NoisyOwl [he/him]

I make indie games.

  • 32 Posts
  • 147 Comments
Joined 1 year ago
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Cake day: September 18th, 2023

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  • It's trash as an idea generator.

    The only useful thing I've gotten out of a (text) AI is asking it to guess functions of keyword mechanics in games. Like I was designing personality traits for AI leaders in a strategy game, and had a dozen bad candidates for "over produces defenses." So I told ChatGPT to try to guess the meanings of bunkerist, hoxhaist, prepper, turtle, protectionist, survivalist, isolationist, guardian. Which did narrow it down to bunkerist, turtle, and protectionist (note that this is literally wrong in the case of protectionist). Normally I'd try to poll a bunch of random people for this sort of thing, and try to avoid anyone who's trying to be clever. So it did save some work there.

    It won't come up with anything useful going the other way around though ("list some possible names for traits of AI leaders in a strategy game"). Like I said, it doesn't work as an idea generator.

    I guess in general it's probably useful if you're in a situation where you need to make sure your writing is very very clear. If ChatGPT can correctly summarize what you wrote, it's probably safe for people who are distracted or bad at reading or whatever.





  • Since this is happening inside a multiplayer game, where other players might not be doing automation gameplay, I want to be mindful of how much server horsepower an automation player uses. So giant Factorio-style megafactories aren't a good fit (It'll still be possible as a self-directed challenge, especially if you're running a single player server, but it'll need a hefty computer since I doubt I'll optimize it as well as Factorio.)

    Which means I can't do Factorio's thing where an X requires 10 Y requires 10 Z and the massive scale causes problems you need to work through, so I need to add complexity elsewhere to make factory play still challenging. Machines that require inputs from multiple different transport mechanisms are one way to do that. Another might be time-sensitive parts.

    I'm up for suggestions on more ways to make particular machines a nuisance to work with.


  • I'm working on a 3D voxel game, where I plan to have automation mechanics eventually, so this has been on my mind.

    In the current (very possibly changing) plan, the first automation tier will be conveyors that go straight into buildings, but later materials will be too delicate for conveyors and need to use pneumatic pipes, and the final tier will include materials that must be handled with Opus Magnum style swinging arms (which are also inserters).

    I like changing the transport system is the best way to do progression in one of these games, because it's directly tied to the map, and thus has the most options for subtlety and cascading changes. And having multiple separate systems feeding into the same process is of course good for adding complexity.


  • NoisyOwl [he/him]tochapotraphouseDirt_Owl wtf did you do?!
    ·
    8 months ago

    Oh, my PFP is just whatever came out of Dall-e when I told it to make me a screaming owl.

    I meant whenever I actually release a game and need an actual studio logo, the barred owl was the most obnoxiously loud owl I could find, so that's what I was planning to use






  • NoisyOwl [he/him]togames*Permanently Deleted*
    ·
    1 year ago

    The wiimote's accelerometer-based motion controls weren't very good, but its IR camera pointer controls were fantastic. It's a shame motion controls became synonymous with the former instead of the latter.


  • NoisyOwl [he/him]togames*Permanently Deleted*
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    1 year ago

    If you like cheesy live-acted cutscenes, I recommend Roundabout. Or at least watching its trailer. Or if you don't have time to actually play games, there was an SGDQ run where they did a speedrun but left the cutscenes on, but I think they end up skipping some due to tricks.


  • NoisyOwl [he/him]togames*Permanently Deleted*
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    1 year ago

    Level builders/editors

    They're a lot harder to make with modern / 3D games.

    But they also seem to boost a game's long-term audience by a lot, so it's weird they're not more common.

    ...I should make something that needs a level editor instead of always doing procedural stuff.


  • NoisyOwl [he/him]togames*Permanently Deleted*
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    1 year ago

    You could still squeeze a Wario Ware microgame into one of them.

    I think it would be hard to fit a minigame into a loading screen without making the loading screen longer due to loading the minigame, though. Like it'd be easy enough if you were coding your loading system from scratch, but modern games are mostly built using big pre-existing engines, which are full of their own assumptions about how loading works.