# I don't know what your structure is like but here's a guess: >32-bit unique ID >16 bits for health: 2 bits (healthy, injured, maimed, severed) of health state for each of 4 limbs + head + torso (4 bits left over, could be general state of awake/asleep/unconscious/dead) >128 bits for skills, allowing e.g. 4 states each for 32 skills >64 bits for personality: 4 states each for 16 unique traits >16 bits left over for anything you like because of how 64-bit operating systems store data
That's 256 bits. Assuming you know better than to store it in an object or anything else with memory overhead, 100,000 units would require ~256kB (slightly less because a kilo here is 1024 instead of 1000). You could quadruple the size of each unit and only need ~1 MB.
My conclusion is that you are storing the data inefficiently. Are you using ints for every number? Are you using objects?
If you need to store experience points for every skill, you could give each one a whole byte and then just calculate skill level on the fly from the total experience points.
Kevin Cox
made some more stuff
i can see u
Christian Young
no you can't bring your shitty racist games to itch
Tyler Anderson
Why is animating so hard! Fuck this, I'm going to work on my UI instead
Joshua Sullivan
Cute grass, is that just a bunch of planes?
Logan Morales
pls post enginedevirgin vs enginechad
Bentley Lopez
>those sudden arm janks
Colton Reyes
ya is there a better way to do it?
Joshua Taylor
I added muzzleflash
Oliver Carter
post the gamedev equivalent of a baby picture, your first pong
Justin Sanchez
your game lacks any kind of oomph it's like battling sloths
Ayden Rogers
Sometimes the bugs are kinda funny
Landon Ortiz
>it's dark souls except too lazy to animate a walk cycle dev again
Daniel Harris
please let the player use enemies as mops
Nolan Butler
It's a feature. First strike after impaling throws them as a projectile.
Xavier Gray
I'll keep that in mind. I've just started working on combat so I'll start adding new stuff and hopefully some of them will be the hook.
Hunter King
battle royale but 2d
Blake Gray
you mean PUBG 2d?
Hudson Phillips
of course. anything else is just replicating the experience for which PUBG is known
Connor Brooks
I've reported you to PlayerUnknown and he says he's already considering legal action for this post.
----[ Recap ]---- Game: Cash Sample Dev: SlowDancer Tools: RPG Maker MV, Photofiltre, Cubase 8, Internet, Coke Web: lemmyrodul.com Progress: - No concrete progress for the last 5 days + Got some good concepts gameplay wise
Jayden Taylor
...
Camden Gutierrez
(Me)
Justin Morales
get rid of your trip, fag
Elijah Roberts
Because the people working the frames want to be paid as much as the guys on screen so they've always kept a lot of code behind gaps in access. You have to make a multi-threaded system that loops between active states to get something looking better than sprite work. Thats to just to run them you have to really work skeletal work into the build of a model to make proper looking animations out of it.
Josiah Butler
Hey anons, uploaded a quick build of my game for a competition over the weekend. There's no story mode but the core gameplay is in. I'd appreciate any feedback if you have some spare time to play it.
are walking simulators memes? I want to make a trippy walking sim and maybe then throw some gameplay mechanics if it turns out alright.
Josiah Williams
>I want to make a game but I don't have any gameplay idea yeah it's a meme
Connor Murphy
You shouldn't care what people think and JLMG.
Jack Murphy
Well, I kind a 3d placeholder working. I fudged the math rather than doing a real billboard matrix so it doesn't look great, but since I'm trying to move the content all to 3D models anyway I'm not too worried. I just want an excuse to keep in a couple sprites because I suck at modeling for now, and maybe for some super cool effects in the future. Pathfinding also works! Exciting. I'm probably going to expand some win/loss conditions to a round with some more exciting traps and then I'll write a new roadmap.
Carter Myers
----[ Recap ]---- Game: Mech game blabla Dev: Tomo Ge Tools: UE4, Blender, GIMP, and other various broken tools Web: Progress: + Fixed missiles collision, again, hopefully for the last time. + Theorical knowledge - Worked on a model for a week, still no model - No real progress, no time to do real progress this week either - So little progress I forgot what was the other thing I fixed - HDD about to fail, let's hope it holds up until I get a new one.
Ayden Baker
They're a meme because they have no visuals. LSD dream emulator has a big reputation because the visuals are kind of unique. Also valid for Worlds.
Connor Moore
thanks user
exactly, I want to base the game on visuals more than anything. I have some great ideas for gameplay which I could eventually implement, but the main aspect would be always visuals/sounds/exploration. I just don't know if games today can survive based solely on that.
Liam Russell
walk simulator is an adventure game from developer that's too lazy to make puzzles
David Sullivan
>puzzles but then how will journalists play your game ?
