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rpiller

Member Since 26 Apr 2009
Offline Last Active May 22 2016 08:46 AM

Posts I've Made

In Topic: urWorld (playable on Steam)

02 May 2016 - 06:09 PM

This months update was just released today. We added fishing and a rabbit that runs around. More rabbits and hunting to come in the next update along with building structures.


In Topic: Logging in with launcher app

29 January 2016 - 05:27 PM

"Because it's node.js it has these permissions" -- not generally. Program Files generally always needs administrator permissions to write.

 

 

I'm confused with this statement. Not because of the facts is has but because you quoted something and I was looking for me saying that in the post but I didn't. I didn't imply Program Files anywhere either so I'm confused in the context you made this sentence according to my post. I do get the idea though about #2, which is probably the way I would go.

 

Interesting on the login token. I guess I just assumed all my game servers would have access to the central users database but this is something I'll look into, thank you.


In Topic: What exactly is API-First?

11 October 2015 - 06:19 AM

 

Just had a conference today and they talked about micro services. Seems the trend these days is to push a lot of little web api's and then make your products like legos by picking the services you need to complete the project. So literally your app could be made up of 20 different web api's, where each does their very own very specific task. As a developer I like this approach because you can really break the tasks down for your team and keep things very specific and simple to work on. Just better make sure when you change an api you are really careful since it could be used in a hundred different apps.

 

Microservices is not a new idea.  It's old.  It wasn't feasible back in the day because the amount of effort to maintain hundreds of services.  For each service, you need a physical machine, sysadmins to maintain the machine, developers to maintain the app, and some deployment process for updates.  One service is fine, but when you have hundreds of them, who's going to take care of it all?

 

Now with virtualization everywhere, Puppet/Chef/Ansible/Salt scripts for server maintenance and deploys, and recently Docker that can simplify deployment dependencies, the microservices idea resurfaced again.  It's not a paradigm shift.  It's like dusting off an old keyboard and you realized how awesome those springy keys were.

 

 

Didn't say it was new, just said it's the recent trend. Although if an idea was thought of before but couldn't be implemented then when it finally is implemented it really is new. Otherwise that's like saying if time travel was finally invented you'd go around saying that's nothing new just because we've thought about it before ya know.


In Topic: What makes a City Builder fun?

10 October 2015 - 06:46 PM

I love the Pharaoh game way more than sim city. I like running a personal economy. By personal I mean seeing people actually harvest raw materials, bring them to a building to process, have them moved to market/storage yard and see people consume them. When I can see and control this entire chain and design paths and where to build things (I prefer more rigid building and paths vs looser) I get a lot of satisfaction.

 

One of my dream games is where this is 100% community driven in a massive online game. I'd also like players to vote on leaders (other players) who have a little more control over certain mechanics of the game (taxes, what/where to build public things, etc).


In Topic: Relation between mines & factories

08 October 2015 - 12:34 PM

 


So you can place a mine on a goldmine and then it'll start extracting the gold resource at a certain rate? Then you have a factory that makes some product that uses gold? I'm assuming this is some kind of RTS?

It's 4X. You have planets and construct infrastructure (mines & factories). There are no workers, mines do not "extract" anything in a physical sense (just a number of mines). There is just a global "mines output per turn" and it's compared with "factories minerals usage per turn", if the minerals are above or equal than the factories need everything is all right, if below some factories are idle/have lower production output.

 

What is troubling is that you ALWAYS want an IDEAL ratio of mines to factories. So it's a boring adjusting of sliders without any decisions (you ALWAYS want 1 mine per 1 factory, since that's the most optimal combination).

 

 

 

OK, so I can just slide the mine option to have 10 global mines and it'll produce x resources. Then I can just slid the factories option to have 10 global factories to consume those resources. It seems to simplistic to it's own demise I guess. This is generally why games are more complex. I feel that without adding limitations it's just doomed to be boring. You should always have more factories building a diverse set of things from resources than you have resources. So somehow you would want to limit mines. Maybe you have different kinds of mines and you can only have so many mines total. That way you have to focus on what resources do you want the most of and others you don't need so much of. This would determine what factories you want to what things you want made.

 

For example say player A, makes 3 gold mines and 1 silver mine, but player B makes 3 silver mines and 1 gold mine. Now the factories they pick would generally reflect this decision too but you'd always want something that requires a lot of both resources so no matter what the player will have to wait some time to make that big thing. The player who picks 2 gold and 2 silver can make that big thing faster, but they make the smaller things slower. Some kind of limitations and having the player make options makes it more interesting. They are then forming a strategy and that's more entertaining.


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