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    2. Sparks
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    Posts made by Sparks

    • RE: Good TV

      @thenomain said in Good TV:

      @sockmonkey said in Good TV:

      PS: Watch The Good Place; it just keeps getting better and better and I love it ❤

      I honestly think seasons 1 and 2 were better, but I haven't seen the latest episode. Things like "Jeremy Bearamy" stand out like Chekov's Gun; if they don't use this I'm going to be disappointed. And there are some sharp turns where it looks like the writers say, "We need to be going over there now."

      Derek is a perfect example of this not happening, and the little touches for him are even better.

      Oh don't get me wrong, The Good Place has supplanted Pushing Daisies (RIP) and Dead Like Me as my favorite surreal TV series, but season 3 feels like The Last Season And We Know It.

      Whaaaat. No. I love The Good Place to pieces, it's arguably one of the best things on TV right now, but I'm sorry... "What the pie-maker did not know was that nothing could ever supplant Pushing Daisies in this viewer's heart." (Said in Jim Dale's voice, of course.)

      posted in Tastes Less Game'y
      Sparks
      Sparks
    • RE: Automated Adventure System

      @roz Hrm. I suppose I could split the AP cost (or just charge the amount to each).

      But I think it'll be alleviated somewhat when AP assists go back in, once the AP is separated into "your own AP" and "assisted AP" so some things can just draw from your own AP, where assists don't make sense. But healing could then use even assisted AP to represent others helping you tend to the fallen party member. Thus the party, not just the healer, would bear the AP cost of healing off-timer.

      posted in Game Development
      Sparks
      Sparks
    • RE: Automated Adventure System

      @AeriaNyx said in Automated Adventure System:

      I am STILL full of squee over the run I got to participate in. It. Was. AWESOME. I rarely have a chance to feel really useful as Rei is very much a support character. But man, the variety of skills needed for various obstacles and puzzles is so great! It really gave a lot of opportunity and encourages bringing a diverse bunch of people!

      I'm so glad; that's the goal! I wanted the system to reward diversity in a party but also still be difficult to just steamroll through.

      On healing, one thought I had was that you could heal more often than the limit (which I might reduce to 30 minutes in Shardhavens), but it would cost you an amount of AP equal to the minutes remaining. I.e., if there was a 30 minute timer and you heal someone and ten minutes later they desperately need healing again, you could wait for the half-hour to tick over or pay 20 AP to skip the 20 minutes remaining.

      I've put aside the Shardhavens for a few to let last balance ideas percolate, though; in the meantime, I'm working on the actual underlying magic system so that the items in Shardhavens will be set up to be meaningful in that system.

      posted in Game Development
      Sparks
      Sparks
    • RE: Automated Adventure System

      I've added some more to the system, notably puzzles that, when solved, dispense treasures! Might be weapons, might be crafting materials, etc.

      I'm going to run a few more groups through to make sure the balance works right, but then I think phase one is done. Then it's just a matter of fleshing out all the data—adding more monsters, puzzles, obstacles, and so on—and getting the expedition code working.

      posted in Game Development
      Sparks
      Sparks
    • RE: Holiday materialism! Let's talk gifts.

      @kanye-qwest said in Holiday materialism! Let's talk gifts.:

      @sparks hwhat?!

      So, there was (just discontinued) a piece of hardware called the Steam Link, a little puck you could connect to your TV and connect a keyboard/mouse or controller, and then stream your PC games to the TV via the Steam Link. The box has been discontinued as of this week (to much mourning), though I still have a few around. However, the software is available for Android, and so can run on any Android set-top box.

      Nvidia has their own similar Gamestream system (built atop Nvidia Shadowplay), which requires Nvidia graphics cards, but the Steam Link system works with either Nvidia or AMD cards. They have a Gamestream client for Android which is only available on Nvidia Shield hardware (though there's an open-source variant called Moonlight).

      The Nvidia Shield TV can, as a result, stream your PC games using either Nvidia's Gamestream (if you have an Nvidia graphics card) or Steam Link (if you have games in Steam). It can also run any other Android TV software, including things like Hulu, Amazon Prime Video, Netflix, etc.

      posted in Tastes Less Game'y
      Sparks
      Sparks
    • RE: Holiday materialism! Let's talk gifts.

