Games

21182 readers
302 users here now

Tabletop, DnD, board games, and minecraft. Also Animal Crossing.

Rules

founded 5 years ago
MODERATORS
1
 
 

It's Fortress Friday! Today we wait for @Doubledee@hexbear.net to finish their turn and for control of the game to pass to @gay_king_prince_charles@hexbear.net, with the following players waiting for a chance to leave their mark on Dwarven history.

Since last week, it appears there has been a mix-up, and I think @gay_king_prince_charles@hexbear.net started playing her turn early. In case it wasn't clear, please refer to the top of the post where I say "this person is ending their turn, and this person is beginning their turn." The list below is upcoming turns. If you are at the top of this list, that means you should be prepared to begin your turn next week. The dates are when the player should check in, download the save (waiting for the previous player to post it first), and begin their turn, not when they should be finished with their turn. I will mark this more clearly going forward.

As a consolation to @gay_king_prince_charles@hexbear.net, she can still comment about what happened, but it will be considered non-canonical, doomed to an alternate timeline, like a nightmarish dream sequence or something. The game must continue from where @Doubledee@hexbear.net left off.

I'm sorry I didn't intervene sooner. I missed it over the holidays.

  1. (Beginning Jan. 2) @booty@hexbear.net

  2. (Beginning Jan. 9) @context@hexbear.net

  3. (Beginning Jan. 16) @Oreb@hexbear.net

  4. (Beginning Jan. 23) @Infamousblt@hexbear.net

  5. (Beginning Jan. 30) [First slot for new players / second turns begin] @PorkrollPosadist@hexbear.net

  6. (Beginning Feb. 6) @Moonworm@hexbear.net

  7. (Beginning Feb. 13) @Doubledee@hexbear.net

New players are encouraged to apply in this thread. All players and spectators are welcome to load up the save and see what's going on first hand.

As we approach the point where players will begin their second turns, we will transition how we handle adding new players to the queue. Applications at this point will be put +/- two weeks back in the queue (after the next player) so people can have a reasonable amount of time to make adjustments.

Lore

How to play

Importing the save

Dwarf Fortress saves are not stored in a single file. They are stored as named directories containing over a thousand individual data files. In order to load the game, you need to download a zipped archive of the save and place it in your Dwarf Fortress save directory. This directory can be located in a number of places depending on which OS you are using and what settings you have enabled.

If Portable mode is enabled (not default), the save directory will be located in the same directory as dwarfort / dwarfort.exe. If you are using Steam with the default locations, these are:

On Linux: ~/.local/share/Steam/steamapps/common/Dwarf Fortress/save

On Windows: C:\Program Files (x86)\Steam\steamapps\common\Dwarf Fortress\save

This directory might exist, even if Portable mode is turned off (default), but in that case it will be ignored by the game. Instead, save files are stored somewhere in your user directory.

On Linux: ~/.local/share/Bay 12 Games/Dwarf Fortress/save

On Windows: %AppData%\Roaming\Bay 12 Games\Dwarf Fortress\save

Extract the FFSeason1 directory from the archive and place it inside of the appropriate save directory, then you should see it after starting the game.

Stopping the clock

By using a combination of the "Autosave Frequency" (any setting as long as it is not "Off") and "Pause after every autosave" options, you can cause the game to pause at the exact moment the calendar ticks over to 1st Granite (the first day of the year).

After the game pauses, you still have the opportunity to do a couple minor things, like designating blueprint tiles to label hazards, noteworthy sources of material, or leaving graffiti. You can also rename stockpiles and rooms, etc. before writing the final save. You should avoid doing anything that will substantially change the behavior of the fort or generate labor tasks (like creating / removing stockpiles, changing which items are allowed to be stored in stockpiles, enabling / disabling standing orders, creating new work orders, or designating new rooms / meeting areas). Military schedules often change at the start of a season (e.g. the "staggered training" preset). This is fine.

Any blueprints left are merely suggestions. The next player is free to ignore them. If you wanted something built there, you should have microed your miners better :P

Exporting the save

When Dwarf Fortress creates auto-saves, or if you use the "save and continue playing" feature, Dwarf Fortress will write these saves to an alternate directory (e.g. autosave1 or pull the lever). When you finish your turn, you need to use the "Save and return to title menu" option and choose "Save to this timeline." You need to do this even though the game just created an auto-save. This will write the save back to the FFSeason1 directory, which you can then place in a zip archive and submit.

