u/Former_Produce1721

My Game Engine is just another OS Shell the player can equip in game

A custom engine made for my Cyberpunk Roguelike game (Very early days!)

Stack

  • C# WASM backend
  • React Frontend (WebGL for world render)
  • Tauri Host for Native Builds
  • Yarn for dialogue system

Notable Aspects

  • Copy on Write for fast and deterministic Undo / Redo / Recording / Playback / Simulation Forks
  • User based permissions. A user with admin permissions can freely move through the world and possess characters and modify entities
  • Operating System Shells. Multiple views which change how entities see / interact with the world. A medical OS will focus heavily on organic health. A scavenger OS will focus on monetary value

The Game Engine itself is just another in game Operating System that exposes tools.

u/Former_Produce1721 — 5 hours ago

How to stop imagegen regurgitating same image?

I've been trying to see image gen to explore ideas, but once it has generated one image it seems very resistance to deviate from just editing that image.

I've tried asking it to create different formats, or explicitly explore different directions, even told it very specific new things to change, but it always makes subtle changes to the first image and presents it.

It makes it unintuitive for exploring concepts

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u/Former_Produce1721 — 1 day ago

Yarn Spinner for Dialogue?

I like the syntax and workflow of YarnSpinner from when I used it in Unity.

I'm considering using it in my custom engine now (C# backend, React Frontend) but wanted to see if anyone had experience with this.

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u/Former_Produce1721 — 4 days ago

Abstracting sexual encounters elegantly?

I am working on a game where you get cybernetic implants which slowly reduce a humanity stat.

In order to restore the humanity stat, I plan to have the player participate in activities that are intrinsically human like:

- Eating

- Smoking

- Sex

Are there any games that abstract sex in an elegant way?

Or ideas on how to do so?

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u/Former_Produce1721 — 5 days ago
🔥 Hot ▲ 291 r/gamedesign

Abstracting sexual encounters in a non porny way?

I am working on a game where you get cybernetic implants which slowly reduce a humanity stat.

In order to restore the humanity stat, I plan to have the player participate in activities that are intrinsically human like:

- Eating

- Smoking

- Sex

Are there any games that abstract sex in an elegant way?

Or ideas on how to do so?

reddit.com
u/Former_Produce1721 — 5 days ago

AI assisted coding drastically reduces the Sunken Cost Fallacy

As a programmer it was always easy to become very attached to a certain design paradigm or homebrewed framework after pouring weeks and weeks of work, stress, self doubt, breakthroughs and compromises into it.

This was always something that kind of bothered me as the amount of manual work required to explore a path often locked me into that path.

With AI assisted workflows I feel so much more comfortable and detached in a healthy way. I can explore multiple patterns, be hyper critical without feeling any dread of migration and work more effectively.

Of course there is the cost of tokens, but I have found that this is invokes a much different feeling than sunken cost fallacy. It rather invokes a prioritization mindset.

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u/Former_Produce1721 — 5 days ago

Entity Attached Location

How do you manage entity attached locations?

I have a flat list of entities.

I have entities which can have attached entities (For example a character that has an item equipped. An item that holds other items)

All these are saved with keys. No direct references.

So an inventory item with items inside simply has a list of item keys.

However I found a lot of the time I need to query the owner of an entity. So when I attach/detach an entity I update an owner var inside the entity.

However I'm not so thrilled about having two records of ownership.

I have a copy on write system because I support undo/redo and recording of events. Having an owner var in the entity makes this quite straightforward as if the entity is detached from it's owner, the history layer now has a record of the owner and the entity in the correct state. And popping that history layer automatically reverts the attachment vars without extra work.

If I set up a location record dictionary I would need to add some complexity to my copy on write.

But if the entity and it's owner both have vars then desync could happen at some point which could put things in a bad state. Arguably this should never happen and is an indication of a bug that needs to be fixed.

Any insight into this issue?

I want to support undo/redo and saved recordings of turns, so it needs to also be serialized nicely.

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u/Former_Produce1721 — 6 days ago