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triplefox's games and stats for all events →
| Timestamp | Since previous | Game | triplefox's comment |
|---|---|---|---|
| Aug 24 23:04:00 | Pirate RPG | I like that music. | |
| Aug 24 23:23:00 | 19m 00s | Utterly not | It's not a fun jump feel. I know people tend to complain a lot about the jump in platformers but that's because the essence of action games is in making the control and the challenges fit together in complementary ways. It's not enough to just have a reflex challenge like the precise long jumps here. |
| Aug 25 00:25:00 | 1h 02m | Boblar's Ascension | This one sucked me in a little more than I thought it would, I think because of the time limit of "how long will the planet last." |
| Aug 25 10:38:00 | 10h 13m | Slime Saga | Reminds me of the Candy Jam one but I liked these puzzles better. Sounds were doing some weird clicking/distorting thing, don't know why. |
| Aug 26 09:22:00 | 22h 44m | ECS in Python | ECS in a dynamic language like Python tends to involve a redundant approach to architecture. You can already access the raw fields and check for existence. The only thing you need on top of that is something to maintain a global indexing of same-type fields. And then once you pursue that road further, and try to add more integrity constraints, you drift towards implementing a relational database, or at least some subset of one. If you want a game engine that is maximally data-driven, try writing all data in BCNF form. (You can spend well over a week thinking about how to implement a clickable GUI button, doing this.) <br/> <br/>If you want to continue focusing on architecture from a performance angle I recommend thinking about how your system will treat memory allocation as that is the main thing separating "great" entity systems from "good enough" ones; zero runtime allocation is a good goal. If the entity system ends up being worse than just hand-rolling allocation strategies for each piece of data in the game, it loses by default. <br/> <br/>Bottom line, though: you will get more done in gamedev, especially in game-jam scenarios, by writing a single large main loop that does everything in a semi-customized fashion. It is inelegant and CS Professors Hate It, but it has the result of making the code more like an art asset - fluid, easy to change, easy to toggle or cut bits out, or make one-off variations. |
| Aug 26 09:54:00 | 32m 00s | I Dream Of Big Boats - The Office Theft | It booted but did not show a title or allow control, just showed a scene with characters. (This is on AMD A10-4600M laptop with Radeon HD 7660G) |
| Aug 31 10:47:00 | 120h 53m | Politics | Thinking I had beat the system, I played without clicking "Organize" until I had an audience of over 10 billion. I smashed through every influence goal until the campaign started, at which point my followers melted away to a mere 100k. <br/> <br/>I guess I should have stayed out of politics. |