Jeremiah Carter
if journalists can play your game you are doing it wrong
Jaxon Reed
put on screen instructions on what button presses and place them where to press those buttons
Ayden Russell
We can agree on that.
Ryder Fisher
Is hardwaredev something hobbyists can do? Is there a middle ground between professional electrical engineering and playing legos with off-the-shelf parts?
Liam Bell
are you really taking enginedev this far
Logan White
----[ Recap ]---- Game: Horror JRPG Dev: LoneBuckshot Tools: Unity Web: twitter.com/LoneBuckshot & lonebuckshot.tumblr.com/ Progress: + Polishing code in preparation for save/load states + Random encounters that move on the maps + Debugging battle system + Polishing battle UI + Adding more enemies + Adding more battle attack effects
Brandon Ross
LSD dream emulator "works" because it's backed by 10 years of actual dream journals, and comes from a pre-indie era.
If you want to make a "trippy walking sim" today, you'd better be able to back it up with either unique visuals or a unique story. This means actual skill at either art, shader tech, or writing. Be careful not to fall into the overused filters and shader techniques, which you can usually recognize by being included stock with the engine. Alternatively, emulate an aesthetic that hasn't been translated to games yet.
Cameron Rodriguez
how am i supposed to sex this one
William Rogers
Don't concern yourself with such things, user. Just answer the question.
Brandon Gutierrez
Why don't you start with playing with legos and see if what you're doing requires you to learn more?
Owen Sanchez
It's not the learning that concerns me, but equipment.
Isaiah Hill
----[ Recap ]---- Game: Sudokube Dev: Blank Tools: Unity Web: @PhilBlankGames Progress: + Steam Leaderboards work now + Minor bugfixes - I really want to move on to a new project already
Luis Nelson
Does this look okay?
Daniel Ramirez
Guys how to make lifelike NPCs? I want to make a game where NPCs aren't single-purpose(like shopkeepers/questgivers and shit), they'll interact with the world the same way as the player and they will "play" the game autonomously, like the player. How do I make its AI? I have a feel that regular finite state machines will not cut it, they would be too robotic and preprogrammed, I want them to surprise me doing things that I didn't code explicitily. What tech would I have to use? Machine learning maybe? I have no idea, please point me to some directions, this is my dream game.
Gavin Taylor
R a d i a n t A I
Christian Powell
goal oriented AI
Parker Morris
Made plots a lot nicer!
Ryan Scott
GOAP Read up on FEAR.
Ian Collins
transform from a piles of blocks into a block stack
Jacob Scott
By the way you are talking about it, it seems you are biting a way bigger bullet than you can take, man.
Luke Edwards
welcome to CYBER HELL
started something for spooktober
Xavier Baker
I like the animation in arms and legs, but the thing in the chest does not look right.
Connor Phillips
This . That said, you could make a "career" out of experimenting with AI. Keep the rest of the systems in your game constant and relatively simple (sounds like just generic RPG shit desu), and start building up to your dream game with different AI techniques. Also, you can make smaller games along the way that focus on single techniques in small contained games.
Connor Rivera
What's the next gaming gold rush?
We got minecraft, Moba, dark souls, and battle royale so far. Are indies forever stuck in platformers, survival crafters, metroidvanias, shmups, and turn based RPG?
Christopher Moore
What is this? Some kind of artificial life simulator? This tickles my autism
Liam Roberts
You forget roguelites. The next big one is XCOM-likes, since Nintendo made one. But you're too late to get in on that. You're better off finding an under-explored genre and making a game in it, hoping that it's the next hit genre.
Jayden James
VR porn games. Trust me, I come from the future.
Hunter Torres
ah, yes, tennis, my favourite game
Justin Wood
kek guess you're right gameplay needs tweaking
Jose Edwards
Maybe not strictly XCOM-likes but I could see CRPGs taking off, what with divinity being so popular.
Austin Morris
>What's the next gaming gold rush? If anyone here knew, they wouldn't tell you.
Gavin King
I mean just add pretty patterns, bombs and it could be pretty good on its own. I'd do some spooky synthwave for you if I had the time to.
Gabriel Watson
Why? There are maybe 10 devs here who are competent enough to execute a genre game in time for the rush. None of them are going to do it just because one user gave them a hot tip.
Gonna switch from cute to spooky for a while, since it's October and all. There will be more cuties in the game, but the time for calcium has come.
Benjamin Thomas
Any competition is too much when you're trying to be the next RoR or Minecraft.