Making your submission.

Save files can be e-mailed to fortress-friday@matapacos.dog ahead of time. Some e-mail services (like Gmail) prohibit sending large enough attachments, but if it works on your end, it should work on mine. Otherwise, the file may need to be hosted using a third-party service. Dwarf Fortress File Depot is the canonical service for this (they have a category specifically for community games), but any service which doesn't require me to create an account or jump through flaming hoops is acceptable. Currently, the compressed save is about 50MB. It won't get any smaller with time.

Alternately, submissions can be made as a reply to the following week's Fortress Friday post, which will be posted in anticipation of a submission. This thread will be posted and used to coordinate the game and get the proper files into the hands of the next player regardless of if the anticipated turn was completed.

Whether or not the file was transferred in advance, The player who just completed their turn should make a top-level comment in this thread describing noteworthy events of their turn. You are encouraged (but not required) to roleplay and continue to spin a fantasy narrative out of it, but you don't need to write us a Tolkien novel - especially if you are pressed for time and have other shit to worry about. This shouldn't feel like a homework assignment.

My initial submission will be excessive because I am also covering the results of world-generation, the historical circumstances of the civilization we chose, and the embark. Subsequent posts will mostly be focused on chronicling events in Fortress Mode. You are absolutely not expected to export the world history and spend hours dicking around in Legends Viewer spinning up backstories for every minor goblin who gets turned into dog food.

What if a turn is not completed / running late?

If you anticipate not being able to complete your turn, just let us know (the sooner, the better) so we can make adjustments. Shit pops up. There are more important things in life than a stupid game. We won't be mad at you.

In case Fortress Friday rolls around and there is no submission, Tentatively, I think we give the player 24 hours to actually make their post before we start openly contemplating passing to the next player, followed by another 24 hours to find out which of the next players is actually available. So if there is no update by mid-Saturday, we find another candidate, and if there is no word by mid-Sunday, they are given the green light to play.

What if a turn is completed early?

You can tease us (it's reassuring to know progress is being made), but hold on to your spoilers until Fortress Friday. I think keeping this thing on a regular schedule will do a lot to keep everybody looking forward to updates and keeping things organized. If anticipation is eating away at you, try to fill in some lore and backstory.

Rules

There are not many hard rules, but generally

  • You play for one year in-game time. Turns should begin and end on 1st Granite.

  • Avoid using blatant exploits (the game is built of cheese, so this is sort of like the pornography rule, "you know it when you see it.") Things like perpetual motion machines or material duplication schemes should be shunned. Some things classified as exploits, like "atom smashers" should be fine as long as their applications aren't egregious.

  • Try not to save-scum (Do save though. Crashes happen, and named "save and continue" saves won't clutter the main save).

  • You are free to use DFHack, but do not use any of it's "Armok" (god-mode) features. Also, try to keep it modest. The fort shouldn't fail catastrophically if the next player doesn't have DFHack installed. ___

2
 
 

Might be nice to get a chat group going? A lot of reactionaries play and I need some fluffier people.

3
 
 

It's like I'm in frickin' Home Alone 2 soypoint-2

It finally makes sense to have Niko wear an ushanka

4
11
submitted 3 hours ago* (last edited 2 hours ago) by Erika3sis@hexbear.net to c/games@hexbear.net
 
 

And probably the greatest Flash game of all time, honestly. I've linked the archive.org Ruffle upload, but I've been playing SM63 using Flashpoint for Linux myself. All in all Super Mario 63 is just a really cute and strikingly lengthy 2D platformer that blends some of the best features from the best 2D and 3D Mario games in a way that just comes together really nicely. The movement system isn't perfect (I'm thinking of the backflips, how do you do them?) but for what it is it's still really well designed and satisfying. I loved SM63 as a kid and I love it now.

Edit: I figured out how to do the backflips

5
 
 

According to recent reports by Fortune and Wall Street Journal, and court testimonies, the 48-year-old entrepreneur aims to father at least 20 US-born kids specifically to inherit his video game fortune. Bo wants to leverage US-based surrogacy to bypass domestic birth restrictions and secure American-born heirs.

