#521
want to play game that takes place in a fractal and you can change your size to any scale and find other players and critters, trinkets or whatever
#522

toutvabien posted:

in my d&d campaign i haven't even been writing stats for enemies or giving them real "by the book" weapons/attacks, i just roll dice audibly and say if anybody takes any damage. i just wing it and it's the best


i only ever tried to gm as a Teen but when i did, it was Shadowrun and the rules were such a pain in the ass that i ended up basically doing this and none of us knew what not to do, so we did everything, and it was awesome. i wish i could unlearn all the things i know not to do now

#523

招瑤 posted:

is that like nethack for robots



it's a roguelike but it doesn't focus on item interactions like nethack or rpg-elements with an overworld like adom. its main conceit is that your 'build' consists almost entirely of the parts you're wearing and all of them can be destroyed. there's also core hp that doesn't regenerate. instead it gets refreshed every time you leave one of the ten main floors, and there's no backtracking. on top of the attrition of parts and core there's 'alert,' which increases every time you take violent action. as it climbs the complex will generate more patrols, and start sending hunter-killer squads after you with increasing frequency. destroying these also raises your alert. there are numerous ways of lowering it, but it's going to rise regardless. attrition + alert strongly disincetivize fully exploring every floor, so most of the game consists of risking what you have for what you think you need before finding an exit. then the last few floors are a mad dash to hurl yourself across the finish line before everything goes to hell.

at times the game is downright peaceful, but every little mistake you make is compounded and things can easily spiral out of control. conversely the game ain't over til your core is gone, and it's possible to recover from all sorts of calamities. you just might have to abandon the strategy you were pursuing and make do with what's available. there's an excellent balance of planning & improvisation which is really the heart of the roguelike genre. additionally the gameplay is a good balance of intuitive & esoteric, which reminds me of golden-age dungeon crawl (rip).

the only reason I hadn't played it sooner is that it's not free. but with the possible exception of factorio it's the best $20 I've spent on a video game

#524
#525
#526
#527
cool pixel-art reverse-city builder for free: https://vfqd.itch.io/terra-nil
#528
that game looks pretty neat and like a much more progressive project (i think "reverse" is selling it short) in comparison to similar games. video games are so reactionary that something like "greenery as currency" is impressively imaginative. the first thought i had at "pixel-art reverse-city builder" was stardew valley. i read this tiny book called the playstation dreamworld a while ago:

It might be easier to imagine the end of the world than the end of capitalism, but easier still, it seems, is imagining the resumption of pastoral serenity.


While FarmVille is nothing more than a masked version of social-capital building, Stardew Valley seems to want to ironize and distance itself from its simulator nature, using retro qualities as an alibi to make it seem something other than an increased contemporary extension of computerization deeper into our lives.


Stardew Valley gives this kind of clue for reading the future of its own moment. It could even be said that all nostalgia contains a potential glimpse of the future – looking forward rather than back – since it inaugurates a new relationship to the past that is heralded and brought into reality by nostalgia itself. ... Such patterns aim at the unconscious ingraining of a kind of capitalist conception of history, producing an appearance of uninterruptable linearity from pastoral national serenity to dystopic wasteland.


the essay (available today! on libgen) is kind of a disorganized "pervert's guide" to video games that gets needlessly pretentious by the end, but again games are so reactionary that reading it was like drinking water from an oasis

#529
hey, that was a good, quick read. thanks. the psychoanalytic angle of the videogame art as being primarily concerned with creating desires is very interesting (so in the game above, creating the desire to re-terraform nature), and linking that with the obvious desire-manipulation of other digital services, from common ads, to ads-as-service like yelp, to tinder, and notification science. and the special ability of the game to implant complex, very ideological desire while in the dreamlike state, including the desire to escape the 'addictive, timewasting' game, back into the arms of work.
#530

karphead posted:

cool pixel-art reverse-city builder for free: https://vfqd.itch.io/terra-nil


waiting for the dlc where it begins w a city that you have to burn down to get started

#531
the moment where you have to burn down half your shit to continue on is very dialectic
#532

karphead posted:

the moment where you have to burn down half your shit to continue on is very dialectic


it is enough to mention the commercial crises that by their periodical return put the existence of the whole of bourgeois society on trial, each time more threateningly. In these crises, a great part not only of existing production, but also of previously created productive forces, are periodically destroyed. In these crises, there breaks out an epidemic that, in all earlier epochs, would have seemed an absurdity – the epidemic of over-production. Society suddenly finds itself put back into a state of momentary barbarism; it appears as if a famine, a universal war of devastation, had cut off the supply of every means of subsistence; industry and commerce seem to be destroyed; and why? Because there is too much civilisation, too much means of subsistence, too much industry, too much commerce. The productive forces at the disposal of society no longer tend to further the development of the conditions of bourgeois property; on the contrary, they have become too powerful for these conditions. ... And how does the bourgeoisie get over these crises? On the one hand by enforced destruction of a mass of productive forces; on the other, by the conquest of new markets, and by the more thorough exploitation of the old ones. That is to say, by paving the way for more extensive and more destructive crises, and by diminishing the means whereby crises are prevented.

#533
my ass is the dialectic!! *smash cut to 2 days later. I'm writing a big long post about how my ass is the dialectic*
#534
#535

cars posted:

my ass is the dialectic!! *smash cut to 2 days later. I'm writing a big long post about how my ass is the dialectic*


poster takes 4d4 psychic damage and is fatigued until the next long rest

#536
Even though the world is irradiated we'll always have Lenin.
#537
please do not point your crossbow at lenin. thank you
#538
last months games:

20, 50, 25, 49, 11, 20, 73, 20, 79, 22

for an average of 36.9

this months games:

231, 50, 25, 44, 0, 6, 18, 37, 24, 22

for an average of 47.5

verdict; i have improved
#539
did you write down the conditions that put you in a mental state to bang out 231 lines
#540

swampman posted:

did you write down the conditions that put you in a mental state to bang out 231 lines



heres a vid of the full game. highlights; an actual tetris at 8:00. "killscreen" at 8:35.



just being fresh and not frustrated. its very easy to panic and choke when you're near territory that you've never been before. but the more you play the more you get close to your PBs and finally break through. until you're finally playing at a level you previously thought was beyond your limits. my Pb before this was 210 lines i think.

Edited by Chthonic_Goat_666 ()

#541
That was absolutely riveting
#542
video game update: i checked and i wrote 400,000 words, in about 50,000 lines of code, in the past 12 months. considering deleting.
#543

tears posted:

video game update: i checked and i wrote 400,000 words, in about 50,000 lines of code, in the past 12 months. considering deleting.



in another 8 months you'll have the word count of Atlas Shrugged

#544

tears posted:

video game update: i checked and i wrote 400,000 words, in about 50,000 lines of code, in the past 12 months. considering deleting.


gamer salute. when's the beta

#545

88888 posted:

gamer salute. when's the beta


after the final destruction of the capitalist world system but before the 1.0 release of corn: the game of political economy

#546
tears has been giving me some exclusive, behind-the-scenes looks at development and I confirm that the timeline she's given is accurate. I know that public info is scarce and there's a lot of really exciting stuff the NDA won't let me share with you guys, but I can tell you that I have pledged $27,000 for the privilege of eventually piloting a virtual space freighter with glossy Wing Commander decals

#547
there are rhizzone exclusive spaceships, and guild banks from the very beginning
#548

burritostan posted:

That was absolutely riveting



if you enjoy watching nes tetris you should download an emulator and rom and try it (make sure its the ntsc version)

#549
what is this tengen erasure
#550
you don't need to erase tengu, they disappear on their own