      @arkandel said in Holiday materialism! Let's talk gifts.:

      The Shield is a superior option to other approaches (I don't wanna haul a laptop around, and even very portable computers to run this stuff (Raspberry Pie, etc) will need a bulky wireless device around to control them. nVidia gives a remote and a gamepad if I also want to play Android games on the TV.

      It can also play PC games by streaming from your PC via Nvidia's proprietary Gamestream system, or Valve's Android TV Steam Link app, which is one reason I really like it.

      posted in Tastes Less Game'y
      Sparks
      Sparks
    • RE: Automated Adventure System

      @tempest said in Automated Adventure System:

      The 'gamer' in me thinks magic jewelry that boosted stats or a ring of temporary invisibility, etc kind of stuff would be awesome for that more....D&D-esque sort of feel.

      So the reason I don't want magic items that just change stats when you wear them or something is that people will 1000% try to farm that stuff and metagame with it.

      But god that'd be a trainwreck.

      Every archetype of character would be scrambling to collect the specific set that maximizes what they can do.

      This exactly.

      What we're more likely to do is that if someone's very interested in and attached to a specific trinket, they could start a plotline to figure out what it does/how to make it work, and that's something staff could GM. We'd just come up with a purpose/use for that particular trinket on-the-fly.

      Specifically, we might put a mechanic in the magic system to learn about and attune yourself to a specific trinket, and if people start that process with a specific trinket, we'd come up with the story for it. And if they just want to take apart the trinkets for the sweet, sweet primum to use in other things, that'd be fully automated.

      posted in Game Development
      Sparks
      Sparks
    • RE: Automated Adventure System

      @wizz I don't presently generate anything wearable, just Trinkets, Alchemical Materials, and Ancient Weapons. I could easily make trinkets that are described as bracelets, etc., but they wouldn't be wearable right now. I could certainly try to make it so certain trinkets are wearable, though.

      Edit: that said, their importance to the magic system would still be in taking them apart for primum, not "you wear this and you can fly" or something.

      posted in Game Development
      Sparks
      Sparks
    • RE: Automated Adventure System

      @wizz said in Automated Adventure System:

      @sparks said in Automated Adventure System:

      Wrapping a shardhaven journey into an 'expedition' which you need to actually ICly fund before you can embark on your adventure, and which will track what sort of things you found.

      This is really cool, but the one thing I'm curious about is how this part will translate for commoners. Does this mean commoner characters will need to find wealthy patrons to fund any expeditions, or are they the kind of funds a small group of not particularly wealthy individuals could scrape together quickly?

      It will depend. My current intention is that cost is related to Shardhaven difficulty level and how many people you take. Take 4 people to a lower difficulty Shardhaven and you can probably scrape together the funds. Take a bigger party, or go to a more difficult Shardhaven, and the cost goes up. If you want to outfit a large party to go to a high-level Shardhaven, some fundraising RP to find a wealthy backer might be necessary.

      It is definitely my hope, though, that High Lords and other wealthy sorts will want the things that can be found in Shardhavens—particularly materials for the upcoming magic system—and so will want to fund expeditions even if they're (hopefully) too responsible to run off and get potentially eaten themselves!

      posted in Game Development
      Sparks
      Sparks
    • RE: Automated Adventure System

      @quibbler said in Automated Adventure System:

      Just in general, can confirm there is a place for squishy nerd characters who can, say, solve riddles. I just got stuck at some places that required jumping or climbing or other physical things.

      Yeah, seeing the party get temporarily separated by the pendulum obstacle for a few of the test runs is why I added assist, so that a) squishies can be helped past physical obstacles that haven't been surmounted for everyone, and b) to make leadership an important party stat. 🙂

      posted in Game Development
      Sparks
      Sparks
    • RE: Automated Adventure System

      @faraday — There's several answers to that.

      First off, even with really random test groups running, there's only been two obstacles that stopped a group dead in their tracks; I've tried to tune those two a bit more. Most obstacles have multiple ways to pass them with widely varied skillsets needed, so there's usually something someone can do. It hasn't always been easy, but generally groups have gotten through. But yes, this is dependent on good obstacle design.

      Second, it's not intended that you run an entire good-sized Shardhaven at once; you may encounter an obstacle and have to backtrack to find another path, or even return to the city and research information on how to pass it, or find someone who can help, and come back to continue on another expedition. You might even have to flee when someone is too badly injured to continue!