Citing Xu’s video game company, a Wall Street Journal reported that Xu has more than 100 children born through surrogates based in the US, and has been allegedly seeking “50 high-quality sons,” as per accounts linked to Xu on Chinese microblogging website Weibo. One of the accounts also claim that according to Xu, “having more children can solve all problems.”

6
7
 
 

I've been learning Godot and blender in my spare time. Made a little age if sail death match game to get my head round net code, rollback and all that brainfuckery (using netfox plugin for all the rollback netcode). All the models were made using Godot's CSG mesh tools as it was all very placeholdery and experimental. Had to relearn trigonometry and quadratic equations to allow for cool aiming reticles that predict where cannon shot is actually going to land as well as to point those cannons along a ballistic trajectory. In it's current state it's extremely basic, but I'm very proud of it.

Anyway, decided that I wanted to learn some graphics and animation stuff before progressing too far with any game. Currently I manipulate the ships cannons, yard arms and sails by moving separate meshes which is a bit cumbersome. So the last two weeks whenever I have time I've been learning some blender. My last lesson was on UV unwrapping and texturing.

Anyway, I'd love to collaborate on something. It's tough working alone, and as hard as I try to convince them, none of my friends are interested in learning to code or model.

So hit me up if you are interested. This goes for anyone, btw.

Below is a little screenshot of the game. It currently site on a free tier google cloud server.

You can actually connect to the server if you want to take a look. The game has some bugs relating to rollback on the sail animations, and I think the wind direction stops changing after the server has been up for a while, something I need to look into.

Here is the game executable. File is big because godot bundles the entire game engine with the game files.

https://drive.google.com/file/d/1SyOcBMu-KL7s_WMKoWsNw6nD5rY6Bm-R/view?usp=sharing

Blurb on how to actually play the game.

To connect you need to paste in the following ip address 35.225.126.120 and hit join game. Before you do that you can go into settings and give yourself a name.

The controls are as follows:

W increase sail S decrease sail A-D turn. This actually turns your rudder. So if you hold it down your rudder will be hard over to that side and will take some time to return to centre after you let go. Q-E rotate camera Mouse wheel, zoom camera TAB show score board ESC bring up menu

A large compass sits on the sea around your ship and there is a red arrow which indicates wind direction. Your ship has differing sailing characteristics depending on its angle to the wind. You cannot sail directly into the wind so you need to tack upwind.

Left mouse/Right mouse Fire left and right guns. If you hold down left or right for more than a second and then release, the respective cannons on the left or right will all fire at once (a broadside), otherwise they will fire one at a time, as they are ready, starting from the front-most cannon

There are aiming cones that show the angle of fire and range of your guns. Each gun also has a target indicator which estimates where its round will land when it fires. Guns take some time to aim towards their target so take this into account when aiming. Guns also reset their aiming when they have fired and are reloading, so remember that after a gun has reloaded it still needs to reaim at target.

There are two ships to choose from. They are in no way balanced, I just needed to test that I could spawn on different ship types. The heavy schooner is better in every way than the schooner except for being a bit slower and less manoeuvrable.

Equally the cannons you can select from differ very little other than range and cone of fire. Again, this was for testing purposes. At some point I need to build some balanced ship types and cannons

Cannons get a x3 damage multiplier for raking the stern and x2 for raking the bow.

You can load up multiple instances of the client if you want to shoot at something.

8
9
10
 
 
11
 
 

It's the sort of game I've been wanting for a long time, a (simple but functional) 4x where you design your own units

The design process is simple enough to be accessible but complex enough to involve meaningful tradeoffs and compromises. Armor makes a ship sturdier but slower, heavier, and more expensive. Big guns can inflict monstrous damage at long range but they are likewise heavy and expensive and eat a lot of ammo, which means more ammo storage, which takes up space and can explode if hit. Soldiers have to move around the ship to do things like fuel engines, put out fires, and reload cannons, so you have to keep traffic flow in mind and try to avoid situations where e.g. a single destroyed corridor effectively makes an entire section inaccessible.

Pictured above is my latest design, the Dreadnought, a monster of a ship with four heavy gun turrets and a thick coating of steel armor. It costs a fortune and moves like continental drift, but it's very good at what it does (dishing out and taking a whole lot of damage).

12
 
 

Can rec this one, if you liked Superliminial you'll like this. Its a perspective puzzler.

13
 
 

Dispatch is Twilight for men. Robert is Bella, Blond Blazer is Edward, and Invisagirl is Jacob.

