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post some fucking video games this time


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How do you make a game without any random elements?

1. Use conditionals instead: the world reacts to the actions taken by the player (or lack thereof) since the start of the game.
For example, depending upon the state of the world (such as changes caused by the player or game clock) and the time from the start of the game's clock, certain types of enemies will act in accordance with one set of rules when they are unaware of the player (or their actions), another ruleset when they are partially aware of the player (or their actions), and another when they are fully aware.

2. for some things that would otherwise operate on a basis of chance (such as a skill that has a 25% chance of dealing double damage when used), you can instead replace it with some criteria that would activate the event once met, for example the skill mentioned above may deal double damage every fourth time it has been used, or will deal double damage if used on a certain enemy, or in a certain location on the enemy, or when the enemy is in a certain state (less than half health, on fire, etc.)

3. Initial item placements and drops would be fixed, as would the initial placement of enemies, every map would always be the same, and both encounters and npc's may appear in certain areas based on the clock and game state, not by chance.

- the world would feel more real -

Basically the whole world of a game without randomness would be deterministic, but deterministic in the same way our world is, were every prior input from the past creates the state of the present, which in turn creates the output of the future, if you know everything about the universe in any previous state, you can use that data to predict every state it would take from that point on, but there is so many bits of data and there are so many different ways they interact with one another, that it may as well be random from, our perspective.

A world of rules, plain and simple, cause and effect, everything is an equation, an algorithm, simply one of such scale that we may never be able to solve it.
This sounds about right.
If I go hunting I came across prey not by random chance but as a result of a constellation of a huge amount of events. From the time of day, through the weather, the state of wild edibles to the movement of other predators. And ofc, my actions if I stopped talking to the neighbour, stepped quietly enough, etc etc.
There is a tolerance ofc in certain events, they can be "true" on several points on a scale.

How big the database of such game should be (yeah I know, it depends on the game), and how much of a processing power were needed?


 >>/12071/
> but deterministic in the same way our world is

lol

Radioactive decay is nondeterministic.

1 m^3 of air at stp is 1.19kg.

Air contains 1.29% argon by mass. 1 m^3 of air contains 15.3 grams of Ar.

Natural argon is ~8*10^−16 m/m 39Ar. 1 m^3 of air contains 12.2fg of 39Ar.

One atom of 39Ar is 6.47^-23 grams. 1 m^3 of air contains 189 billion atoms of 39Ar.

Halflife of 39Ar is 269 years. 1 m^3 of air will have one beta-decay of 39Ar every 90ms on average.

The Lyapunov time of air at STP is who-the-fuck-knows. The Lyapunov time of 1 cm^3 of Ar at STP is 3.7*10^-11 seconds.

1 m^3 of air at STP has 7.14x10^26 atoms; e^62 or so. 62 Lyapunov times is about 3ns.

On human timescales our atmosphere is nondeterministic. It has decent statistical properties; one fundamentally cannot predict the low-level behavior.





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I'm running a pure PSI build right now on Dominating, and I'm loving it. Every encounter is hard, and every skill I nab ends up severely affecting my tactics. Reached the DLC area not so long ago, and the new enemies are completely different from their base game counterparts, holy shit.





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WHAT DO WE DO WITH DEMO DAY EDITION

Resources
> #8/agdg/ via irc.rizon.net


> Dev resources: http://8agdg.wikidot.com/resources


Links
> Wiki: http://8agdg.wikidot.com/


Announcements
> QUARTERLY DEMO DAY SCHEDULED FOR August 8th (08/08)


> Please contribute to the wiki if you can


Post progress if you got it anons, don't let the death of our old home stop you.
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I have been designing a Computer ID ("CID") spoofer--considering that the CID generation algorithm is known--for BYOND, and thought about adding an impersonation functionality to it. (i.e., you could set your CID to that of someone else's and basically steal their identity, or even get them banned on SS13 servers.)
So far it is working good, albeit a bit slow as it has to brute force all the possible combinations and match them against the CID obtained from BYOND's algorithm.

But this would require that you know the victims' CID prior to the spoofing process, and this means spending some time on first getting to find out their' CID's.
However, I remember that approximately one year ago there was a database leak of Hippie Station which contained a lengthy list of all of their (somewhat size-able) playerbase Client Keys ("CKEY") in addition to their CID's. (Meaning that you don't have to setup a trap to find out the victims' CID anymore.)

I been in search of said leak for the past few days now, but so far have had little luck in finding any clue as all the threads on 4chan or other forums would lead to dead links or only small portions of the leak.  I was wondering if anyone here happens to have full access to it and is willing to share it with me.

Thanks.




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