      Third, not all Shardhavens will be GM free. I'm intending to build a kit that will let players GM a Shardhaven for other players, like a D&D adventure module. They'll have the ability to spawn in monsters, any special loot that was approved when their PRP was approved, and so on. And they'll have a way to bypass obstacles for the group they're GMing for if the players come up with some really creative solution the obstacle didn't account for.

      posted in Game Development
      Sparks
      Sparks
    • RE: Automated Adventure System

      @thenomain said in Automated Adventure System:

      @kanye-qwest

      Just in case the question wasn’t a setup for a hilarious picture (hey, I laughed!), a MOO was a kind of TinyMUSH with a built in console for coding locally in ... C, I think? Like MUCK, it could do some amazing things that haven’t been seen on the Tiny side until Ares and Evennia.

      Sometimes we don’t follow the better path.

      MOO means 'MUD, Object-Oriented.' MOO actually has its own programming language (called just "the MOO language", I believe), but it is vaguely C-like, yes.

      posted in Game Development
      Sparks
      Sparks
    • RE: Automated Adventure System

      @kodiak said in Automated Adventure System:

      I could jump over the chasm super easy, but had no way to bring them across.

      This was enough of a problem in at least two of the test runs that I added an assist <direction> command which rolls wits+leadership to come up with a party strategy, and thus reduce the difficulty of the obstacle in that direction for ten minutes.

      @too-old-for-this said in Automated Adventure System:

      @cari I haven't actually seen a stealth type thing in the shardhavens yet, but I am waiting to see if one is added! I do remember asking if someone could stealth their way through the combats. XD

      I also added a sneak <direction> command that—provided there's no obstacle blocking your way—will allow you to make a dexterity+stealth roll to sneak into the next room; if you succeed, the chances of a monster spawning on you go way down, while if you fail, you make enough racket that the chances go up. And since I'm tuning it so that the chances of a monster spawning in are highest for the first person to enter a room, there might be value in sending a sneaky-sneak in first to scout.

      posted in Game Development
      Sparks
      Sparks
    • Automated Adventure System

      Automated GM-Free Adventures (a.k.a. "Shardhavens")

      Basic Intro

      So, as some of you know, I've been working on the first phase of an automated 'exploration' system on Arx, which will allow people to go out and have adventures on their own that can result in treasure/lore without requiring a GM present, but which still have risk.

      The first phase involves generating 'shardhavens', which are a specific bit of Arxian lore: abyssally-tainted ruins and other places, where monsters live and treasures or lost bits of knowledge can be found.

      These shardhavens are procedurally-generated mazes which are full of monsters to fight, treasures and trinkets and lore to find, puzzles to solve, traps to disarm, and other obstacles to pass.

      In effect, they're each a tiny multiplayer roguelike that happens to give you interesting things you can use in the main game (and which come with an attendant risk of injury and/or death at the hands of horrifying monsters).

      This thread is as much to share my own system design thoughts as anything else, but I know some people have been curious about it.

      Basic Concepts

      To start out, I defined the concept of a 'shardhaven type'. For instance, an old crumbling ruin will need different descriptions than a dank cavern system, and both will need different descriptions than a twisted, abyssal forest.

      Shardhaven types are dynamic; we can add new ones as-needed. All other 'pieces' that get put together for a shardhaven when one is generated are marked as belonging to one or more shardhaven types, and so the system can easily find what it's looking for.

      The concepts the system uses right now are fairly simple:

      • Shardhaven definition
      • Tilesets and Mood Fragments
      • Obstacles
      • Treasures/trinkets
      • Monsters

      Procedural Generation

      The first and most important stage of a shardhaven's creation is to generate an actual layout. This is done through a procedural generation maze-maker I wrote, using a fairly standard recursive backtracking algorithm. (Since in my variant each 'wall' is one cell square in size, the algorithm has the limitation that it requires odd dimensions; a 21x13 grid is acceptable, but a 20x14 one would not be.)

      Each square of the maze is assigned a template from the tileset; a tileset is a series of names and 'mad libs' type descriptions, such as:

      The ceiling of this once-grand room arches high overhead. {} Columns line both sides of the room, making for shadowed alcoves where anything could be hiding. {} {}

      When the rooms are instanciated later, each of those bits marked with {} will be replaced by a Mood Fragment, which is a 1-2 sentence blurb like, "There are long, deep lines scored into the stone near the entrance, as though something once desperately clawed at the wall."

      Once the maze is generated and tilesets are assigned to all the squares, exit markers are generated between each square of the maze; some of these exits have an Obstacle assigned to them, to make something the group will have to pass.

