside the game and I’m glad I did.

biofaust, do games w Vampire Survivors devs launch official wiki "free of ads, banners, and all of the junk that gets in your way"

I wouldn’t be surprised if the initiative comes from the OG dev of the game, who is Italian: the efforts we go through since 1996 (all I can remember) to avoid ads and popups are of biblical proportions.

I can remember my father taking the PC away from me as soon as he saw I was exposed to one, going “I can take that away, it will be a minute”. It wasn’t a minute.

WatTyler, do games w Tokyo Xtreme Racer is a novel throwback to classic PS2 racing games like Midnight Club

I can’t believe I’d never heard of this; I’ve been desperate for something like this to come along.

Waffle, do games w Tokyo Xtreme Racer is a novel throwback to classic PS2 racing games like Midnight Club
@Waffle@infosec.pub avatar

It’s good. Simple playback loop. Upgrades are slow but unlocking new cars is rewarding. No micro transactions.

Tarquinn2049,

Awesome, that’s what I was hoping to hear. I miss the olden days when it was more realistic that you had to/could work for your car, and slowly upgrade and save up. Now that isn’t even believable in a video game world anymore, it’s been replaced with winning cars in a lottery, the only believable way for people to afford a nice car nowadays. Hehe.

hmmm, do games w Vampire Survivors devs launch official wiki "free of ads, banners, and all of the junk that gets in your way"
@hmmm@sh.itjust.works avatar
Kelly, (edited ) do games w Vampire Survivors devs launch official wiki "free of ads, banners, and all of the junk that gets in your way"

They have taken the survivors.wiki domain.

I wonder if they are planning spinoffs with other themes?

Edit: typo

Mozingo,
@Mozingo@lemmy.world avatar

survivors.wiki *

Kelly,

Thanks

RizzRustbolt,

Accountant Survivors coming in October.

dditty, do games w Vampire Survivors devs launch official wiki "free of ads, banners, and all of the junk that gets in your way"

Very nice! This would’ve been helpful when I was platinuming the game last year.

philycheeze, do games w Vampire Survivors devs launch official wiki "free of ads, banners, and all of the junk that gets in your way"

Fuck yea!

vividspecter, do games w Tokyo Xtreme Racer is a novel throwback to classic PS2 racing games like Midnight Club

It’s still in early access, to be clear. Looks like it’s already in a good state, however.

tonytins,
@tonytins@pawb.social avatar

Yeah, no kidding. Quite impressed.

allo, do games w The creator of upcoming life sim Inzoi says he was "recklessly brave to even think about creating a game of this scale"
@allo@sh.itjust.works avatar

“Now, I understand why so few companies have attempted to develop a life simulation game. The challenge isn’t just additive the more you try to build—it’s exponential. At a certain point, finding bugs in this vast world we’ve created feels like playing tag with invisible ghosts.”

He’s not bragging; it’s honesty. I’m thankful he is sharing the experience. I know totally what he’s talking about. I remember trying to make a simulation of reality in the wc3 map editor in elementary school. Add the weather so the plants grow. Tie growth variables also in to deer eating them. wolves eat the deer. So everything needs hunger variables. But already we start having the ‘exponential growth’ he is talking about: because what about the Weather and the Deer? And the Weather and Wolves? Add aspect of the world for one type of object (weather for plants), and suddenly you have to figure out how or whether it relates to everything else you have (Deer and Wolves). Now let’s say we add villagers and Structures. Every time we add something, we have more nodes to consider the interrelations of.

It’s easy when there are few systems and few types of things (like a cardgame of creatures with atk and def), but it escalates quick and does exactly what he’s saying the more systems you try to accurately include and farther toward ‘full life sim’.

So im just a noob, but I see clearly this is what he is conveying to us. (probably cuz i tried a similar path in elementary school. if i remember correctly i ran in to this same issue, scale was too big too big project and i switched to something else. it exponentialed quick; just like he says)

edit: i bet he wasnt brave as much as did not forsee the exponentialness aspect and wanting to aim high caused him to fall in to it

Sonotsugipaa,
@Sonotsugipaa@lemmy.dbzer0.com avatar

So everything needs hunger variables

T̸h̶e̴ ̷f̵o̶g̴ ̷w̴a̷s̴ ̸h̸u̵n̵g̴r̸y̸,̸ ̶i̴t̷ ̵a̸t̶e̵ ̵t̷h̵e̶ ̸w̴o̸l̷v̷e̸s̴

allo,
@allo@sh.itjust.works avatar

that would be a super cool touch in a game

Secret of the Haunted Forest

Player eventually realizes the reason for the unexplained corpses is the hunger mechanic applies to the fog too.

snugglesthefalse,

I’m just reminded of the fog men in kenshi

Maestro,

Dwarf Fortress goes that deep. They once had to fix a problem where cats died from alcohol poisoning. Dwarfs in a bar would spill their drinks, the cats would walk through the puddles and subsequently lick their paws to clean themselves. It's crazy!

Knock_Knock_Lemmy_In, (edited )

I think the bug was that a splash of beer had the same alcohol content as a cup.

echodot,

Yes that was the bug. After all it makes sense that cats would clean their paws and get a bit of alcohol in their bodies. Kind of bizarre to think though that the system was sophisticated enough to track grooming behavior but not quantity.

