« first day (2920 days earlier)      last day (2394 days later) » 

07:55
I'm having a bit of a conundrum:
I want to be able to instantiate prefabs via a lookup from a string.
And also not have it be as bad as doing an instantiation from a non-loaded prefab (one that's not referenced in any script).
The easy way to do this would seem to be a dictionary with strings as the keys and GameObjects as the values.
But Unity doesn't play nice with that in the inspector.
 
4 hours later…
11:35
@nwp I'd love to, I'm TheMaskedRebel#8854
I'd like to come in, I'm TheMaskedRebel#8854
@nwp hi
nwp
nwp
Hey.
I tried to join the lounge regulars
@nwp
nwp
nwp
I see. Will probably not work out though.
nwp
nwp
It's a cultural thing. You need to have a certain level of jadedness and etiquette. And this and constantly pinging people really doesn't fit.
11:47
Will I be able to get in?
nwp
nwp
no
Why exactly?
nwp
nwp
2 mins ago, by nwp
It's a cultural thing. You need to have a certain level of jadedness and etiquette. And this and constantly pinging people really doesn't fit.
 
1 hour later…
user92578
12:57
Once again on a bus home, feels so good after a really hard week
hooray! \o/
what's the week been like?
user92578
Fitness testing, battle training, two days in the forest with camping stuff & more battle training, a half day at the shooting range, then digging mines, practising hand grenades and light bazookas and today we practised for chemical strikes, putting on gas masks etc. Damn it was hot in 30 deg celcius to be wrapped in full battle gear (really heavy), then a rain suit, gas mask and a helmet
but if the ruskies ever come again you will be ready :D
user92578
I was able to skip the second forest day though, I had an entry exam to get to do some war sim stuff, and I got it (not super official yet but I did get a congratulary text message)
user92578
So looks like I have 4 more weeks of this stuff, and then I'll be doing computer stuff for 6-7 months
user92578
13:03
I'm not really allowed to go into detail about this stuff, dunno if I'm even allowed to say this much xD
I've been spending the last two weeks getting legal stuff ready for the formation of my studio as a JSC. Man if anybody told me that I would have to go trough all this just to have my own indie studio to make games...
user92578
lol yeah legal stuff is a nightmare
not only that. I have to worry about budged and staff payments, interviews, legal stuff, intelectuall property rights
user92578
:/
good thing my co-founder is a bussiness person and does most of that stuff
it just never ends. There is always a next thing to solve or figure out. Man I just want to code stuff and make a game :D :D
I already got "fans" asking me on facebook yo when does the game come out.. I'm like: Bitch we aint even started grayboxing yet! :D :D
user92578
13:10
thats good though
yeah it is
got some new artowork
user92578
very cool
I cant wait to go international and see if the "SJW", femist crowd would have something to bitch about our character
13:58
@UriPopov Don't worry, there will always be someone somewhere that will complain for something. Heh.. humans with a microphone...
Something I just thought of about character generation in RPGs: Presenting players with skills without demonstrating what those skills do is pretty bad design.
:D
It's one thing to say "Strength makes you do more damage".
Thermodynamics skill from EVE-Online: "Advanced understanding of the laws of thermodynamics. Allows you to deliberately overheat a ship's modules in order to push them beyond their intended limit. Also gives you the ability to frown in annoyance whenever you hear someone mention a perpetual motion unit. Reduces heat damage by 5% per level."
@Tyyppi_77 o/
user92578
14:02
hi
It's another to show the player "this is the sort of change increasing your strength will have" by demonstrating a high strength vs. a low strength.
@Tyyppi_77 @Garan can we chat in the discord server
user92578
why?
user92578
Your discord server is not a replacement for GDSE
user92578
14:04
It is a place where you can keep us updated on your game or whatever
I've seen you mention your discord... probably at least a dozen times and I'm not around nearly as much as I want
user92578
^
Same. I don't use Discord normally.
Also, your basically going "Hey small community of gamedevs, I want to take you for my own community."
user92578
Also, many of us have kept otherd updated on our progress just fine here
You also randomly go join my server without any other relevant information like the fact that it's a discord server~
What server?
To parse what he said: you go 'join my server' but don't actually tell us anything about that server.
@AlexMitan @AlexandreVaillancourt I already have some of the books included in the bundle, here's my thoughts: I read the 1st ed of Level & liked it. Personally, I found the section on camera framing really helpful. The Kobold guide to Game Design is also a solid title for anything rpg-ish & if you like it, I strongly recommend their guide to Worldbuilding. On the therhand, their guide to board game design didn't really land for me, but maybe I expected too much given their other titles.