      At this point, though, the shardhaven is still just a 'layout'; there's no actual rooms that players could go through. The layout actually stores all the 'state' of a shardhaven: who's explored where, who has disarmed what traps, and so on.

      When a shardhaven is 'instanciated', it goes through that layout and dynamically builds all the rooms/exits necessary for a player to actually move through the shardhaven. It's at the instanciation phase that the 'mad libs' bit of tileset descriptions are filled in with Mood Fragments.

      A shardhaven can also be deinstanciated; all the rooms and exits will be destroyed, but the layout remains intact. When reinstanciated, doors that have been broken down or traps/puzzles that have otherwise been disarmed/solved will still have their state (unless someone has 'reset' the shardhaven, which clears all that data).

      Obstacles

      Obstacles prevent a party from passing through an exit until they're addressed. There are three types of obstacles:

      • Obstacles that each player must pass every time. (Think a chasm to jump over, which you have to jump back over if you backtrack.)
      • Obstacles that each player must pass once. (Think a trial of spirit, where you don't have to pass it a second time when you backtrack.)
      • Obstacles that only one player needs to pass and then the whole party can go through. (Think locks to pick, puzzles to solve on a door, and so on.)

      Each obstacle has a collection of solutions. A solution can be a list of bits of IC knowledge (@clues), where if you possess that knowledge you don't even have to roll because you have the necessary knowledge to pass it. But more commonly, a solution is a dice roll; to jump a chasm, for instance, might be a dexterity+athletics roll.

      Some solutions will pass the obstacle for everyone. The chasm might have a dexterity+carpentry roll to construct a crude rope bridge, in case you have a carpenter along; if the bridge is constructed, now everyone can pass instead of having to each jump across the chasm.

      When you attempt to take an exit that's blocked by an obstacle, it tells you what your options are and lets you pick one. On failure, some obstacles will hurt you (don't fall into the chasm!); all obstacles will prevent you from attempting again for three minutes (to avoid people just spamming attempts, and to encourage RP in the room while you wait).

      Monsters

      When you enter a room, there's a chance of a monster appearing to attack you. (You can 'sneak' from room to room -- a dexterity+stealth roll -- to reduce this chance.)

      Monsters are basically a random encounter table; there are 'mook' monsters (where multiple weaker monsters will attack you) or 'boss' monsters (bigger single monsters). When a monster attacks, everyone in the room is pulled into coded combat, where you have the opportunity to guard other players, attack, attempt to flee, and so on.

      When a monster dies, there's a chance of it dropping alchemical materials (basically monster-parts) or a treasure.

      Treasures (Trinkets and Weapons)

      These are also randomly generated from what are called 'loot fragments'; a list of adjectives ('shining', 'gleaming', 'sinister', etc.), a list of weapon decorations, a list of item types, and so on.

      A trinket might be an {adjective} {material} {item}, like a 'gleaming copper lantern' or a 'sinister orichalcum lyre'. (These items will actually figure into the magic system eventually, as they'll be able to be broken down for magic power to use in rituals.)

      Weapons, meanwhile, are actual weapons for use in the combat system; those that are of lower-quality materials are just 'an ancient {material} {weapontype}', like 'an ancient rubicund halberd'. Those of high-quality materials actually get names generated from first/last fragments, such as 'Songstealer, a diamondplate longsword' or 'Neverweeper, an alaricite longbow'.

      The material, quality, and type (small, medium, huge, or bow) of a weapon are picked from a probability table, and then the name and a description are generated.

      Shardhaven Configuration

      Everything about a shardhaven -- spawn rates and chances, how often monsters are 'mooks' versus 'boss' monsters, how difficult the monsters should be overall, and so on -- is tuned in the original Shardhaven record. This makes it easy to tweak a shardhaven, or to make one a lot more difficult than another.

      Down the road, I plan to add a graphical shardhaven editor so that staff can actually manually tweak a shardhaven's layout after generation -- placing guaranteed monster encounters, marking a room that will absolutely contain a treasure, and so on.

      Future Features

      Shardhavens are just the first part of the greater exploration system, and this is only the first phase of shardhavens. There are still things I plan to add even from a player side, like:

      • Potentially-trapped chests containing trinkets, treasure, or rare materials for the crafting system.
      • The ability to rediscover lost lore in a shardhaven, thus earning @clues.
      • Integration with the magic system down the road, where there will be magic-using ways to pass some of the obstacles.
      • Wrapping a shardhaven journey into an 'expedition' which you need to actually ICly fund before you can embark on your adventure, and which will track what sort of things you found.