It really goes to show how stupid computers actually are. They just follow your instructions regardless of how insane they may be

Knock_Knock_Lemmy_In,

What is amazing is how our universe and existence seems to be governed by a few physics laws (which we don’t fully understand).

Adalast,

Reminds me of Rimworld and the fact that, if there is no other accessible entities on the map with a nutrition stat, children and animals will b-line for booze that raiders drop and get hammered. I can’t count the number of Muffalo, dogs, and cats that I have had which end up with an alcohol tolerance hedif out of nowhere.

Kaldo,

Making a system like this one day is my dream. I'm not in game dev and I'm probably never going to make a playable game but I naively believe that if you organize this well enough in advance, the moment it starts clicking together would be amazing. If you define all the individual actors in a flexible enough way, eventually the simulation should just 'click' and start functioning on its own, right? :P

For example, you dont need to code the specific wolves+rain interaction - you just need to code "if vulnerable/tired - find shelter" and have rain affect the living creatures in that way. It doesn't matter if there are deer or sheep in the area, "if wolf hungry" logic should just say "find something with meat to eat nearby".

Then again I know enough about programming to know this is extremely naive and it'd probably be a million times more difficult if I ever got around to doing it. I don't even know where I fall on the dunner-kruger graph yet, but it's an interesting thing to think about for me.

echodot,

According to the dwarf fortress developer the hard part isn’t the code exactly it’s the graphics which is why he doesn’t bother with them.

Kaldo,

Oh I empathize with that. I tried unity/godot and code part would always be fun and easy, I love that... models, assets, animations break my brain however. I wish I could just not bother with them but it's such an important part of the experience, arguably the most important one

redhorsejacket,

This video series sounds like it might be up your alley. Guy documents his attempts to simulate a goblin society and ecosystem.

echodot,

I’ve read from a few people who’ve done similar sorts of things that the solution to this problem is to just have everything track everything to begin with. Hunger level, heart rate, mood, everything you can possibly think of to track, and then just have everything else inherit from that global class. A lot of the values will be zero for some objects, but that’s okay, after all a storage crate doesn’t need a mood, both at some point in the future maybe you want to add an emotional box, and your code will definitely handle it now. Otherwise you have to go back in and alter everything every time you make a slight change.

rhombus,

A more complicated but ultimately faster approach is using a structure like an Entity Component System. You build an entity (deer, person, plant) out of components that are just data (health, hunger, mood), and then each type of component has a corresponding system that updates all the components at once based on other values. It’s somewhat similar, but you save space on unnecessary components not being added, and it packs the data together in way that is faster for the computer to iterate through.

redhorsejacket,

An emotional box? Enough about my wife!

OH!

shalafi,

LOL, forgot about that tacky bastard.

redhorsejacket,

He sucks, but it was such a good set-up for a shitty Dice Man style joke, I couldn’t resist.

Paradachshund,

Hey another kid who grew up wc3 modding! I did a ton of that too.

AmosBurton_ThatGuy,
@AmosBurton_ThatGuy@lemmy.ca avatar

I made a tower defense map in the Starcraft map editor when I was a kid , but it was based off of anti air rather than anti ground like the other TD maps at the time. I got it working pretty damn well (at least IMO) but I didn’t have internet at the time and that was on my dads work laptop so it sadly got lost.

I don’t think I could recreate that now if I tried, crazy what you can do as a bored kid with too much time.

Paradachshund,

That’s cool! I made tons of stuff but most of it never got finished or released cause I just kept starting the next thing. Probably the wildest thing I ever made was a prototype for a sidescrolling platformer in wc3. It had keyboard movement and ability usage, jumping, a heart counter in the top left, enemies, powerups… It was kind of janky but it worked surprisingly well considering what I built it in.

allo,
@allo@sh.itjust.works avatar

o the memories lol.

<3 both of u. I was Pixie_Tails on US east and west and in one of the big mapmaking guilds on east. I look back and think wc3 was the mentally healthiest part of my childhood. My most fun thing was a game like dota but with a huge natural map and a minute at the start for everyone to choose their castle locations. Like you could choose to be on a hill, along a river, etc. Then there were diff biomes to choose your hero from and the hero choices spawned like pkmn and there were rares. and choosing base unit types. then it became like dota where units spawned at castles and attackmoved to other castles. Was epic.

My weakness was unit and ability balancing since it didnt interest me so i never did it.

anyway, we thought up and made these as kids. i think that’s the coolest thing

Paradachshund,

That’s so cool sounding too! I made so many half baked ideas honestly. Tower defenses, single player campaigns (way too ambitious ones), and so many more. It really taught me a lot about proper game dev honestly.

AmosBurton_ThatGuy,
@AmosBurton_ThatGuy@lemmy.ca avatar

God damn, that sounds awesome! Those map editors were seriously impressive for their time, so many cool things you could do with them. I also liked making “campaign” maps but with hero units and harder AI (SC base ai was too easy but you could set it to be harder through the map editor) or those “maze” maps where you have to keep the units you start out with alive through a bunch of different encounters.

Ahh good times!

Paradachshund,

For real. I had a project to make two full since player campaigns and it was waaaaaay too ambitious. I’ve always been hopelessly ambitious with game dev stuff and I still am honestly 😅

So fun to hear everyone chiming about doing this back then.

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