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PTTG

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PTTG
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  • Oh, awesome! To be honest, I don't have any chance of getting a headset anytime in the near future, but by golly it's a cool technology.
  • Things have been looking good lately, but over the last couple weeks there's been no tweets and no posts. Anything new, or is it all behind the scenes stuff?
    in So... *Poke* Comment by PTTG March 2016
  • Fan Tastic. I'll make sure to watch the stream.
  • Well if you want commentary, I find that dev blogs are more interesting and informative than the road map outline, and I fear that road maps are tedious to keep updated while a quick update is a self-contained unit.
  • Thinking about it, one of the suggested ideas, the mini-game approach, makes a lot of sense. Each one will uncover things about the engine that need tweaking, and so they can iterate it. The fresh approach will explore new stuff, and if a game isn't…
  • I love the ripple effect on the terrain. It brings to mind certain scenes from The Matrix...
  • In the most basic sense, something like that could fit in well with the flag-hunt concept; setting up goon farms inside your base to produce swarms of weak defenders doesn't sound unreasonable, and would provide a function to build NPC pathing in. A…
  • Wow, that looks fantastic. Makes me hope for a way to move around vertically (jetpack/grappling hook/multijump/etc.)
  • Though the idea is good, I'm worried it might be too involved for a quick prototype.
  • I would not recommend flag-holding CTF. A base is useless to the losing team, essential to the team that currently has the flag... it ends up making the game "latch" to whoever captures the flag first. I'm trying to think of how you can make it mor…
  • What if players are on the same team? Often you have two-four players, too few to have two complicated teams (defense, offense, support, etc.) If all players are trying to survive together, even two players can diversify into, say, combat and suppor…
  • There's definitely room in the FPS field for something with live terrain modification. For a while I was thinking about a game featuring both an FPS and an RTS side (and here we're starting to stray rather widely from the "simple" part of the docum…
  • Wow, now I feel like an asshole. If my snotty comment is as bad to you as it looks to me, please accept my apology- considering the things you've done already to revolutionize rendering, there's no reason for anyone to complain. It just looks so coo…
  • Software kickstarters who say "This will be done in 3-6 months" are like people in horror movies that say "I wonder what's going on in the basement." Nonetheless, a notification that there is now a plan, or maybe some idea what is going on currentl…
  • It's been about a month since the last update (unless my computer won't show them to me for some reason). When can we expect the next official update?
  • No comments yet? this is fascinating! Thanks for the update.
  • Oops, yeah, the blog section I was thinking about was this one. Basically, NPCs all have potentially fully detailed lives, including relationships, workspaces, homes, full Identities and backgrounds... but it doesn't bother doing all the work until…
  • You should definitely take a look at what The Hit is doing (or was doing, last time he updated). It looks like it would let you have your cake and eat it too, in the sense that you could have hordes of dumb NPCs that dynamically become more interest…
  • That does sound about right from a storytelling perspective. In narratives, most secondary characters tend the farm, make horseshoes, guard the streets, or reign abstractly from the throne until the main character arrives and triggers some crisis. E…
  • Ah, but simulating everyone is, if you will, simulating below the story, just as attempting the wider economic structure is simulating above the story. I should have been more clear- I'm presenting SimCity as a conceptual example, not as a design su…
  • Here's my biggest concern with agent-based simulation where every character is involved. Consider SimCity 2000. You could have a city with hundreds of millions of people, and it looked like a massive city. It acted like a massive city. Ergo, it was …
  • I imagine that the PC is, by definition, either so crazy and dogmatic that the bow wouldn't change anything, or else so willful (clearly, since he's wandering around meddling in everything) that he can overpower the bow. If the bow can take control…
  • I'm quite relieved to see this thread. A well-performed project that sticks to its original goals is always better than an incomplete blob project. Except Dwarf Fortress, but hey.
  • Woah. Dominus Imperium I'm liking this a lot.
  • I'd be happier with Dominus than Dominus Orbis.
  • For that matter, Chess and Go aren't "balanced" for professionals- or rather, they are usually played in sets and the winning score averaged out. In Go, the second player get seven points added by fiat. In modern parlance, we might call that a blata…
    in Magic Comment by PTTG November 2014
  • Silvaeterra (silvaeterra.com) Latin for Land of Forests, derived from the name of a land that viking colonists of North America were said to sail to for timber. No notes remain of where that place- Markland- is. Thule (north) is also a good root w…
  • Be cautious with your promises. Many an ambitious game has faced understandable delays and suffered ridicule for it. The biggest thing a developer can do is keep the fanbase informed, and be honest when it comes to promised rewards. "Alpha access in…
  • Can we still have Taco Tuesdays? And Soft Taco Saturdays.
  • How many NPCs will there be? Hundreds? Thousands? Tens of thousands? Will NPCs have initiative similar to the PC? What will prevent mass NPC Stupidity, such as we see in the new sim city?