      Wrap-Up

      I've been trying hard to make the obstacles have an interesting variety of skills involved, so that there's reasons to bring smart people who aren't swordy-fighters (who then you want your tanks to protect in combat!), and so on.

      I've even added a command to allow people with leadership to make a party leadership roll (once every 30 minutes) to reduce the difficulty of an obstacle temporarily, in order to represent drawing the party together to help someone pass along who might not otherwise be able to do a 'jump the chasm' obstacle.

      But I am curious about balance -- about what sort of skills people want to be able to bring to these areas -- and what people think of such a system in general. The players I've run through the Castle of Testing (my test shardhaven) seem to have enjoyed themselves, but I'm always curious what sort of things people most /want/ to see out of exploration.

      posted in Game Development
      Sparks
      Sparks
    • RE: MU Things I Love

      @too-old-for-this said in MU Things I Love:

      I for one am SUPER EXCITED to see what else is in store if shardhavens is just the first of many!! Exploration is great fun and I can't express how happy I am to see things being made to help people that want to do EXPLORATION! and ADVETUUUUUUURE! get to do just that.

      Shardhavens are just the first part of exploration, yeah, and this is just the first phase of shardhavens; I have ideas for puzzles that work like the obstacle doors, but that reveal treasures/weapons when solved, or even let you find old forgotten lore (@clues). Plus, I still need to get the 'expedition' portion done, which will be what lets players get together a party, pay AP/resources to 'outfit' it, and then travel to a shardhaven.

      (I should actually start a design thread about this, come to think.)

      posted in Mildly Constructive
      Sparks
      Sparks
    • RE: MU Things I Love

      @sparks said in MU Things I Love:

      Bringing a long-term code project for a game to completion, and being ready to unleash it on a bunch of guinea pigs to test. In particular, I love reaching the point in a system where it's functional and you can start to really tweak it or add new features, rather than still constructing the basic functionality.

      To add to this, when players are enthusiastic about testing the system, and give you lots of useful constructive feedback. Especially when they seem to have fun doing it; there's nothing better than seeing people enjoying something you've made!

      posted in Mildly Constructive
      Sparks
      Sparks
    • RE: MU Things I Love

      Bringing a long-term code project for a game to completion, and being ready to unleash it on a bunch of guinea pigs to test. In particular, I love reaching the point in a system where it's functional and you can start to really tweak it or add new features, rather than still constructing the basic functionality.

      posted in Mildly Constructive
      Sparks
      Sparks
    • RE: RL Anger

      @aria said in RL Anger:

      @arkandel Dude, my company has a Toronto office. I check our job board every week for the sake of my own career path, but seriously. If I ever reach a level in our organization that I can justify a transfer....

      There are days I read the news and seriously consider looking into a transfer to our UK office. Not that the UK is free of its own issues...

      posted in Tastes Less Game'y
      Sparks
      Sparks
    • RE: Health and Wealth and GrownUp Stuff

      @auspice said in Health and Wealth and GrownUp Stuff:

      @sparks

      I've heard good things about it.

      How it is uh, injecting yourself?

      Very easy, only hurts a little. (On the migraine sufferer pain scale, the pain doesn't even register.)

      posted in Tastes Less Game'y
      Sparks
      Sparks
    • RE: Health and Wealth and GrownUp Stuff

      @auspice said in Health and Wealth and GrownUp Stuff:

      I've been just struggling through work most days , but I had to stay home today. The vertigo has been too bad to be able to drive. I've just been napping off and on. Downside is the earliest appt with my doctor that fits with my schedule (thanks to holidays) isn't until the first week of December. 😐

      My doctor finally got tired of throwing medication after medication at my migraines, and prescribed me aimovig (a once-a-month injection in an auto-injector like an EpiPen). I'm five weeks in, and that shit has been life-changing.

      I went from pretty much having a constant low-grade migraine interspersed with crippling agony to having like two migraines a month, and those much reduced in intensity.

      If your doctor is willing I highly recommend it. And if your insurance won't cover it, the manufacturer has their own "aimovig ally" program where they'll give you a year for free.

      posted in Tastes Less Game'y
      Sparks
      Sparks
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