14:17
@TheMaskedRebel Of course, this does not show all the mentions of if that you removed.
@AlexandreVaillancourt @AlexMitan Personally, I think the bundle is worth $15 for the Kobold Game design book, esp if you're not into rpgs, quests, world building. Even though I already own some of the titles, I'm probably going to get it for Ignacy Trzewiczek's two books & the updated section to Level Up. YMMV.
@Pikalek I purchased it for the books at the $15 tier. :)
I also keep forgetting the I've read Koster's Theory book. Every couple of years I find it at the library, think "this is well regarded work, I should probably read it", bring it home & discover past me already did that.
@doppelgreener Feel free to chime in with any earl impressions you have of any of it!
Haven't been able to start reading yet, but will do when i can. :)
14:50
@Pikalek Thanks for the tip, I think I'll buy it, and @doppelgreener thanks for the pin!
Not sure when I'll read though :/
15:16
I have an list of buildable structures ( houses, towers ) ... but not everyone of those should be buildable for every player... some should be unlockable... some require a specific item in the players inventory and other ones need special rights to be build... any ideas how to implement that using a database ?
@genaray why does it need to be using a database?
Because i store all my building types in a db table to make it more generic ( stats and so on )
but like, you could just have a player-to-building relationship table to record whether they can or can't build it, and what conditions they need to meet to build it
when the player starts, based on their starting conditions, you set a handful to "can build" already
that sounds logical ... but wouldnt this table be huge with many buildings and even more players ? :)
yes
well, the table schema will not be huge, but the table will be huge
your schema would be: player_id, building_id, can_build, conditions_for_build, conditions_for_unlock
don't know how you'd want to store conditions for building ("must have a specific item") or conditions for unlocking, that might be a blob of some serialised game logic data
15:22
Well ok... ill give it a try :) Thanks !
Okkk next topic... private messages... well my players should be able to send pm's to other players... nothing special, just a "short" message, without a topic or title. The server should also be able to send those Pm's to other players in the same way ( events for example ) ... when receiving such a pm, players should be able to answer it... that means you can have multiple pm-conversations at once... how would you do that ? :P those messages shouldnt be persistent for the first
user4704
What part of that are you having trouble with?
user4704
It's fairly straightforward if you've got any other mechanism for communication among clients already.
I have trouble with the realisation... should i use one big "Message Manager" with some kind of hashmap to store those messages with a reference to each player ? Or should every player object have such a PM-Manager ? How should i link the messages to know what submessage belongs to what pm ? Should every message get some kind of ID and if.. just a random one ?
user4704
Do these persist at all?
user4704
Like can I send a PM to a player who is offline? And that player will see it when they log in?
user4704
15:34
A client sending a message should basically send the server data containing the recipient ID and the message body. The server then looks up the recipient, and sends the recipient data the sender ID and the message body.
user4704
That's it.
user4704
If you want to support offline delivery, the server instead deposits the message into some persistent storage instead of delivering it immediatley.
user4704
And on login, every client requests delivery of any queued messages from the server.
user4704
(And probably periodically while logged in as well.)
Thanks for your help :D ... but how would i store that data server side ? Database of course... but should i put every message ( once received ) into the db ? That would cause massive lag...
user4704
15:36
"Database of course" is not true.
user4704
Not everything needs to be (or should be) stored in a database.
user4704
Any kind of persistent storage is fine. You can write them to the disk if you want (although that's probably not a great idea).
No ? I thought database is a good approach for storing such kind of data ... it would just get the messages on server restart
user4704
A database is reasonable for this, yes.
user4704
A table with four columns is sufficient (identification, sender, target, body).
user4704
15:38
Inserting into that DB should not cause "massive lag," and if it does you have a very poor database system (either in implementation or design).
Well if i use mysql and save every message alone into the table it takes about 250 ms...
user4704
That sounds like a problem with your mysql implementation.
So atleast it took about 250 ms to save other stuff into the db
