Just a dorky trans woman on the internet.

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Joined 1 year ago
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Cake day: June 12th, 2023

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  • There is a possibility something like this will be possible in the future, but it’s not going to be an achievement of AI, it’s largely going to be the achievement of regular developers creating a general-purpose game engine that can be used to put together a game block by block, which can be utilized by both human game designers and AI. (Likely to better effect by the former.) I can imagine Entity Component Systems will play a big part of that.

    One of the biggest blockers for AI making games is going to be testing it to select for better performance. With text it’s relatively easy to see if some text an AI produced is plausible. Images are also plentiful, but that’s a lot more subjective. With both of these it would also not take a massive amount of time to add a human element. It’s quick to check if a paragraph or image looks like it is a good response to the input promt. A game, however? How long do you need to play it to see if it’s fun? At best, perhaps, you can write an AI to control a bot character to see if it’s technically playable.

    I don’t want to even think about the electricity that wlll be wasted training such models.


  • Could you please provide some sources for that? I’d like to know more.

    First of all though, there is no such thing as a “hostile fork”. Being able to fork a project, for any reason, is the entire point of open source. And to be fair, not wanting to continue working for a for-profit company for free is a very good reason.

    And yeah, when you suddenly turn a FOSS project that’s been developed with the help of a bunch of contributors, into a for-profit company, without making a big fuss about it beforehand and allow the contributors and community to weigh in, then yeah, that’s a hostile takeover of sorts, at least in my opinion. Developers gotta make money, but they could’ve done that by creating a new brand instead of taking over that of a previously completely FOSS project. Forgejo is preventing that exact thing from happening by joining Codeberg (a non-profit).




  • I don’t have the time to watch it all, but I remember that the Steamworks Development channel on YouTube had recently-ish released this video about how games get surfaced to players and it also talks about what parts of the store are personalized and which aren’t.

    In the video I can only see the small ad on the left side about the Steam Deck. You’re talking about the big banner ad that appears somewhere inbetween the sections? I can only guess they put it there for everyone, or maybe just every region that can purchase a Deck, for simplicity.



  • Doesn’t each separate .exe you add as a non-Steam get its own proton prefix? That is, each of them end up with their own [random numbers] folder that doesn’t match another?

    and chose the C:/Program Files (x86) as the install location

    This might be the problem, but I’m not sure. When you choose C:/ as the install location in the installer, that C:/ is inside the proton prefix of the installer executable. I believe you’ll want to choose a place outside of that. For example Z:/home/deck/Games/Genshin Impact or the SD card like the guide was showing.

    I’m guessing when you deleted the installer.exe from your games list, it removed the proton prefix for it, deleting the game you installed in there alongside it? Either way, from a quick glance that’s what I could see you did differently from the video guide.



  • I think creating a novel pvp game is just as difficult as a single player or pve game.

    And I’m not one to complain about, say, Escape from Tarkov (though it has its problems) or Hunt: Showdown. But a lot of big Battle Royale games that came after PUBG: Battlegrounds didn’t really have anything new to bring to the table. Heck, Fortnite’s build system came from the co-op game they were originally making, so I don’t want to give them credit either.

    The question is, do we really need to be creating another game in the same genre? If it’s just to create more value for shareholders, I’d say there’s better things game developers could be spending their time on. Like, having more free time, and working on passion projects.



  • Whether or not it’s a good change is likely mostly subjective. I’m guessing Discord made the switch to be more in line with other mainstream social media platforms, and to reduce confusion.

    Personally, I kind of like the old way more. It means there could be 10000 different people with basically the same name. Other than paying for a specific number, there is no issue with a person grabbing a handle and then it not being available to anyone else. Otherwise, eventually, a lot of handles will be used up, maybe even dead, so people have to come up with increasingly creative ways to get a unique handle – or just settle on adding some numbers to the end.

    I’d even go a step further myself and remove handles completely. Just use a random unique identifier, like a hash or GUID for the user – which a lot of platforms do under the hood anyway, since you can change your handle in many of them – and use invite codes, QR codes or similar to add friends. We don’t need this username / handle rotting that just gets worse over time.


  • I did want to mention that, but left it out to keep my comment short. Yes, game development is very difficult and complex. Getting anything working out there is a huge accomplishment for everyone involved.

    I have a feeling many companies found that the ratio of work (and thus investment) involved compared to the potential profit generated, especially with predatory MTX added to everything nowadays, means it’s pretty much a no-brainer to them to create PvP games rather than co-op ones.

    Creating interesting gameplay systems and keeping things fresh for players is (I’d say) undoubtedly more difficult than just plotting players against one another. On top of that, netcode and balancing aren’t non-existent in co-op games.

    Just take a look at the cancelled Blizzard MMO project “Titan”, which was partially repurposed to become Overwatch.


  • Not hating on people who like and enjoy PvP games, but to me it feels like it’s a good way for a developer to make a game that doesn’t actually have that much substance. Lacking content? Nothing to actually do in the game? NPCs are difficult to make interesting to fight? Just have players shoot each other. It’s basically content that creates itself, not to mention (if you have good matchmaking) the difficulty ramps up naturally without you having to write better enemy AI.

    I just want to fight stuff alongside other people, rather than potentially making another person’s day just a little worse because I shot them before they shot me, you know? Is that too much to ask?