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Cake day: Jul 01, 2023

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I think forcing MMOs to release software is a bit much.

Opted for large scaled systems. It’s more than just simple software. There is a ton of infrastructure and proprietary solutioning that goes into it. That’s likely used for other games as well.

It may not even be possible to release the software because it is not just software and the resources to prepare it for releasing may not be available.

However, if a game company shut down their servers, they should not be allowed to prevent other people from try to reverse engineer and make their own servers.

Single player and local games 100% though should not be allowed to be killed.


I love seeing these outside views from folks who aren’t developers 🤣

Gen AI is pretty well integrated into development pipelines at this point. In ways that are subtle and quite useful.

Especially autocomplete as you write code, and boiler plate autofill. These used genai, are subtle and not necessarily intrusive, and are pretty widely integrated across the development ecosystem.

Like everything the poison makes the dose. The larger the dose of genai the more poison you are introducing into your work.


A strategy you could employ is to buy the battery early.

Keep it at about 30-50% change, and refrigerated. You’re talking < 2-3% capacity loss per year, probably much lower since the temperature is so low.

Meaning the battery is effectively new when you go to swap it.


Yeah, location based as in you and the objects in the game are based on real world coordinates. The “grid” for the game is overlayed onto the real world

Same ingress lost its appeal after a while. The gameplay loop was shallow and repetitive. It was based around rather fast gameplay loops, that would resolve, and then you rinse and repeat.

I made some cool friends though, it was cool to meet people at capture points.

I’m aiming for much MUCH more depth here. Fundamentally different from ingress of similar games, aside from being location based. More industry and exploration, with a more typical loop around economy, growth, and advancement.


Great question, and one I’ve struggled with.

I’m a big privacy advocate, and my personal devices and home network reflect that. Which really brings me to a difficult crossroads here.

I don’t have a good answer for you right now, the best I have are the problems I’m trying to balance:

  • Anticheat: How do detect and build better detection for location spoofing? This, intrinsically, requires the recording of directly associated location data. And the collection of mass anonymized data in order to determine “what looks normal”, to spot abnormal (spoofing) behavior. How can I balance this against privacy concerns? It’s a rough one for sure.
    • This is the toughest one here. Likely I’ll need a combination of data retention periods and anonymization. At the very least sensitive data is separated from the rest of the game data, and is encrypted at rest. Likely there are clever protocols and solutions already out there I just don’t know about yet that can improve protections here.
  • Audit Logs: When a player performs an action that interacts with a location-based feature, where they where when that action was performed it is stored alongside the audit log of that action. This ties in closely with Anticheat, and also enables pattern matching to try and find oddities (exploits, cheating, bugs, and other problems).
    • Right now these stay around forever, and can be used to simulate the global game state at any point in the past (really REALLY useful for debugging problems, especially when you don’t have a good repro). Eventually such state should make granular rollbacks possible in case of exploits or rampant cheating. (A game where you have to physically go somewhere to capture a mine means rollbacks have a crazy high cost, making them granular is pretty important)
  • Analytics and Telemetry: Location data isn’t in use here right now. And I don’t see how it would be while also respecting privacy.

Selling the data: 😂😂😂 I’d rather light my servers on fire than stoop to that level.


Hey that’s totally valid!

I’m an avid player of Factorio and Dyson Sphere Program. Those really scratch the pure factory itch.

I’m aiming to scratch a different itch here. Persistent empire building in competition with others over finite resources is an itch that’s REALLY hard to scratch. And that’s what I’m aiming for here.

That sense that you have built something that feels more tangible than other games you’re accustomed to. There’s a real world element, you control something that someone else cannot, with that comes that empire building feeling I personally live, and want to build a game around.


