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  3. The creator of upcoming life sim Inzoi says he was "recklessly brave to even think about creating a game of this scale"

The creator of upcoming life sim Inzoi says he was "recklessly brave to even think about creating a game of this scale"

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  • E [email protected]

    Am I the only one that interpreted it as him calling himself foolish?

    C This user is from outside of this forum
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    [email protected]
    wrote on last edited by
    #33

    No, that's how it was intended, and how most people read it.

    E 1 Reply Last reply
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    • E [email protected]

      I've read from a few people who've done similar sorts of things that the solution to this problem is to just have everything track everything to begin with. Hunger level, heart rate, mood, everything you can possibly think of to track, and then just have everything else inherit from that global class. A lot of the values will be zero for some objects, but that's okay, after all a storage crate doesn't need a mood, both at some point in the future maybe you want to add an emotional box, and your code will definitely handle it now. Otherwise you have to go back in and alter everything every time you make a slight change.

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      wrote on last edited by
      #34

      A more complicated but ultimately faster approach is using a structure like an Entity Component System. You build an entity (deer, person, plant) out of components that are just data (health, hunger, mood), and then each type of component has a corresponding system that updates all the components at once based on other values. It’s somewhat similar, but you save space on unnecessary components not being added, and it packs the data together in way that is faster for the computer to iterate through.

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      • E [email protected]

        I've read from a few people who've done similar sorts of things that the solution to this problem is to just have everything track everything to begin with. Hunger level, heart rate, mood, everything you can possibly think of to track, and then just have everything else inherit from that global class. A lot of the values will be zero for some objects, but that's okay, after all a storage crate doesn't need a mood, both at some point in the future maybe you want to add an emotional box, and your code will definitely handle it now. Otherwise you have to go back in and alter everything every time you make a slight change.

        R This user is from outside of this forum
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        wrote on last edited by
        #35

        An emotional box? Enough about my wife!

        OH!

        S 1 Reply Last reply
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        • tonytins@pawb.socialT [email protected]
          This post did not contain any content.
          mitm0@lemmy.worldM This user is from outside of this forum
          mitm0@lemmy.worldM This user is from outside of this forum
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          wrote on last edited by
          #36

          I will still respect him for attempting

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          • mrscottytay@sh.itjust.worksM [email protected]

            And that everyone is a kpop star with high fashion.

            tonytins@pawb.socialT This user is from outside of this forum
            tonytins@pawb.socialT This user is from outside of this forum
            [email protected]
            wrote on last edited by
            #37

            The Sims 3: K-Pop Stuff Pack.

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            • R [email protected]

              An emotional box? Enough about my wife!

              OH!

              S This user is from outside of this forum
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              wrote on last edited by
              #38

              LOL, forgot about that tacky bastard.

              R 1 Reply Last reply
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              • C [email protected]

                No, that's how it was intended, and how most people read it.

                E This user is from outside of this forum
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                [email protected]
                wrote on last edited by
                #39

                Some lemmy users really love getting mad xD. Can't believe I thought I would say this but reddit gaming subs are not this bad. Idk if it's just me but It doesn't excite me to check the comments anymore.

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                • C [email protected]

                  Anyone that declares that he himself is recklessly brave doing anything is a self-promoting ass.

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                  wrote on last edited by
                  #40

                  Bravery is doing a thing that scares the hell out of you. The reckless part is being brave when it's foolish. He's saying he was foolhardy. Probably doesn't know the word exists.

                  C 1 Reply Last reply
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                  • allo@sh.itjust.worksA [email protected]

                    "Now, I understand why so few companies have attempted to develop a life simulation game. The challenge isn't just additive the more you try to build—it's exponential. At a certain point, finding bugs in this vast world we've created feels like playing tag with invisible ghosts."

                    He's not bragging; it's honesty. I'm thankful he is sharing the experience. I know totally what he's talking about. I remember trying to make a simulation of reality in the wc3 map editor in elementary school. Add the weather so the plants grow. Tie growth variables also in to deer eating them. wolves eat the deer. So everything needs hunger variables. But already we start having the 'exponential growth' he is talking about: because what about the Weather and the Deer? And the Weather and Wolves? Add aspect of the world for one type of object (weather for plants), and suddenly you have to figure out how or whether it relates to everything else you have (Deer and Wolves). Now let's say we add villagers and Structures. Every time we add something, we have more nodes to consider the interrelations of.

