CulturedUrbanite VideoGame Selects.

Level 3 colosseum

my favorite video game boss? holofernes.

There, on all sides, I can see every shade
move quickly to embrace another shade,
content—they did not pause—with their brief greeting,

as ants, in their dark company, will touch
their muzzles, each to each, perhaps to seek
news of their fortunes and their journeyings.

No sooner is their friendly greeting done
than each shade tries to outcry all the rest
even before he starts to move ahead,

such a based video game level.

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While I liked that I also felt that it was a lot less dynamic than Sisters.
Not sure who Holofernes is though - is that guy from the Bible?

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what do YOu think of Cruelty Squad?

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The Sisters fight has a satisfying rhythm to it. It's a solid, simple boss fight. On the other hand, the colosseum tested the player on all of the mechanics of the game. It was fun to experiment with the charm loadouts, and it did a decent job of preventing cheese builds.

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My first reaction when I saw it on release was "Gay and Ret*rded" - but I only looked at 5 screenshots.

Play it

Currently playing Outer Wilds.

Let me know what you think

pinball sucks

No

wrong opinion >:(

@CulturedUrbanite How's your game dev progress?

I'm not one to tell anyone what to do, but if I was making a tile-based game like the one above I'd implement the Wave Function Collapse algorithm. It also sounds complex -- like you're working on a quantum mechanics problem.

this is interesting insofar as parallelizing it.

(this also appeared on my youtube feed within the last 3 days)

optimizing this could be fun.

GOAP would be fun to implement too. I like that it treats goal planning like a traditional path query. The fact that the result is an action queue makes it easy to debug and visualize and more "human".

If using regular grids for navigation, you could combine with a spatial query system to find the best "weighted" locations for the AI to move to. And there's plenty of room for parallelization, as is true for almost any code operating on grids.