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Messages - Vosvek

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Programming / Re: My language
« on: Today at 09:59:01 AM »
I think this topic is too advanced for your chip/ai type.

Perhaps. But when an individual transcends sarcasm, it's hard to know when to take their ideas even remotely seriously. Regardless, I find syntax interesting. :D

Programming / Re: My language
« on: May 20, 2018, 02:22:44 AM »
Out of curiosity, why not just use Python, Ruby, F#, or COBOL, as your syntax/goals are similar to those languages?

On assignment versus equation, is there really an issue with using "=" and "==", respectively? When I first started programming it was a little confusing, sure. However, using only "=", which changes based on context, would only have confused things more, and the semicolon versus equal sign just makes the language look inconsistent. Alternatively, why not differentiate "assign" from "equals" like so:
Code: [Select]
function myfunc
integer a = 0

if a equals 0 // Use equals, rather than = or ==
return true
return 10 // Error, first return determines the type

myfunc(a = 1)

Also, why not just decide whether you want static or dynamic?
Code: [Select]
bool fooBar(int lhs = 0, int rhs = 0)
return lhs equals rhs

print "Is LHS equal to RHS? "
print fooBar(rhs = 2, lhs = 1) // I think this is what you intended when you wrote myFunc(a:1) (that is, any-order parameter assignment)
print newline

Your last code example also doesn't really make much sense. Why not just assign things with a name properly, as it'd be annoying to refactor the "a" tuple, forgetting that it can only ever hold one value of a single type:
Code: [Select]
data aData
int n = 1
string str = "Apple"
real r = 3.4
bool b = true

void fooBar(aData a)
a.str += ", Apple"
a.real -= 1.2
a.b = false

void reflectionFunc(data d)
if d has int n
if d has string str
str += ", Apple"
if d has real r
r -= 1.2
if d has bool b
b = false

aData a
// fooBar(a)

* * *

lastly, have you looked into Jonathan Blow's 'JAI' programming language (link)? He's not focused on syntax as of yet, but you might still find it interesting (actually, perhaps more so as he doesn't focus on syntax). :D

Developer's Lycaeum / Re: Please help with PATHOS
« on: May 14, 2018, 05:56:28 AM »
Sori, Vovsek, I do not know what is Immortal Kind, please send link to pediwikia or sort of.
It is brilliant. It is best story ever made. Much to your liking, perhaps. Though, no Nabokov, sorry, no...

sort 'em
Hol' up ther, buster! You're becoming a bit too Amercanisation. Like some old Cowboy spaghetti. Something aint right here, Olim, hah. Reference film. And I did not know with what it is! I DEMAND answer! (please, hah) :)

It looks type you fell in like of Krice. Maybe it is your husband or even 2nd account.
How DARE you! 2nd account... Brice is MY wife. Back off, buster! Else four accordian broken!

Also: new screen grabbing please, thanks. I like to see progress, Olim. How can you be trusted with PATHOS if NO progress? I ask with kindness. Thanks. 8)

Developer's Lycaeum / Re: Please help with PATHOS
« on: May 14, 2018, 12:35:00 AM »
I'm both confused and intrigued as to precisely what this project is, and what it means. Art of the My Immortal kind?

Olim, since you are a super powerful artificial intelligence, could you tell me whywhat I am different than upon the others.
Krice is advanced artificially-intelligent reptilian created by CIA.
Krice is marvel of certain kind.
For one, Krice is homage unto primordial gods.
But, Krice not human.
And yet, Krice human.
This how Krice differs from the others... :-X

I have JOKE for Olim:
1) What is green (Orc)
2) What is not-green (not-Orc)
3) Therefore, what is half-Orc?
4) The half-orc is a fictional creature born to mixed orc and not-orc parentage. The half-orc is a playable race for player characters. Half-orcs are typically born in wild frontiers. In the wild frontiers, human and orc tribes come into contact. Half-orcs are between six and seven feet tall (180–210 cm). Half-orcs usually weigh between 180 and 250 pounds (80–110 kg). This makes them less bulky than pure-bred orcs. This makes them more agile than pure-bred orcs. Half-orcs are still taller and stronger than most humanoids. Half-orcs have pale green skin, jutting jaws, prominent teeth and coarse body-hair. (Wikipedia)
P) ?? Answer. ??

