code logs -> 2016 -> Wed, 13 Jul 2016< code.20160712.log - code.20160714.log >
--- Log opened Wed Jul 13 00:00:31 2016
--- Day changed Wed Jul 13 2016
00:00 catadroid` is now known as catadroid
00:06 Shady is now known as Shady|afk
00:16
<@gnolam>
... indeed it would
00:25
< ASCII>
In space, nobody can hear your objection?
00:25 * ASCII rips out all his lighting code and starts from scratch
00:32
<@Reiv>
chadooin', ASCII?
00:32
<@Reiv>
More machinima?
00:33
< ASCII>
shaders
00:33
< ASCII>
though I've considered doing a new film sometime soon
00:33
< ASCII>
but currently working on space videogame assets
00:34
<@Reiv>
ooh
00:34
<@Reiv>
Working on a game, or?
00:35
< ASCII>
Not sure what I'll do with em
00:35
< ASCII>
http://i.imgur.com/pufS4UW.jpg
00:36
< ASCII>
I just changed the shading for the land and I like how it looks a lot more, but it means my horrible spaghetti lighting needs a total rework
00:45
< ASCII>
https://www.youtube.com/watch?v=WlUYMACnLlI
00:46
< ASCII>
started with making noise on the GPU since there are no random numbers and no built in noise functions
00:48
<@Reiv>
hey, that's pretty nice stuff
00:48
< ASCII>
Then this guy I know is making a space game, so I explored in that direction, sicne I'd already made him some space skyspheres
00:49
< ASCII>
But now I'd be kinda tempted to make something of my own with it
00:50 * Reiv nods
00:50
<@Reiv>
I have so many space games in my head
00:51
<@Reiv>
But man I would not know where to start in the actual coding bit ;_;
00:51
< ASCII>
Like what?
00:55
<&Derakon>
Generally you begin at the beginning. Either that or the end~
01:14 * ASCII prods reiv with the official stick of prodding.
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01:23
<@Reiv>
ASCII: Do you mean 'like what sort of games' or
01:25
< ASCII>
Yes.
01:26
<@Reiv>
hm
01:27
<@Reiv>
There's the one that's a little tiny bit Sim City In Space, but the real key to it is the evolving scope - you play a government rather than Benovelent, All-Commanding God, and the trick there is that as your empire gets bigger you either start letting the civilians run things themselves, crank up beaurocracy to cope, or watch your empire become increasingly corrupt and/or creaky
01:28
< ASCII>
...So Stellaris?
01:28
<@Reiv>
That one avoids the Governor problems of other games by skipping the traditional build-individual-upgrades issue; it's closer to MoO1 in having sliders per planet, and you can use your government money/influence/etc to influence the sliders, otherwise they'll self-balance over time
01:28
<@Reiv>
Stellaris is... similar, yes
01:28
<@Reiv>
More interested in telling stories on a relatively traditional 4X structure, though
01:29
<@Reiv>
The big crime (in this kind of ideal) is that it still has build slots on planets that you fill, which is not at all the intent
01:29
<@Reiv>
But yes, it's a 4X that doesn't pretend that governments are all seeing gods :p
01:31
<@Reiv>
another has you playing at being a spaceship traveling STL between solar systems, in disasterous state of disrepair, trying to keep the ship going and running enough to slowly upgrade the place and get it working again for the final plot goal
01:31
<@Reiv>
The kicker being that when I say you play the ship, this is very literal indeed - you're the ships AI.
01:32
<@Reiv>
Right down to 'if the cables are cut, you can't see into that room.'
01:33
< ASCII>
Kinda like Suspended?
01:33
<@Reiv>
Very much like Suspended.
01:34
<@Reiv>
Possibly down to trying for a terminal-based feel (which could result in some hilarious looking schematic maps)
01:35
< ASCII>
I'd considered an archaeology game in a suspended style
01:36
< ASCII>
I really like the idea of a somewhat open ended archaeology game, in general, so I've thought about a few variations on the theme.
01:37 * Reiv nods
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16:58
< catadroid>
Insight if the day: just because your UI framework is flexible, that still doesn't mean that you should be exposing a slider from one to potato
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17:16
< ToxicFrog>
...indeed
17:18
<~Vornicus>
On a scale from one to jarts, how terrible is your idea
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18:08 * ToxicFrog stab stab stabs this RPC library
18:09 * simon_ stabs .NET's System.Net.HttpWebRequest
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20:24 crystalclaw|AFK is now known as crystalclaw
22:34
< catalyst>
This program generates two fields, links a channel to the text input change event from one and another to set the text of the second, then links them so the text between them is enciphered - http://paste.ofcode.org/CLm6ZzHCQDZDww4SZLv34v
22:34
< catalyst>
neater - http://paste.ofcode.org/36vetkqDsuTF7ZdEYdXeCyT
22:35 * catalyst is pretty pleased with herself
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--- Log closed Thu Jul 14 00:00:54 2016
code logs -> 2016 -> Wed, 13 Jul 2016< code.20160712.log - code.20160714.log >

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