agreed, also pretty curious how much the devs are actually doing at this point. i think the only way i can personally imagine the development cycle taking on the pace it has, is if there's some super mega giga-project being worked on thats top sekret.Oddity wrote:also curiousjordancoles wrote:I'm not sure what your current dev schedule looks like and if you are working on a daily basis then fuck me, I guess, but maybe you could shed some light on that as well
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Vigilance
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Re: Game Development: Bound in Checkers

"Tosak gets the guys undressed faster than their girlfriends can." -NaoWhut
http://i.imgur.com/5cQiL.png http://i.imgur.com/lYyAA.png
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MagicManICT
- Posts: 18435
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Re: Game Development: Bound in Checkers
Always the morons calling others morons when they get called out for being wrong....NeoRed9 wrote:You're a moron.Mario_Demorez wrote:
Doesn’t really fit.
Opinions expressed in this statement are the authors alone and in no way reflect on the game development values of the actual developers.
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MagicManICT
- Posts: 18435
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Re: Game Development: Bound in Checkers
What's "secret?" Loftar is trying to finish up the client update, and from the last live stream, jorb is working on assets to improve efficiency there. Jorb is working on Hammerting with Warpzone Studios--post here (at least part time... guess will be later before we know how much he's working on it). Both (I'm assuming) are working on the "object controlled object" thing, as jorb says he'd like to get that out as the next big update. Sounds like a lot of background work, to me, that is going to eat up a lot of time.Vigilance wrote:there's some super mega giga-project being worked on thats top sekret.
Opinions expressed in this statement are the authors alone and in no way reflect on the game development values of the actual developers.
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Jalpha
- Under curfew
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Re: Game Development: Bound in Checkers
I think I recall jorb saying that he was going to have to redesign a lot of assets for the "object controlled objects" update. If he has a second job and with loftar bogged down in his own code (haha the irony) patches probably will be a little light.
Laying flat.
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Stoneface
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Re: Game Development: Bound in Checkers
Nobody has murdered you yet?
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Jalpha
- Under curfew
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Re: Game Development: Bound in Checkers
The death system is much more forgiving now. People have tried.
Laying flat.
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shubla
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Re: Game Development: Bound in Checkers
But wouldn't that mean that player hitbox gets a lot wider when you walk?loftar wrote: one of the things I plan to change once this system has been somewhat tested, is to effectively rotate the player's bounding box 45°, which should make it generally more conducive to not get stuck on stuff, trees or otherwise.

I'm not sure that I have a strong argument against sketch colors - Jorb, November 2019
http://i.imgur.com/CRrirds.png?1
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Purus Pasta, The Best Client
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bmjclark
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Re: Game Development: Bound in Checkers
Just saw this, so a late response to it. It doesn't matter if they give junk data for hitboxes. There were pathfinding bots in legacy and the client makers figured those hitboxes out and manually put them in as I understand it with no help from the devs. Unless you want to significantly change the size of objects randomly every few weeks, you'll never stop them.AtoB wrote:I know their stance is that automated parts of the game are an indication of lacking mechanics. But along that logic they would need to discard practically the whole game as it as been fully automated by the ones that had to do it because they could. Thus fuck with the bots and private cheat clients, whenever the occasion arises. Make them worthless or counterproductive. So push garbage for hitbox data, then let the first some hundred characters that managed to run in straight lines around obstacles stuble and break their neck.bmjclark wrote:Ironically, it would fuck with the public client users more than it would fuck with the private client users seeing as the private ones are more actively maintained at this point.AtoB wrote: In case the client does not use that data: send it random garbage to fuck with the bots.
Repeat similar from time to time.
Cajoes wrote:I was the murder victim your guy aggro'd. And slew. Entirely unprovoked. Rather handily at that. Which prompted the retaliatory party. That you also handily slew.
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shubla
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Re: Game Development: Bound in Checkers
Yeah, botting could be reduced quite easily for sure. But then there would be secret private clients that would still gain advantages of botting, while majority of the player base would have to be without bots, at disadvantage.bmjclark wrote: Just saw this, so a late response to it. It doesn't matter if they give junk data for hitboxes. There were pathfinding bots in legacy and the client makers figured those hitboxes out and manually put them in as I understand it with no help from the devs. Unless you want to significantly change the size of objects randomly every few weeks, you'll never stop them.
There are so many ways that one can use to automate things that it would be just a never ending battle.

I'm not sure that I have a strong argument against sketch colors - Jorb, November 2019
http://i.imgur.com/CRrirds.png?1
Join the moderated unofficial discord for the game! https://discord.gg/2TAbGj2
Purus Pasta, The Best Client