14
 
 

are there more channels like danielSL where the dude trolling the servers is actually funny rather than just an asshole/bully? i love watching people get fucked with in online games, it's my weakness. but most of the videos are just some bitter white guy looking for lgbtq servers to go in and harass. it's not even funny. but i know some funny ones have to exist out there, my algorithm just got fucked from watching a few of the bad ones

15
 
 

Looks like it's to better stay within its founding values

16
 
 

Kinda funny watching Pokémon games slowly devolve into the kind of jank shit you'd find on Steam pushed out by a solo dev who used mostly generic assets, except it's a Nintendo flagship priced at $70 joker-stare

17
18
19
 
 

I enjoyed raiding during WoW as a tank; at first I thought tanking was going to be too much pressure, too much stuff to focus on and having to be on the ball in a way that requires almost a panopticon view of the rooms; instead you know what's coming and usually WHERE it's coming from, so keeping your senses to these areas is not an issue. Except in raids.

What drove me batty was how super time sensitive some mechanics were; there was a boss in a raid (Halfus wormbreaker for those who've played) who has an attack (shadow nova?) that has a literal 0.25 second cast time that you have to literally hover your finger over the interrupt button to stop him during the fight. IT'S A 0.25 SECOND WINDOW! THAT'S ABSOLUTELY RIDICULOUS!

You also had rotations being so ridiculously important that if you didn't get the rotation just right, you dealt ridiculously reduced damage, and the rotation's importance had to do with stacking debuffs to maximize your damage and keeping the debuff running (rogue). On normal difficulty you didn't need to be this precise, on heroic you absolutely had to pull out all the stops (although honestly even on normal difficulty, unless every player was bringing some dedication we were going to fail anyway).

Then you also had adds that had to be dealt with in a specific order, or had to be interrupted or CCed while focusing on the boss, and bottom line, you had to bring your high tension frenzied DPS rotation to the fore if you wanted to beat the boss.

One thing I enjoyed about the game was that at least normal was doable for the casuals like myself, but heroic really did feel gated off, and that gear from there was just basically going to be unobtainable for folks like myself, and no farming for this currency or that currency was going to give me a longer route to the same items.

I play (played; I stopped playing years ago) this game to have fun, but some of these mechanics (which exist on normal too) and the need to bring your S+ game to the field was ruining the experience; I play to have fun, not to feel like I'm trying to dodge bullets in real life.

I remember asking someone who had played beyond cataclysm classic if raid mechanics got more chill and nope; they got worse.

I'm fine with mechanics that are like 'don't stand in the fire', or 'stop hitting him during this phase', or 'run away during this phase', not YOU HAVE 0.25 SECONDS OCCURRING EVERY MINUTE WHERE WE COULD ALL DIE UNLESS YOU STOP HIM mechanics, or playing whack a mole where if you miss one everyone dies, or where just one or two players messing up meant everyone in the 10 or 25 man raid was going to die.

I play to have fun, not a heart attack.

Apparently mists of pandaria started doing raids where DPS had important roles too that if neglected would also lead to a wipe.

I was curious to try retail cause I keep hearing the raids have gotten ridiculously simple, but I'm honestly expecting my understanding of simple may be wildly different to the average retail player's understanding of simple (so I'm still expecting extremely time sensitive interrupts and having to be an absolute master at your rotation).

Also small note on the aside: I loved DK tanking, it was awesome

20
 
 

Mobile delay doesn't pop up the already posted until after posted. Mods plz belete.

21
22
23
 
 

My Mommy bought me a Nintendo game for Christmas and I've been playing Metroid Prime 4 all weekend.

24
 
 

Disclaimer: I dislike 2b2t, but the video does go over a harmful effect that these rule enforcements bring which is that all the harmful players on 2b2t will find other servers to play in instead of containing them in a place that the average player will never think about.

But also gamer-gulag for drawing swastikas in response to getting told to not make hate symbols.

Also the minecraft EULA has always been the most confusing document to read. They're even being sued in sweden for it.

They basically have infinite powers until they decide to use them, which is what Microsoft wants to do now.

Don't buy into proprietary software, this will always happen. There's a libre implementation of blockgame called Luanti.

25
26
submitted 1 day ago* (last edited 1 day ago) by vegeta1@hexbear.net to c/games@hexbear.net
view more: next ›