user4704
You also don't need to save these forever, just until they are delivered. Depending on what your goal for message retention is.
user4704
If you do want to save every message forever, you can move delivered messages to a colder table.
15:41
Okay... i guess i should start playing around with it :) thanks !
user4704
250ms for an insert seems like a sign of a serious flaw in your database.
user4704
Although specifically for chat/messaging, it's not enough latency to really matter that much.
user4704
But it smells like a bigger problem.
16:00
250ms really does sound like something is seriously wrong
user4704
I mean, a database is slow (compared to RAM, which is mostly what you should be using to store stuff on the server). But should not be that slow for trivial operations.
user4704
Contrary to popular belief, an MMO or really any server-based game should not be using a database as a replacement regular old memory. You only need a DB for some things that regular old memory can't do effectively.
Your database should probably be able to comfortably do an insert in 0.25ms. 2.5ms would also be OK, but would indicate you're on not-so-appropriate hardware. 25ms would be concerning. 250ms is outright alarming.
user4704
If you're like, writing every variable into the database for every client every frame, or using complex triggers to implement logic on inserts, that's probably not going to get you very far.
It is OK to "persist" information by keeping it in memory in a running server program. The server will periodically back up necessary state elsewhere. For games like Starcraft, if the server crashes, all games in progress are completely lost -- this kind of catastrophic failure is OK. However, it should not lose information about a person's overall win/loss records and stuff, so that stuff gets backed up. (It's also handled by a different server to the one hosting games.)
For games like World of Warcraft, a server crash should be restorable with maybe a few minutes at most of lost in-game progress. This means the server should back up state every few minutes so that if the server crashes, people lose a few minutes and raids/instances end, but they still save their characters within a few minutes of the crash.
So someone might lose the rod they picked up 5 seconds ago, but they won't lose the rod they picked up 10 minutes ago.
16:20
@doppelgreener Thats like i do it currently... every minute i iterate once over the online players to look up if their boolean "someThingChanged" is true... if so i write their stats into a big MySQL query and take a closer look at the other variables (Inventory etc) if their boolean "someThingChanged" is also true, i write the data into an other MySQL query... once iteration is over, the data will be saved with a few big database inserts...
probably i should change the system to use lists instead of checking for booleans btw
user4704
That check seems mostly like extra complexity.
yep... no idea why i implemented it like this...
user4704
Do you really have a significant slice of players doing nothing (and have no state change imparted on them) for minutes at a time?
user4704
Typically you'd just queue off an async save every time interval.
user4704
(ideally to a different server)
16:23
Well if player are standing somewhere and are idle... just chatting in global chat... well those players are doing nothing ^^ ... but i need to rework this someday... those flag checks are too complex
user4704
@genaray Unless they are standing there as a buff counter runs down, or unless something wanders by and hits them, et cetera.
user4704
It's definitely not a technique that scales well.
Guess you are right :/
Taking 250ms every minute to store state sounds fine, as long as you're doing it asynchronously
user4704
(It puts control of the load in the hands of players; in particular, you increase load as your player base increases the activity you want them to be doing -- playing the game.)
16:27
Due to my server framework... yep thankfully i didnt needed to implement everything on my own :)
17:24
I lost 10 rep due to a user deleted :(
17:42
@AlexandreVaillancourt I sometimes loose 10 rep due to a troll answer I gave once :D
Michael House kindly deleted my troll answer before I could get too badly hurt by it. ;)
My answer is to a question that is "Is it possible to do N"
and my answer is :" Yes, it's absolutly possible to do N"
Hahaha. Yeah, I'll admit, the asker kind of brought that one on themselves a bit. ;)
now I have no idea why it says noone downvoted it I rember loosing about 30 rep from this one
oh btw I mabe a chain today :D youtube.com/watch?v=oJa2-iP8Sfc
18:02
@DMGregory yeah, I kind of stopped doing that since I'm a mod :/ I often have to resist the urge to troll...
 
2 hours later…
20:08
@AlexandreVaillancourt yeah, now that people will figure out my streams for DbD are from one of the team, I can't taunt people who bitch at me for camping in the endgame chat anymore. :D
 
4 hours later…
23:59
@Almo Hehe yeah!

« first day (2920 days earlier)      last day (2394 days later) »