Please use in PATHOS. 8)

I don't mind level restrictions for equipment under the condition that either equipment follows some sort of material progression (ie: Iron -> Steel -> Mithril -> Adamant -> Godlikemetalatite), or the character can equip the weapon, but sucks at using them (like Dark Souls, where you can barely swing the weapon, or where you get only a minor attack buff, because you are too ill-skilled, weak, or ill-knowledgeable to wield this material correctly). Hell, if done right, even a crafting system is not a bad choice for handling equipment progression, so long as the necessary materials are qualitatively hard to obtain (requires you to take down a boss), and not quantitatively hard to gather (does not force you kill 100 trash mobs). If I recall, Monster Hunter uses this crafting progression system quite effectively.

The problem with The Witcher 3 is that it takes none of these paths. You either get a butt-load of randomly enchanted loot (after playing hours of Diablo, Torchlight, Borderlands, Dying Light, and even TOME, I sure know I'm sick of such systems), or you grind for a whole bunch of random materials, gold, and diagrams to craft the Witcher sets, which are the best gear in the game, and which make that random loot even less appealing.

The problem with RPGs giving characters super good gear early on is that it kills progression, and would probably make the game tedious. After all, while it is certainly fun to smash through hordes of enemies, at some point, you'll get bored, and will want some kind of challenge to keep you entertained. It also feels good to watch your character go from near-nudity (or perhaps full nudity) to well-equipped (I'm really into the whole rags-to-riches thing), as you get a visual representation of your progression.

Roguelikes get away with giving good gear early because players expect an imminent death, and as a result, are likely planning to replay the game another hundred times over anyway (although perhaps not in the moments directly after death :P). So, it doesn't matter if you give a player an "Eternium Double Sword of Devastation" at level 1 because they won't necessarily win/complete the game with it anyway, and will feel less like that item is theirs for the keeping. In a way, Roguelikes balance progression through their meta, where the real-life player progresses based on their knowledge of the game, and how close they come to winning the game, rather than on the amount of quests completed, or the amount of fancy items they have equipped or are hording.

I hate to say it, but The Witcher's strength — its story-telling —, I feel, is exactly what's holding its gameplay back. When you have a large amount of stories to tell, there isn't much room for randomness, especially as it could mean breaking a big budget game and not knowing how to fix it before the deadline. That said, The Witcher 3 is CD Projekt's first properly open world game, and if their interviews are anything to go by, the designers never previously had to account for the condition whereby a player starts a quest mid-way, or has completed one set of quests and not another, or has overpowered or underpowered gear, and so on. And so their experience making such a game was severely limited. It definitely makes me interested to see how they cope with the even more ambitious Cyberpunk 2077. :D

I definitely agree that gameplay should come before story in games, but I'll give The Witcher 3 a pass since I adored its world. It's nice to have a dark fantasy game where there isn't a cliche orc invasion lead by some Evil! necromancer overlord, and where I have to question morals before making a decision, only to feel awful while trying to be a hero no matter what I choose. :D

Off-topic / Re: Console videogames
« on: November 19, 2017, 04:05:39 AM »
but still keeps a relationship with a 7/10 who treats him like an idiot? come on).

Their relationship kind of goes both ways (like a pair of jealous swingers, who can't let go of each other. It is a bit strange, I'll give you that). Not to mention, there's the whole Djinn and destiny thing supposedly keeping them together. Their relationship definitely makes more sense after reading the books (which I do recommend if you're not an avid reader, as they're quite easy to chew through).
But I do agree, I prefer to play Geralt as someone who focuses primarily on his job: slaying monster, and making people hate him by destroying their lives in an attempt to help them. :D

Have you tried Dragon's Dogma? The stats in that game are wonky, and the story is laughably bad, but you can climb a variety of monsters and saw off their limbs. It's one of the few games I would describe simply as 'fun'.

If you are looking for a slightly more stressful experience and a dark atmosphere, there is also Dark Souls. Though I'm trash at the game, I can't help but admire the eccentricity of its characters and setting, especially in the first instalment.

