Jeffool

Hobbyist gamedev, moderator of /c/GameDev, TV news producer/journalist by trade

  • 728 Posts
  • 389 Comments
Joined 3 years ago
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Cake day: July 2nd, 2023

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  • Jeffool toGames•What’s everyone top 5 games of all time
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    16 days ago

    Tetris - The “Citizen Kane of games” that everyone has been waiting for came out before we were taking games seriously. The recorded narrative that makes you feel is literally you getting apprehension, anger, grief, elation, and pure flow state oneness while you yourself play the game, and sort blocks into lines. This game is a slap in the face of anyone that thinks we need the trappings of film to be art.

    Portal - Just such a novel game and mechanic, a clever and fun tone, everything fit together properly. Some days I’d change this out for Quake as the mirror of this.

    Shadow of the Colossus - What a fucking game.

    Dwarf Fortress -My “everything” game. I just want it to keep growing.

    And I don’t know about the fifth. I’ll have to get back to you. Maybe Quake, maybe a GTA, maybe Minecraft. I just don’t know.

    /edit: Final Fantasy 6 - I’m not saying narrative is bad in my earlier explanation. I’m just saying it’s not inherently the medium’s strength. But this is great. And the community’s mods (“romhacks”) are just chef’s kiss.


  • Jeffool toMovies•Thoughts?
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    16 days ago

    I agree! And the entire film felt like it had annoying background music in a lame “80’s straight to VHS” movie kinda way. Or a mediocre montage of what could’ve been a fine movie. I think this a choice undercuts moments of work between the two of them that could’ve been used for the tension of figuring things out.

    Then again I felt the same way about Fantastic Four: First Steps.


  • There’s some different opinions on the role of AI in game development. Some people only accept it as a coding assistant. Some people say no to even that. But I think you’ll find that most people on Lemmy in general say they would rather interact with a person a little broken English than interact with AI against their will.

    Please consider others when making a post for a community. Also consider that if people begin to think “oh, is the person that uses AI all the time” every time they see you post, they may avoid your posts and your work in the future. You don’t want that either.

























  • I’m a 45 year old American. Yeah I know him. I remember him from having a hit song 15-25 years ago. I don’t think I’d heard of him since until he had a movie a couple of years ago. I knew he was a bigger deal in the UK and Europe, but I didn’t know that much of a bigger deal. I wouldn’t be surprised if any random person in the US didn’t know him.



  • Valve loves to justify games with them being examples of new tech. But I think there’s a Portal 3 that can do this!

    Have your main story pick up exactly where 2 ended (Chell is gone, go with the co-op story,) with GLaDoS having you turn things back on. You do a few missions and then she sends you outside the compound to remote testing annexes. Those annexes are user generated.

    You’ll need a new map making tool, like P2 has. But you’ll also want to include narrative hooks and triggers for audio hooks for players. They shouldn’t create a map, but a series of them, complete with a new AI, powered by a unique player-made personality core. You can do anything from have them help the player to be a mini-boss.

    And when the player is done, they get the MacGuffin that GLaDoS needed and you go back to do a few more quests. Maybe get in 3-5 outside quests. Maybe even let players host their own servers in a menu somewhere.

    Creators could tag the user created annexes for content, and have players rate them in-game. Maybe even suggest or veto tags.

    Use generated content and mods have really gone by the Eastside as AAA games went live service. Something needs to be done to show the value of it. I think Valve actively leaning into it even more than "just being open to it could be a big help.





  • Oh god, where to begin? Which ONE? Let’s go with the zombie survival idea that’s NOT based on killing zombies.

    CONTROLS

    I’d start with a first person control scheme based on primarily using the trigger buttons to grab items, then the shoulders to cycle between uses. A gun would have shoot, hit, and throw. A sword would have swing, poke, and throw. A broom would have the same, with sweep added. Using “throw” gently should just drop items. From there it’s about coming up with fun items and interactions. You should be able to grab things like furniture and dumpsters and walking should push/pull them.

    CONTEXT

    A few blocks of a big city. Enterable buildings, climbable areas, lots of junk to pick up and use, some base building… You start as a random person in a random situation. Extra lives would be in the form of other survivors you rescue (either by helping them barricade or by bringing them to your base,) and becoming them if you die. Different survivors have different skills and inclinations, like faster/more stamina for the athletic, better results with medkits if they’re medically trained, better aim for military/law enforcement, etc. If you declare an area your base and it passes a secure check, the game won’t spawn zombies in it. They’ll wear down access points over time, however, and possibly get in.

    STORY

    Put in a light story based on survival, not “solving” the crisis. Like a good zombie movie, the big danger is the people. But the reason to go light on story is because you want to go heavier than normal on random events. Small ones would be the other people that spawn, and where they spawn, and their own situations. Big events would be like a horde, an explosion that opens a new extra area (small but interesting,) a plane crash, etc. A few major, many smaller. There should be enough events that it’s unlikely you’ll get a major one repeating in back to back games. Your first dozen playthroughs should feel moderately different from each other.

    WINNING

    If you survive X in-game days you get a chance to get picked up. If you miss it you have to try again in X more days. Access points get written down in your base quicker as you make it more difficult. In hard mode fewer hits make you infected, and you get more dangerous humans. Or go “realistic” with one hit infects. Infection slowly drains your max health until you convert. This gives you a few in-game days of play to get your affairs in order, with subsequent injuries draining that faster. Game duration is different than difficulty, and changes the frequency of exfil attempts. Maybe every 5 days, every 7, every 15, every 30… Or go endless and see how long you can survive as zombies get back up eventually and resources become more scarce.

    And ideally multiplayer. That’d be neat.

    So, slightly unique controls, lean in on procedural changes to the world and characters, narrative based around events not hard coded story, and customizable elements like difficulty and game duration.


  • For me it was debating what music service I wanted to pay for and I decided ad-free YouTube without having to get around anything was a fine bonus. And it was a decent trade to my brother and cousin when I was in their HBO and Netflix families. But I’m not going to say it’s “great” or anything. In fact if they ever cut my brother or cousin from my family plan (we’ve moved around the U.S. since I first got it,) I’m dropping it.


  • Jeffool MtoGamedev•Dual Fininte State Machine for a 2d Run'n Gun
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    2 months ago

    Good luck! It was apparently a common way to save space back in the day? I went to school like 20 years ago at Full Sail to learn this stuff, though I never went into the industry.

    It was first taught to me as a way to keep things small, anyway. I think they can run a tiny bit slower, for the record. But it makes things WAY more readable for me as well.


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