                    It's easy when there are few systems and few types of things (like a cardgame of creatures with atk and def), but it escalates quick and does exactly what he's saying the more systems you try to accurately include and farther toward 'full life sim'.

                    So im just a noob, but I see clearly this is what he is conveying to us. (probably cuz i tried a similar path in elementary school. if i remember correctly i ran in to this same issue, scale was too big too big project and i switched to something else. it exponentialed quick; just like he says)

                    edit: i bet he wasnt brave as much as did not forsee the exponentialness aspect and wanting to aim high caused him to fall in to it

                    P This user is from outside of this forum
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                    wrote on last edited by
                    #41

                    Hey another kid who grew up wc3 modding! I did a ton of that too.

                    amosburton_thatguy@lemmy.caA 1 Reply Last reply
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                    • P [email protected]

                      Hey another kid who grew up wc3 modding! I did a ton of that too.

                      amosburton_thatguy@lemmy.caA This user is from outside of this forum
                      amosburton_thatguy@lemmy.caA This user is from outside of this forum
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                      wrote on last edited by
                      #42

                      I made a tower defense map in the Starcraft map editor when I was a kid , but it was based off of anti air rather than anti ground like the other TD maps at the time. I got it working pretty damn well (at least IMO) but I didn't have internet at the time and that was on my dads work laptop so it sadly got lost.

                      I don't think I could recreate that now if I tried, crazy what you can do as a bored kid with too much time.

                      P 1 Reply Last reply
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                      • K [email protected]

                        What is amazing is how our universe and existence seems to be governed by a few physics laws (which we don't fully understand).

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                        wrote on last edited by
                        #43

                        Reminds me of Rimworld and the fact that, if there is no other accessible entities on the map with a nutrition stat, children and animals will b-line for booze that raiders drop and get hammered. I can't count the number of Muffalo, dogs, and cats that I have had which end up with an alcohol tolerance hedif out of nowhere.

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                        • S [email protected]

                          Bravery is doing a thing that scares the hell out of you. The reckless part is being brave when it's foolish. He's saying he was foolhardy. Probably doesn't know the word exists.

                          C This user is from outside of this forum
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                          wrote on last edited by
                          #44

                          I guess it didn’t hit me that English may not be his first language so I see your point!

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                          • S [email protected]

                            LOL, forgot about that tacky bastard.

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                            wrote on last edited by
                            #45

                            He sucks, but it was such a good set-up for a shitty Dice Man style joke, I couldn't resist.

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                              wrote on last edited by
                              #46

                              This video series sounds like it might be up your alley. Guy documents his attempts to simulate a goblin society and ecosystem.

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                              • tonytins@pawb.socialT [email protected]
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                                wrote on last edited by
                                #47

                                I respect the hustle, but as a professional gameplay programmer : the fuck did you expect ? Piling systems upon systems does indeed increase the game logic's complexity exponentially. Probably a big reason why there are so few (good) immersive sims even though it's quite the popular genre.

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                                • amosburton_thatguy@lemmy.caA [email protected]

                                  I made a tower defense map in the Starcraft map editor when I was a kid , but it was based off of anti air rather than anti ground like the other TD maps at the time. I got it working pretty damn well (at least IMO) but I didn't have internet at the time and that was on my dads work laptop so it sadly got lost.

                                  I don't think I could recreate that now if I tried, crazy what you can do as a bored kid with too much time.

                                  P This user is from outside of this forum
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                                  wrote on last edited by
                                  #48

                                  That's cool! I made tons of stuff but most of it never got finished or released cause I just kept starting the next thing. Probably the wildest thing I ever made was a prototype for a sidescrolling platformer in wc3. It had keyboard movement and ability usage, jumping, a heart counter in the top left, enemies, powerups... It was kind of janky but it worked surprisingly well considering what I built it in.

