[–] 1 point 8 months ago

Indirect/proxy should make politics more-significant, right?

There's a game, I think it's called Democracy, which has one hell of alot of dimensions of stuff which affect outcomes.

if you've never seen its .. can't remember if it was the skill-tree or the setup-thing, or just the intro-tutorial, something ( I'm not a gamer, but study human-meaning, including psychology, including story & game ) .. you may find many inspirations for interactions to include in the affecting-outcomes math..


Duh! I just realized, that you could actually do both, but each run the players have to choose direct-allowed or indirect-only, in order to give your game both kinds of exploration..

hopefully that'd mean only some more work, but for much more value for your game?

_ /\ _

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  • [–] 2 points 8 months ago

    I like alternate history games as long as they are pretty clear and obvious that they are not trying to portray real history as it happened. So anything that increases the different outcomes is welcome, but likely to be much more difficult to program.

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  • [–] 9 points 8 months ago

    Allow direct conflict, but give it severe consequences. A little research should pull up some ideas of worst-case scenarios - anything from economic collapse to destruction of the UN to nuclear apocalypse.

    Civil war mechanics could be interesting, for example if a power took direct action and it caused severe unrest among its populace.

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  • [–] 4 points 8 months ago

    depends on what kind of game and what future you plan for the engine. if you are looking to use similar tools (item placement etc) you might be able to re use components for gameplay later if you keep parity with things like the "high resolution overlay capabilities"

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  • [–] 3 points 8 months ago (2 children)

    Worth noting: That 4 to 6 hour number is probably for a build from scratch. A good build system will be able to only recompile things that have changed and so the develop -> compile -> test cycle is usually much faster.

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  • [–] 7 points 8 months ago (1 child)

    but I mostly work with infrastructure and optimizing build systems.

    Besides source code, games also need to compile source assets. An example of this is textures; a dev might store them as PNGs in their source control, but the texture will need to be converted to a different format depending on the target hardware. On mobile, that might be something simple like PVRTC, or maybe supercompressed KTX. Geometry and animations also need to be compiled, usually from something like FBX to whatever runtime formats the engine uses, not to mention all the other copious amounts of custom data needed for the game.

    Shaders are a challenge because you can't fully compile them ahead of time. They're usually authored in some DSL (maybe HLSL/GLSL, but sometimes also an engine-specific custom language), and depending on the target graphics API they can be compiled to intermediate bytecode (eg SPIRV). However, that bytecode needs to be compiled by the user into the internal format needed by the graphics implementation (which can even change between driver versions on the same machine), which is why modern PC games need to compile shaders on first launch. Consoles with fixed hardware can avoid this problem.

    Beyond that, the shader permutation issue leads to games requiring a shitload of shaders for performance reasons, exacerbating the issues described above, both for the developer performing a release build, and for the user launching the game. This article describes the issue well.

    So add all that on top of the usual time it takes to (cross-) compile the engine and game code, which is often a massive C++ codebase of dubious quality, and sometimes also an outdated proprietary toolchain of dubious quality.

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