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.

  • Weirdfish@lemmy.world
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    11 months ago

    I was heavily into creating maps and mods from Doom to GTA SA, then got out of it for a variety of reasons.

    Have been a programmer the past 20 years, and recently watched a few tutorials on modern game engines like Unity and Unreal 5.

    This year I plan on finally building my own PC so that I can try my hand at creating games.

    • ekis@lemmy.worldOPM
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      10 months ago

      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.

      • Weirdfish@lemmy.world
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        10 months ago

        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.

    • ekis@lemmy.worldOPM
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      10 months ago

      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.

    • ekis@lemmy.worldOPM
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      10 months ago

      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.