NoisyOwl

joined 1 year ago
 

Title made my day so I'm sharing it.

(Peter Molyneux is the game developer that always over-promises, not to be confused with Stefan Molyneux, who is just some fascist.)

[–] NoisyOwl@hexbear.net 14 points 4 months ago

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.

[–] NoisyOwl@hexbear.net 3 points 4 months ago

This is great, love me some esolangs.

Weird the subtitles insist on calling brainfuck brainfog though.

[–] NoisyOwl@hexbear.net 10 points 4 months ago (2 children)

Hey this is really cool.

I'm sure people will use it to make politicians say misleading things or whatever.

But I'm excited about people being able to have animated advisor portraits in indie games.

[–] NoisyOwl@hexbear.net 3 points 5 months ago

Nice ideas! Some already on my list, so we're clearly on the same page.

Those last two combine in a cool way. If you have a machine that gives better outputs and requires faster inputs the longer it runs, then wiring all of its inputs to production boosters is good, but also hard because this sort of thing will encourage a very cramped design already.

[–] NoisyOwl@hexbear.net 4 points 5 months ago* (last edited 5 months ago) (2 children)

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.

[–] NoisyOwl@hexbear.net 7 points 5 months ago (4 children)

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@hexbear.net 8 points 7 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@hexbear.net 13 points 7 months ago (3 children)

Oh no! I decided to use the barred owl as my mascot.

[–] NoisyOwl@hexbear.net 4 points 10 months ago (1 children)

Wait you have a gaming discord?

[–] NoisyOwl@hexbear.net 5 points 10 months ago (1 children)

Congrats on the launch!

[–] NoisyOwl@hexbear.net 1 points 10 months ago

Amazing

whoops late response lol

[–] NoisyOwl@hexbear.net 3 points 11 months ago (1 children)

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.

 
 

I went through 37 levels to beat it, but that doesn't even tell the whole story, since I got 1-ups like half the time.

Fun game though

 
 
 
 
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