clayote boosted

instance migration request 

so uh, i joined monads to try to make friends and get some interaction with my art/music/gamedev stuff

i don't really think i accomplished that here, and my attempts at joining in on some of the fun just made things worse

im not a shitposter, im barely a computer science nerd anymore

im a creative that needs a new home... any takers? (or suggestions)

clayote boosted

What do you suppose it would take to assemble a royalty free "asset pack" that is an entire, Night City size game environment with accompanying lore, that any indie dev can set a game in for a reasonable fee?

Quality of life features 

Since this is a developer tool I should focus on quality of life features for developers

In the mid term this means debugging tools that let you trace through the state of the rules and view the state of the world before and after this-or-that rule ran

In the short term, having to look at your terminal emulator to see what you're printing in those rules is real inconvenient

Think I'll add a log viewer next

And I have an idea for rollback-on-error that might not be too hard


Although I did like the aesthetic of the Pixel City tiles:

I'm not sure they're really appropriate for the editor view in , because you're going to be placing pawns on top of them by dragging, and it's not hard for buildings to block the tile you want. I'm not really up to implementing SimCity2k-style camera rotation, at least at the moment.

The most usable modern set I've found is from Kenney:

Anybody got suggestions?

Annotation feature 

A feature that I plan to implement isn't for developing or playing games, but for talking about them

Telling people what happened to your fortress is a huge part of the Dwarf Fortress experience, but right now, that mostly means sharing annotated screenshots

What if you could write notes and draw diagrams atop the game while playing it, then send your save file to a friend so they could see all those and the game as you played it?

paging feature explained 

You may elect to make new keyframes at any time, which makes time travel to that particular point in time much more efficient

But the whole history of the world, and any branches in it, are still being loaded

This doesn't need to be the case; someday soon, only the most recent keyframe and changes thereafter will be loaded when you start the game

Earlier stuff can be loaded at need

Show thread

keyframe feature explained 

Everything that ever changes in LiSE gets pushed onto a stack and added to a database transaction, where other engines would keep it in a plain variable. This enables time travel, at negligible cost to runtime performance...but turns out to require more loading than I expected

A keyframe is, conceptually, much like a traditional save file. The state of the world at time of keyframe can be loaded in very quickly

The initial state of the world is now a keyframe

Show thread

LiSE status 

I had to add the keyframe feature to earlier than I expected, because I was making a generator for simple grid-like worlds and grids of moderate size, say 100x100, were causing load times of around thirty seconds when you resumed a previously generated world

I'm not implementing paging yet, but I'm pretty sure I'll need it before version 1.0

The next release happens when there's a pretty good workflow for generating grids and editing/running games on them

Hi! Game Making Social is a part of the Fediverse dedicated to being a well-moderated, cosy, friendly place to talk and share stuff about amateur videogame making, and everything surrounding that.

It's kinda an offshoot of Game Making Tools, which is a wiki(+) for a similar audience.

Game makers, game writers, game curators, etc. etc. most welcome!

I also try to maintain a list of not-jerk game-making communities on the wiki, which you might find interesting.

Please read the rules before signing-up :)

PS: We have Animal Crossing, LSD, and Klik & Play emoji :3