Since you're taking a liking to Torment, I do believe Pillars of Eternity is on the PS4. I'm yet to play it myself, but it does have many positive reviews. If I'm not mistaken, it's a 'spiritual successor' to Baldur's Gate, Icewind Dale, and Torment.

Off-topic / Re: My little rant about anarchism
« on: October 29, 2017, 03:27:16 AM »
... anarchism is ... basically a system (I don't even know what to call it) where there are no rules, no government, no leader, pure chaos and stupidity.
You're conveniently oversimplifying anarchism to support your argument. This is called a 'straw man fallacy'.

Anarchism is an ideology that supports self-governance through voluntary unions. A voluntary union is a group of individuals who enter an agreement (or contract) with one another to achieve a purpose or some end. So while you're right in that an anarchist society does not have a designated leader, you're wrong in that an anarchist society still has rules (as defined by the voluntary union's agreement on the rules), and therefore still has some form of government. If you do not accept the rules, you will be refused entry into, or kicked out of, this society. And if you break the rules, you will be punished accordingly.

My concern with anarchism (though I must admit, I haven't much studied the field) comes from the potential it has to create communal violence. That is, if you remove the state, what happens when two societies legalise warfare between each other (red society says it's okay to murder people of blue society, and blue society says it's okay to murder people of red society)? Is anarchism not opening the doors to increased civil war?

My other concern with anarchism is whether it is strong enough of an ideology to survive. What is stopping a charismatic, perhaps delusional, person from creating an autocracy under the guise of anarchism through a voluntary union (we see this with cults -- you're free to join, and free to leave "but your family will cut ties with you, and you'll burn in hell for eternity")? Eventually, this autocracy, or perhaps another like it, will try to take power. And before you know it, you're back to a society with states and a ruling government.

Off-topic / Re: Grey hair
« on: April 04, 2017, 12:20:30 AM »
I agree! When doom looms, embrace death.

Programming / Re: Organized method of scripting games?
« on: March 05, 2017, 11:50:09 PM »
A framework is a collection of libraries (which can certainly have ways of handling input, scenes, maps, and so on). However, game developers need to connect all the tools and components to create that magical black box called a game engine.

A game engine is a framework that allows you to create a game by adding and altering values for scenes, maps, scripts, objects, and so on. So, you initialise the engine, add and set a scene, add an object to that scene, call the magical .run() command, and 'it just works' (the game loops, input events occur, it renders your scene, map, and object to the screen — and you, the game developer, don't have to know how any of that works).

So, the answer to whether your project is a framework, a game engine, or just a game, depends on how you plan on releasing your project:
  • Are you releasing a collection of libraries such as a menu system, a dungeon generator, and a scene and map handler (with no magical .run() command)?
  • Or, are you releasing a 'black box', where your designer only needs to create and add content, and where a magical .run() command handles everything?
  • Or, are you releasing a game, which has a game engine, and which, excluding mods and source code salvaging, is not designed to be the skeleton for new games?

With that said, terms are often open to interpretation. So don't take anything I wrote as fact. Ultimately, what you call your project is up to you. Hell, one might expect your curiosity is actually procrastination. And, if that is the case: forget the semantics, and get to work! ;)

7DRLs / [2017] Flamingo Territory (Failed)
« on: March 04, 2017, 02:52:02 AM »

Flamingo Territory
7DRL, 2017

Open your eyes to the field of weather-beaten flamingos.
They are motionless and silent.
Faded eyes observe you.
They have been here for a long time.



I started building the game with my custom Roguelike engine (custom for this event — using AsciiPanel as the base for the Output). However, as it turns out, my engine is far from complete, and while the core components are fairly solid, a good portion of the game functions remain messy and unusable. So, while the engine has progressed over the last few days, it is not ready enough for this 7DRL. It did not help that Flamingo Territory is more ambitious than I expected. As it turns out, it's much easier to create something generic than something intentionally horrible. Perhaps by the end of the week I'll slap something together. However, that appears unlikely due to my other commitments.

On the upside, insight is always valuable!

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