Anyone GameDev? Realized today that it has never been easier for 1 or few people can now rapidly deploy a quality demo, one of the few upsides this wide variety generative art tools
I'm already building protocol tools, and I actually enjoy writing network code, especially for games, but its so much easier now that QUIC exists since its basically the old trick of taking UDP and applying some TCP features to make it function better for games over say streaming.
An online game using ActivityPub for its user system would allow for quick implementation of many necessary features, and using reference material and generative 3D models, or even programmable 3D models demos could be made a lot easier; leaving the developers to focus on just the parts that make their game unique.
I'm actually writing a long-form article on generative art, the bad parts, how expecting laws to save us when we have no control over our lawmakers, is a pipe dream.
So creating a list of actionable strategies for workers, artists, and everyone in between at least begin the discussion of the best strategy to make these tools work for us, and take way power from the few.
I want to make one with a very simple Rust engine to play with rust. Once I find the link Ill send it, so you can tell me what you think. I have tried both Unity and Unreal before just for fun, seemed like they try to push you towards buying things. And again people would probably svae a lot of money if they learned game theory designed the game on paper then implemented it instead of just throwing things together like you sometimes. like counterstrike has higher skill to chance than most games and attracts a specific type of person. which i find interesting.
In highschool I enjoyed making source mods. I wish they would have kept up with it, people are finally making it easy to work with again. But its a community effort.
For some reason I'm really into the idea of building a game world where each NPC is a VM and what it does is basd on the software it has. And so players can program or more likely buy software from other people and add it to the people under their control. Its like saying: "there are always going to be botters in games, if the game currency has value which is a. positive thing for the game, then botteers will exist, so lets take advantage of botter skill by giving them exactly what they want. Software that can run while they are offline.
Then possibly you can use their software to make the mosters smarter. I think they should be in a virtual or VLAN once they are in earshot of each other. that way they can coordinate. Oddly it would probably be useful to roboticists to simulate things doing this same trick but having it be the hardware they are using. I wish most people would model their inventions instead of buying dev parts.
What I want too honestly is like /dev/body/leg0
I think it would be funny and interesting but also just like forward walk and using variables like 80% of capable speed. So that it can be used more widly.
Trying to intergrate the botters to work on your games AI instead of extract value of the game currency would be pretty different than what is done today.
Because then it proves the concept while giving you the structure for simulation, testing, etc.
That is awesome. What kind of game are you going to create? I think learning game theory is really important, I learned it so I can try to always win.
One of the most important concepts is what ratio of chance vs skill does it take to meet victory conditions. I think the best games are probably designed to consider this balance and how it attracts different people to the game.
At first my goal is to catch up on 20 years of changes in 3D modeling, texture mapping, and animation. I knew 3D studio inside out and backwards on DOS, and keep dosbox around to play with it from time to time, but I suspect it's time to learn blender.
The tutorials on just landscape and world design really fascinated me, the ease and speed with which they showed making large forest maps with rivers just blew my mind.
Then it will be learning to map a controller to functions and just understanding how that all works.
When ever I am leaning a new language, I'll practice by making games like minesweeper, mastermind, or tetris. I think a simple ship shooter like the hacking mini game in Nier would be a fun easy one to start with.
But the real end goal, is a physics based skateboarding game with a focus on halfpipe and mini ramp riding.
There have been a few great skateboarding games over the years, but none capture the feel of riding a mini ramp.
A generative art tool for creating 3D spaces that result in either line drawings or even more advanced but cell-shaded, could enable rapid game development, and let comic book writers without the artistic team to quickly prototype their ideas, making it easier to potentially find a team to work with.
You can now also easily put actual computers into games. Which is a interesitng artistic tool.
Computers in games have always been kinda lame, but now you can put real computers in a game and have them networked. It seems like good fodder for a puzzle game or even a RTS or MOBA where you program the robot to fight and are regularly trying to enhance it and change it to counter making it eventually essentially rock/paper/sissors game.
One of the reasons I lost interest in games was kinda learning too much about them; its very for me to find a game I actually enjoy playing anymore and I was obessed, in my head I was learning C in 6th grade to work at Squaresoft in LA. But realized later it was not what I wanted to build at least at until recently; since I dont have to hand draw sprite sheets and I can potentially develop a strategy to build serious games very quickly.
Or using the computer to be the brain of the npc; then they run different software, then behaviors can litterally be a piece of software. If players can buy companions they could programmatically control them while they are offline more easily if they were all just vms walking around. And be hackd.
I found a Rust engine that is really simple and uses the new object model for games that I have never tried.
Then use generative art or genart to make prompt based 3D models, and programmatically fill the scene with all the new 3D scene programming tools.
Its better to learn game theory and design the game on paper first and decide victory conditions and if those are obtained by what combination of skill/chance. More chance the easier the game.
I never played DnD so that would be fun, I have only done GM. But I think its because it gave me an opportunity for a mult-media art project where I didn't have to decide the plotline just the parameters of the world. Its like how in Snowcrash the world is so much more interesting than the plot it overshadows it--
I was thinking about creating a game with 3 or 4 economic systems and they are in constant battle, so you join the single system (will be perceived as authoritarian almost regardless what I do) communist, the anarcho capitalist, syndicalist communist, then maybe a socialist group.
Then have a game world with each system having its own currency that gets traded against each other. And the systems compete for territory, basically with a simulation of each system already running via NPCs then throw in the players.
But here is the twist, to spawn you have to pay like 10 cents or a quarter. And death is permanent.
And to top it off, the profit made from spawns, make like 50% the prize money for winning (since its a game of skill).
The prize money value will be seen going up and make people want to spawn more. I was thinking free spawns at a certain time interval to avoid being too annoying.
But it takes the monetary parts of the game and makes them punishment and reward; since in gamedev if you monetize they become entangled concepts. One will always affect the other. Most games let players buy meaningless changes like skins because they dont want the monetization to affect the game play but then some directly make it pay-to-win.
This is pay-to-play and win-to-real-world-reward
I was thinking of doing it isometric just fine some nice line drawing ones and see if I can generate some scenes with them.
Honestly Id just like a nicely cell shaded engine I could drop 3D things in to create scenes programmatically for a variety of reasons it just happens its the same thing game developers are usually doing.
I have played with a lot of engines, I think they are very cool. Someone implemented the source engine in Go and its a fun read.
Its like a combination of wanting to play with Rust, wanting to use the ECS system which seems very cool, and create a game or at least a virtual space I could use on stream that I can programmatically control then I could have an avatar. There is duel reasons for wanting a good engine that simple.
If I could build a really good cell shade rendering engine I could write comic books and quickly setup scenes and get different angels. Itd be weird for sure I have considered using this https://github.com/fogleman/ln
The genart of 3D items does appear to be getting better quickly, just tested it yesterday but its only good at generated random items; but the truth is you can basically do what openSCAD does, and instead of making each screw type, you make them all parameters to generate any time of screw.
I will write an article on all this new programmatic 3D stuff that has spawned from openSCAD which is programming version of CAD software. Which is used by engineers to model physical things.
Again this is why we need an open database, also then we could pull down parts of it and throw it through standard diffusion to get what we want even offline
With programatic models of say a table you could make each one randomizbly different as placed in the game world. And thats without the genart
I like these open-source remakes of games, Id never do that or probably play it; I might use a custom opensource counterstrike client though
https://github.com/OpenDiablo2/OpenDiablo2