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His theory is that the fun of a game comes from the player optimizing the gameplay loops and the game becomes unfun when the player masters it.
croxis said:Game vs simulation is something that probably gets debated a lot in gamedev 101 classes. As much as I like academic debate I don't think the label is too important as long as someone is having fun.
Game vs simulation is something that probably gets debated a lot in gamedev 101 classes. As much as I like academic debate I don't think the label is too important as long as someone is having fun.
We blow up the last ship of a pod and its "oh we won, hurray?" It could also be that I, the host, should read the manual so we can play something a bit more structured.
Greetings all. My apologies for my tardiness in joining the discussion. Simply too much going on. Trying to focus.
@daid: Ref your comment on 21 Oct on ship CPU and memory resource utilization; I am definitely all for trade-offs in ship design, but personally I think these should be of the larger system variety, i.e., shields vs engines vs sensors vs weapons vs energy plant, etc. CPU and memory resources seem too far "down in the weeds" for my taste regarding ship design trade-offs to be interesting/entertaining/good game play. "Memory is cheap" as they say, and should not be a limfac.
@smcameron: Ref your comment on 22 Oct, yes, I agree that white/background noise is important to the experience. So much so that we have a dedicated set of speakers and sub-woofer attached to the machine running the front screen for each of our ships. On that machine, we simply run a ship background/engine noise sound file in loop for the duration of our events. It creates an important base sound that fills the room and adds a great deal to the overall effect. We created the file with a spaceship sound generator we found online and paid nothing for it, yet it fits the need very well. It has an understated yet strong engine "thrumming" feel. We simply play the file with Win media player in the background while EE is running the front screen. Super easy yet very effective. Total night and day difference when using it. Here's the sound file for anyone who'd like to check it out/use it: https://drive.google.com/open?id=1zAvbRq4Jmke_Nu7S-TA8xvC7ZBuOgEAS Please note that it's much more effective when played with a subwoofer.
@daid: ref your comment on 23 Oct on an "anticipate, stress, relax" cycle in the game. The game scenarios that I host are very much focused at team building/problem solving. It's the "1) here's the problem, 2) here are the constraints, and 3) you and your team must solve the problem within the constraints; oh, and yes, you will be evaluated and you will receive feedback on your performance" (or lack thereof, ha). So the idea of "anticipate, stress, relax" occurs somewhat naturally in our "solving the problem" approach. I try to set up our events with clear goals in mind (i.e., Capture the Flag, Rescue Us!, or, Last Stand). The teams are motivated because they know they are being evaluated and will receive feedback from peers/superiors on their performance. They have some "skin in the game" because there will be "bragging rights" to be had by peers they interact with on a routine basis as well as some nominal prize items.
@daid & @croxis: ref the conversation thread from 24-30 Oct:
Going forward, I am hosting our company's first official "site-vs-site" EE event on 14 Nov. We have multiple office sites around the country, and this is the first time we'll be hosting a "Site A" vs "Site B" competition using CtF in EE. (Many thanks to @Xansta for his work to help create the CtF scenario/script! You rock buddy!). Folks are stoked and it's gonna be a blast! We're aiming for 3 full ships per site. I hope to stream the event, and will post a link if I'm able to do so. After this, there's only going to be bigger and better events…! I hope to keep everyone posted on the events. Look for my event write-ups here: http://bridgesim.net/discussion/comment/4199/#Comment_4199
Awesome. EXACTLY what I want. Please do not sweat for one moment that EE doesn't have a "single ship" storyline to follow.
"Memory is cheap" as they say
I am curious how you plan to integrate the idea of exploring the planet with the bridge-crew experience.
* Don't land. Simple, removes the need for all kinds of complex interactions between your ship and the planet.
@daid: you're on fire dude! Ha.
Ok, by point/topic.
However, I do feel qualified to say that it would be nice to have a larger variety of planetary surface textures in the standard library.
scameron@wombat ~/github/EmptyEpsilon/resources/planets $ file *atmosphere.png: PNG image data, 128 x 128, 8-bit grayscale, non-interlacedclouds-1.png: PNG image data, 1024 x 512, 8-bit grayscale, non-interlacedgas-1.png: PNG image data, 2048 x 1024, 8-bit/color RGB, non-interlacedmoon-1.png: PNG image data, 2048 x 1024, 8-bit/color RGB, non-interlacedplanet-1.png: PNG image data, 2048 x 1024, 8-bit/color RGB, non-interlacedplanet-2.png: PNG image data, 2048 x 1024, 8-bit/color RGB, non-interlacedstar-1.png: PNG image data, 512 x 512, 8-bit/color RGBA, non-interlacedscameron@wombat ~/github/EmptyEpsilon/resources/planets $
Kilted-Klingon said:Full 3d space environment with appropriate navigational aides
Full 3d space environment with appropriate navigational aides
Oh, BTW, today SNIS is 7 years old.
smcameron said:Or conversely constraining the path so it isn't so easy to go around is harder and takes more "stuff" and tends to seem unnatural, like you have to practically build a box around the player to present anything more than the very slightest of inconveniences.
Or conversely constraining the path so it isn't so easy to go around is harder and takes more "stuff" and tends to seem unnatural, like you have to practically build a box around the player to present anything more than the very slightest of inconveniences.
daid said:Maybe that's why I want planets with cave systems?
Maybe that's why I want planets with cave systems?
If I may interject some "thoughts about bridge sim games" that are not necessarily immediately preceded in the conversation by any provoking stimulus... but which are nevertheless on my mind lately