To me, respect and reverence for an original piece of art means preserving it, warts and all, not remaking or garishly modernising it to sell back to the masses
25.10.2025 04:53 β π 21 π 2 π¬ 1 π 0@rosodude.bsky.social
To me, respect and reverence for an original piece of art means preserving it, warts and all, not remaking or garishly modernising it to sell back to the masses
25.10.2025 04:53 β π 21 π 2 π¬ 1 π 0"If we create small, deep, object-rich simulations that allow multiple solutions to tough problems, players will inevitably stumble upon the 'real' goal of an RPG β to grow a unique alter ego."
17.10.2025 18:51 β π 1 π 0 π¬ 0 π 0"Allow players to make choices and then show the ramifications of those choices... Games should be rife with ethical dilemmas rather than right and wronge choices. 'What are you fighting for?' and 'How do you achieve your goals?' should be unavoidable questions."
17.10.2025 18:51 β π 2 π 0 π¬ 1 π 0"Every game problem should have multiple solutions, by design or because alternatives arise naturally out of the simulation. How players deal with the problems they encounter... should affect subsequent interactions with the denizens of the game world..."
17.10.2025 18:51 β π 0 π 0 π¬ 1 π 0"Conversations should reveal things about NPCs; your responses should reveal things about you... Conversations are made interesting by the things they reveal about the characters speaking, the game world, and the world's state β not the number of branches on a conversation tree."
17.10.2025 18:51 β π 0 π 0 π¬ 1 π 0"Here's a radical concept: let players control when and if combat happens. Our goal should be to make combat an option, but not always the best, and never the only one. Encourage noncombat interactions, especially conversations"
17.10.2025 18:51 β π 0 π 0 π¬ 1 π 0Every time I find an old piece of Warren Spector soapboxing about how computer RPGs should go beyond character classes, dice rolls, and combat encounters in favor of dense & reactive simulations of human spaces I wonder...
...has no one ever told him about Pathologic?
Also got one lady saying there aren't enough old white men in the city council because the Democrats are importing immigrants to win elections unfairly
Yep, bike lanes are a key component of the Great Replacement plan, y'all just wait
Joined Nextdoor to read posts from people crashing out about new bike lanes in my city while concern trolling NIMBYs offer support
"It truly does seem, sometimes, that the goal is to intentionally punish motorists, rather than make things safer for cyclists"
lol
I also have a new and improved "CTB Wait Addon" for FF6, which makes the combat entirely turn-based, like FFX's "Conditional Turn-Based" battle system. For folks who don't like the time pressure of ATB
(I have already done the same for FF7 and FF9)
If you compare with vanilla FF6 ATB (below), you'll notice that the relative speed differences between characters are irrelevant, as the gauges fill up during animations and backlog the queue
29.09.2025 16:56 β π 1 π 0 π¬ 1 π 0The old "Classic ATB Enhanced" paradigm is still available as well
29.09.2025 16:56 β π 0 π 0 π¬ 1 π 0So I ultimately gave FF6 the same rule as my FF7 ATB hack: Time can flow during the current animation until any character is ready to act. This is "Modern ATB Enhanced" for FF6
29.09.2025 16:56 β π 0 π 0 π¬ 1 π 0FF7's Recommended ATB was designed as a response to the flaws of FF6's ATB system, which allowed time to flow during all animations as a technical improvement over FF4 and FF5. While a strict animation pause makes FF6 play like the other SNES titles, it deserves a modern approach
29.09.2025 16:56 β π 0 π 0 π¬ 1 π 0FF7's Recommended mode is a bit over-engineered though; apparently no one understood exactly how it worked until I looked through the assembly code
I simplified it: time pauses during the current animation once any character is ready to act
vimeo.com/1055318760
After making my original ATB hacks for FF6 and FF9, I took a look at FF7. That game has a really interesting "Recommended" mode. Instead of strictly pausing time during animations, it allows a bit of time to flow before stopping to ensure the queue doesn't get (too) backlogged
29.09.2025 16:56 β π 0 π 0 π¬ 1 π 0I got some helpful criticism on my FF6 ATB hack:
- It makes battles a bit slower
- It makes battles unfair when used with difficulty hacks with high speed monsters
- Status effect timing is not quite right
So I went back into the workshop to rebuild it from the ground up
you can basically build full ranged but you're gonna want to do that later and take some points in unarmed for this one sequence where they make you fight a prison rat before you have any party members
20.09.2025 18:00 β π 29 π 3 π¬ 1 π 0classic crpgs are great because they really place so much emphasis on how you can approach any situation from [noticing you're building for stealth] oh the stealth skill doesn't work in this, it's not actually implemented
20.09.2025 17:48 β π 50 π 10 π¬ 1 π 1Yes, let's!
But really, the key point is that the world modeling available to the designer is largely separated from the engine architecture. I didn't have access to the leaked C++ source for 2 years of SS2 modding and it didn't affect my output much (except for some hacky stuff that I wish I knew)
Oh, Sean Barrett's twitter profile is protected, so you need an account to view the tweet
In any case, it's just some screenshots from the powerpoint I linked
The powerpoint? Try this link:
chrishecker.com/Game_Object_...
My study of the engine that Ice-Pick Lodge created in 2005 for Pathologic leads me to believe it works on similar principles. The underlying engine handles the major systems that require performance, while 90% of the gameplay is driven by xml data and virtual machine scripts
18.07.2025 19:14 β π 2 π 0 π¬ 0 π 0All of the archetypes live in an "object hierarchy", but the "objects" are the modeled game entities, not the coding abstraction. It's just a collection of data! The C++ code operating on that data instead consists of component systems for physics, lighting, AI, etc.
18.07.2025 19:14 β π 2 π 0 π¬ 2 π 0In the editor, designers can assign properties to objects (whether "concrete" entities in the map, or abstract "archetypes" for reuse). Properties include the mesh, physics, sound schemas, act/react stimuli, and other gameplay data, as well as simple scripts
18.07.2025 19:14 β π 1 π 0 π¬ 1 π 0Dark's architecture allowed programmers to engineer performant gameplay systems (physics, lighting, sound propagation, NPC AI) which efficiently walk through component arrays to do all physics etc. calculations at once, while designers could model entities with inheritance
18.07.2025 19:14 β π 1 π 0 π¬ 1 π 0@cmuratori.bsky.social's talk is about how the "the compile time hierarchy of encapsulation" needn't match the "domain model"
For example, Dark does have an object hierarchy (which looks like standard OOP inheritance), but this is just how DATA is organized, not the code architecture!
I have written several devblogs about my experience modding with the (New)Dark engine, which was very pleasant
Its clean separation between software engineering and designer toolset made it extremely easy to jump into and start building stuff
rosodudemods.wordpress.com/2020/04/27/d...
I would like to point people towards Sean Barrett's thread on Doug Church's internal presentation on Dark's ECS. It confirms that they handled the component arrays in exactly the same way that modern ECS engines do (and for the same performance reasons)
x.com/nothings/sta...
Okay, so I have been following Casey's stuff for a while, but I was floored when he opened this talk with a discussion of how Looking Glass invented the Entity Component System in 1998 for Thief: The Dark Project
www.youtube.com/watch?v=wo84...