                                  allo@sh.itjust.worksA amosburton_thatguy@lemmy.caA 2 Replies Last reply
                                  0
                                  • P [email protected]

                                    That's cool! I made tons of stuff but most of it never got finished or released cause I just kept starting the next thing. Probably the wildest thing I ever made was a prototype for a sidescrolling platformer in wc3. It had keyboard movement and ability usage, jumping, a heart counter in the top left, enemies, powerups... It was kind of janky but it worked surprisingly well considering what I built it in.

                                    allo@sh.itjust.worksA This user is from outside of this forum
                                    allo@sh.itjust.worksA This user is from outside of this forum
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                                    wrote on last edited by
                                    #49

                                    o the memories lol.

                                    ❤ both of u. I was Pixie_Tails on US east and west and in one of the big mapmaking guilds on east. I look back and think wc3 was the mentally healthiest part of my childhood. My most fun thing was a game like dota but with a huge natural map and a minute at the start for everyone to choose their castle locations. Like you could choose to be on a hill, along a river, etc. Then there were diff biomes to choose your hero from and the hero choices spawned like pkmn and there were rares. and choosing base unit types. then it became like dota where units spawned at castles and attackmoved to other castles. Was epic.

                                    My weakness was unit and ability balancing since it didnt interest me so i never did it.

                                    anyway, we thought up and made these as kids. i think that's the coolest thing

                                    P 1 Reply Last reply
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                                    • P [email protected]

                                      That's cool! I made tons of stuff but most of it never got finished or released cause I just kept starting the next thing. Probably the wildest thing I ever made was a prototype for a sidescrolling platformer in wc3. It had keyboard movement and ability usage, jumping, a heart counter in the top left, enemies, powerups... It was kind of janky but it worked surprisingly well considering what I built it in.

                                      amosburton_thatguy@lemmy.caA This user is from outside of this forum
                                      amosburton_thatguy@lemmy.caA This user is from outside of this forum
                                      [email protected]
                                      wrote on last edited by
                                      #50

                                      God damn, that sounds awesome! Those map editors were seriously impressive for their time, so many cool things you could do with them. I also liked making "campaign" maps but with hero units and harder AI (SC base ai was too easy but you could set it to be harder through the map editor) or those "maze" maps where you have to keep the units you start out with alive through a bunch of different encounters.

                                      Ahh good times!

                                      P 1 Reply Last reply
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                                      • allo@sh.itjust.worksA [email protected]

                                        o the memories lol.

                                        ❤ both of u. I was Pixie_Tails on US east and west and in one of the big mapmaking guilds on east. I look back and think wc3 was the mentally healthiest part of my childhood. My most fun thing was a game like dota but with a huge natural map and a minute at the start for everyone to choose their castle locations. Like you could choose to be on a hill, along a river, etc. Then there were diff biomes to choose your hero from and the hero choices spawned like pkmn and there were rares. and choosing base unit types. then it became like dota where units spawned at castles and attackmoved to other castles. Was epic.

                                        My weakness was unit and ability balancing since it didnt interest me so i never did it.

                                        anyway, we thought up and made these as kids. i think that's the coolest thing

                                        P This user is from outside of this forum
                                        P This user is from outside of this forum
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                                        wrote on last edited by
                                        #51

                                        That's so cool sounding too! I made so many half baked ideas honestly. Tower defenses, single player campaigns (way too ambitious ones), and so many more. It really taught me a lot about proper game dev honestly.

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                                        • amosburton_thatguy@lemmy.caA [email protected]

                                          God damn, that sounds awesome! Those map editors were seriously impressive for their time, so many cool things you could do with them. I also liked making "campaign" maps but with hero units and harder AI (SC base ai was too easy but you could set it to be harder through the map editor) or those "maze" maps where you have to keep the units you start out with alive through a bunch of different encounters.

                                          Ahh good times!

                                          P This user is from outside of this forum
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                                          wrote on last edited by
                                          #52

                                          For real. I had a project to make two full since player campaigns and it was waaaaaay too ambitious. I've always been hopelessly ambitious with game dev stuff and I still am honestly 😅

                                          So fun to hear everyone chiming about doing this back then.

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