Nolan Walker
----[ Recap ]---- Game: Gunsun Zeros Dev: GearSting Tools: UE4, Blender Web: gearsting.tumblr.com Progress: + added health bars to the enemies + weapons now have their own charge bars so they charge even when swapped out + I bit of ui animation + fixed the robots' aim going off slightly when they walk + fixed the robots not strafing around obstacles properly - this is for last week as well - wage slaving really cut into my days
Ryan Hall
It's going to be my game, mark my words. No I'm not posting it I don't want to feel ashamed when it's not the case
Ethan Cooper
The game I want has a pretty big scope, in the sense that NPCs can live a life, not just do some actions in a contained system. Something like Mount&Blade, X3: Albion Prelude and Dwarf Fortress where they can roam around the map, interact with the economy, make armies/fleet, conquer territory, marry, etc.
Of course I don't want to start trying to make all of it in one go, a very simplified prototype that shows the principles working would motivate me to keep expanding on it, but I have no idea where to start learning how to make this kind of emergent AI.
Ian Jenkins
"playing" the game with the player would be too much, but games like rune factory and harvest moon do have better NPCs, even if their behavior is simple and only follow a preprogrammed schedule, you can mix a lot of approaches, GOAP would be overkill, and it's close to impossible to test it, it can come up with the craziest and weirdest ways of solving problems, if you can abstract things a bit, behavior trees are the best, they're predictable (as in easy to debug), and are the standard for the industry, utility AI is good for simulating feelings and priorities too, you can have a behavior tree that is controlled by the utility AI. for example, you can do a simple tree like this: if hungry > get food the "get food" action is actually a complex tree, it can check if the npc has food on him, or in his house, if not it will check if it has money and get it from the store, if not it will hunt or something, all of this can be executed with simple actions (move, get...), but from simple actions you can create something that is a lot more complex, you just need the right abstraction of the game world.
Isaiah Watson
I think what you're looking for is Utility AI
Gabriel Allen
>NPCs can live a life >roam around the map >marry >personality traits literally sims
Andrew Richardson
Nice Bokube clone
Evan Collins
looks fun, i like deflecting bullets
Dylan Wilson
I don't think that analogy holds for both cases. There are two kinds of games that are relevant here: the founder of the genre, and the followers.
The founder usually makes a huge profit, enough for a solo dev or team to live off of, but not necessarily the most of any game. Then the first few follower games also get some significant cash. When you're looking for the next, hit genre, you're aiming to be one of the first followers, NOT the founder
RoR was a folower. Minecraft was the founder. All the other voxel games (and Terraria) were followers.
Even if you KNEW in 2008 that Minecraft would be a hit, you wouldn't necessarily have been able to execute on it. It's really hard convincing people to be successful with something that's new. But you sure as hell could have made Terraria, because "Minecraft but 2d" is easy to understand once people know what Minecraft is.
Eli Long
>not just do some actions in a contained system I don't think you understand how simulations work.
Zachary Bailey
What about now?
Carter Young
>RoR was a folower To what ?
Kayden Kelly
First time dev here, I've been trying to make Pong in GM and even though I've reached what I think is a good result, I'm not satisfied Fuck on collision events, gonna do that shit myself
Bentley Williams
Rate my GUI layout. In my opinion, the icons in the inventory itself looks a bit large, and maybe they should be in a list format to display names as well. And what do you think about dropping items on the ground, probably through drag and drop out of the boxes? Do the boxes have to be smaller to make it easy? I'll add some details to the screen later if needed and tweak the colors, gotta get the layout down first.
Christopher Brown
Roguelites. You could also call it the founder to RoR-likes, but that's not a large enough genre that the followers are also hits.
Jacob Wilson
If you aren't satisfied with your pong then you will never be satisfied with GM, it's basically Compromises: The Engine.
Blake Gomez
What I meant is that it wouldn't be an AI just for "here, shoot up some dudes", but a broader scope, like in Dwarf Fortress for example.
>it can come up with the craziest and weirdest ways of solving problems This is what I am looking for, emergent behavior, not just following a state machine
I'll take a look on utility AI and GOAP and see if it fits what I want
Owen Turner
what?
Bentley Ross
GAMEMAKER IS NOT THE ENGINE YOU WANT IF YOU WANT AN ACTUALLY TECHNICALLY SOUND GAME WITH CLEAN CODE IT'S FOR GETTING SHIT DONE AS FAST AS POSSIBLE AND NOTHING ELSE
Julian Price
>It doesn't matter what engine you use! >Oh btw X engine is shit, don't use it Can I get some consensus here?
Ryder Williams
It does matter, people who say otherwise are engine social justice warriors.
Ethan Nelson
>What I meant is that it wouldn't be an AI just for "here, shoot up some dudes", but a broader scope, like in Dwarf Fortress for example. So use GOAP
Samuel Barnes
Hrmmm....things may be getting a bit out of hand here
Josiah Roberts
It's almost like there are different people in this general. It matters (I mean why the fuck would you use GMS for 3D, or UE4 for 2D ?), but not as much as people pretend it does.
Dylan Moore
The consensus is and always has been that GM is shit BUT it gets the job done.