What level of interest do you have in “empire building” location based games?
Mobile location based games. This is still a fledgling genre. But not many of them scratch the itch of online/shared world empire building. There are some that try and scratch the empire building niche but they don't go far with the idea, or their implementation is kind of janky with older or awkward user experiences. So..... ### I started building my own **A location based, persistent, multiplayer, economy and industry sim.** A few years ago I was inspired by some of these games to build my own. After a couple years of development, I proved all the core technologies. It was at this point that I realized that without a community and without garnering interest, no matter how good of a game I made, it was still slated to die against the waves of slop on the app store. It sat on the back burner for a bit but I've been interested in restarting the project recently. As part of that I want to see what sort of interest and ideas other folks have. ### The Concept The concept of the game (Heavily inspired by Resources, with the same gameplay loop), is that you are the owner of a corporation and can go around in the real world scanning for resources. These resources are distributed in a manner that tries to match their real world properties. Certain resources that are often mined alongside each other can be mined together. Once you find resources that you care about, you can place down mines to gather those resources. Since this is a persistent world, there is some sense of scarcity for certain resources as once someone else is placed mines there you cannot. You can then use factories to refine those raw materials, and to manufacture products out of those raw materials. You can upgrade mines, your factories, your manufacturing capabilities...etc these refinement and manufacturing chains are also based off of their real world counterparts. Certain metals like copper and aluminum are incredibly difficult to refine and the efficiency of that refining process is based on the technologies you are using for that refinement. A real player market is where you can buy and sell materials and products. You can either sell or buy materials for the purpose of manufacturing or you can play the market and make money through speculation. Pressures are put on you in the form of mine upkeep, over time your mind's degrade and you will need to spend money or resources to maintain them. Natural disasters can affect the productivity of your mines and factories within certain geographical regions or even do damage to them. You have a workforce and that workforce costs money to maintain and keep happy. The regional and global workforces of all players drive a level of economic consumption and need, alongside your natural growth and technological advancement. Increase your manufacturing capabilities and technologies by unlocking them as part of a tech tree. As you progress, you are able to build and research technologies to not only unlock new products and manufacturing capabilities but boost productivity and efficiency. ....etc ### Okay, that's a lot of words Essentially: - Real world resource distribution, based on common geography and realistic resource availability. - manufacturing and processing chains grounded in how these materials are produced for real - A full technology tree and progression - A player driven economy - various upgrade paths for your mines, factories and other buildings - A "Headquarters" Which is an area with limited land availability for you to place billions like factories and refining. - The amount of land available for your headquarters is upgradable as you progress - Competition against players both for resources on the map, economic size, and leaderboards. - Direct trading, contracts, and sales between corporations ....etc Who here has an interest in games like these? And what sort of empire building itch can this scratch for you?
fedilink

Supreme Commander!

Check out the FaF community, keeping it going strong.


Honestly this sort of thing applies to more and more products from Amazon every single week.

You shouldn’t buy any sort of skincare products medicine or supplements either.


That’s… Largely a financials problem.

Steam: $8-10 billion/y

GOG: $80-120 million/y

Steam can throw 10 GOGs worth of resources at a problem and barely break a sweat. Yeah, of course they are making huge strides, that’s how consolidation of wealth works when that wealth is actually reinvested.


The issue isn’t really the OS in many cases.

The barrier is getting a battery replacement. Which many devices make exceptionally difficult, to the point where buying a new cheap phone is nearly equivalent in price as paying someone to tear down your phone and rebuild it to swap the battery


Naw, they’ll make it yaml

And the only way to edit it will be in an on-phone editor that won’t use a mono spaced font.


And like all android updates, it’s guaranteed to be worse than it was.

Everything’s getting shittier.


The way it works right now on my phone is you tap it to turn it on and off and then you long hold to open the setting.

I’m going to be peeved if that goes away in favor of OPs process…



Fun Friday Facts.

They’ve been releasing awesome devblogs for years every Friday. It’s actually awesome


Isn’t… This what a monopoly is?

Why are we celebrating that?



Many many hours is a massive understatement.

Thousands and thousands of hours is more appropriate



I like that you are so unwilling to learn that you associate an explanation of a field you know nothing about as “defending”

😂😂


Plus you’ll get to see if they add all the post-launch microtransactions like games are starting to do these days.

Launch to good reviews, and THEN rebalance and force players towards transactions and paid currencies.


How to say you know nothing about game development without saying you know nothing about game (software) development. But want to assert your opinion on it regardless.

It’s corporate profiteering not lazy devs. The devs work their asses off, these aren’t their decisions to make.

It’s like blaming the guy finishing the drywall for design problems with the building. Lazy drywallers, ruining a good office tower, it wouldn’t be leaning if they weren’t so lazy.


How does this compare to liftoff?

Been enjoying that quite a bit