I’m already building protocol tools, and I actually enjoy writing network code, especially for games, but its so much easier now that QUIC exists since its basically the old trick of taking UDP and applying some TCP features to make it function better for games over say streaming.
An online game using ActivityPub for its user system would allow for quick implementation of many necessary features, and using reference material and generative 3D models, or even programmable 3D models demos could be made a lot easier; leaving the developers to focus on just the parts that make their game unique.
I’m actually writing a long-form article on generative art, the bad parts, how expecting laws to save us when we have no control over our lawmakers, is a pipe dream.
So creating a list of actionable strategies for workers, artists, and everyone in between at least begin the discussion of the best strategy to make these tools work for us, and take way power from the few.
I found a Rust engine that is really simple and uses the new object model for games that I have never tried.
Then use generative art or genart to make prompt based 3D models, and programmatically fill the scene with all the new 3D scene programming tools.
Its better to learn game theory and design the game on paper first and decide victory conditions and if those are obtained by what combination of skill/chance. More chance the easier the game.
I never played DnD so that would be fun, I have only done GM. But I think its because it gave me an opportunity for a mult-media art project where I didn’t have to decide the plotline just the parameters of the world. Its like how in Snowcrash the world is so much more interesting than the plot it overshadows it–
I was thinking about creating a game with 3 or 4 economic systems and they are in constant battle, so you join the single system (will be perceived as authoritarian almost regardless what I do) communist, the anarcho capitalist, syndicalist communist, then maybe a socialist group.
Then have a game world with each system having its own currency that gets traded against each other. And the systems compete for territory, basically with a simulation of each system already running via NPCs then throw in the players.
But here is the twist, to spawn you have to pay like 10 cents or a quarter. And death is permanent.
And to top it off, the profit made from spawns, make like 50% the prize money for winning (since its a game of skill).
The prize money value will be seen going up and make people want to spawn more. I was thinking free spawns at a certain time interval to avoid being too annoying.
But it takes the monetary parts of the game and makes them punishment and reward; since in gamedev if you monetize they become entangled concepts. One will always affect the other. Most games let players buy meaningless changes like skins because they dont want the monetization to affect the game play but then some directly make it pay-to-win.
This is pay-to-play and win-to-real-world-reward
I was thinking of doing it isometric just fine some nice line drawing ones and see if I can generate some scenes with them.
Honestly Id just like a nicely cell shaded engine I could drop 3D things in to create scenes programmatically for a variety of reasons it just happens its the same thing game developers are usually doing.
I have played with a lot of engines, I think they are very cool. Someone implemented the source engine in Go and its a fun read.
Not really feeling good today