Ren'Py is a free and open-source engine designed for creating visual novels, a genre of interactive storytelling that blends text, images, and sound. It simplifies development with a Python-based scripting language, allowing creators to easily manage dialogue, branching narratives, and character interactions. Ren'Py supports a wide range of features including animated sprites, movie playback, and various transition effects, making it accessible to both novice and experienced developers. It’s cross-platform, meaning games created with Ren'Py can be deployed on Windows, macOS, Linux, Android, iOS, and web browsers, reaching a broad audience. The engine prioritizes ease of use and provides comprehensive documentation and a supportive community, enabling creators to focus on crafting compelling stories.
The death of TSR in 1997, while seemingly a blow to computer RPGs, actually cleared the way for a new era of CRPG innovation. No longer constrained by TSR's often restrictive licensing practices and focus on D&D, developers were free to explore original settings, mechanics, and stories. This paved the way for titles like Planescape: Torment and Fallout, which diverged significantly from established D&D tropes and helped redefine the genre. The removal of TSR as a gatekeeper allowed for greater experimentation and ultimately fostered the growth and diversification of the CRPG landscape.
Hacker News users discuss the decline of TSR and the rise of indie CRPGs. Several commenters express nostalgia for older D&D editions, lamenting the perceived shift in focus from gameplay and world-building to brand management and monetization under Wizards of the Coast. Some discuss the impact of the Open Gaming License (OGL) and its various iterations on the CRPG landscape, with some praising its role in fostering creativity and others expressing concern about its potential misuse. The conversation also touches upon the evolution of CRPG design, including the rise of real-time combat and the influence of games like Baldur's Gate and Diablo. Several commenters recommend specific indie CRPGs, reflecting a broader appreciation for the innovation occurring outside of the mainstream.
RT64 is a modern, accurate, and performant Nintendo 64 graphics renderer designed for both emulators and native ports. It aims to replicate the original N64's rendering quirks and limitations while offering features like high resolutions, widescreen support, and various upscaling filters. Leveraging a plugin-based architecture, it can be integrated into different emulator frontends and allows for custom shaders and graphics enhancements. RT64 also supports features like texture dumping and analysis tools, facilitating the study and preservation of N64 graphics. Its focus on accuracy makes it valuable for developers interested in faithful N64 emulation and for creating native ports of N64 games that maintain the console's distinctive visual style.
Hacker News users discuss RT64's impressive N64 emulation accuracy and performance, particularly its ability to handle high-poly models and advanced graphical effects like reflections that were previously difficult or impossible. Several commenters express excitement about potential future applications, including upscaling classic N64 games and enabling new homebrew projects. Some also note the project's use of modern rendering techniques and its potential to push the boundaries of N64 emulation further. The clever use of compute shaders is highlighted, as well as the potential benefits of the renderer being open-source. There's general agreement that this project represents a substantial advancement in N64 emulation technology.
Valve officially released the 2013 Source SDK codebase for Team Fortress 2, including the game's client and server code. This release does not include third-party code or game assets like models, textures, or audio. While it's not the latest version of the game's code, it represents a significant official release of the engine and game logic previously only available through leaks. This allows modders and community members to more easily study, modify, and build upon the TF2 codebase.
Hacker News users discussed the implications of Valve releasing the Team Fortress 2 2013 Source SDK code. Several commenters expressed skepticism that this release would significantly impact the cheating problem in TF2, arguing that cheat developers already had access to, or had reverse-engineered, this information. Others highlighted that the real issue lies with server-side vulnerabilities and exploits, not readily addressed by this client-side code release. Some users speculated on Valve's motives, suggesting it could be a move towards community-driven development or simply a consequence of the leak becoming so widespread that an official release was the best course of action. A few expressed excitement about the potential for mods and community projects enabled by official access to this older codebase. The overall sentiment seemed to be a mixture of cautious optimism and a pragmatic understanding that this release was unlikely to be a silver bullet for TF2's ongoing issues.
Aras Pranckevičius details a technique for creating surface-stable fractal dithering on the Playdate handheld console. The core idea is to generate dithering patterns not in screen space, but in a "surface" space that's independent of the rendered object's movement or animation. This surface space is then sampled in screen space, allowing the dither pattern to remain consistent relative to the object's surface, avoiding distracting "swimming" artifacts that occur with traditional screen-space dithering. The implementation uses a precomputed 3D noise texture as the basis for the fractal pattern and leverages the Playdate's CPU for the calculations, achieving a visually pleasing and performant dithering solution for the device's limited display.
HN commenters generally praised the visual appeal and technical cleverness of the dithering technique. Several appreciated the detailed explanation and clear diagrams in the blog post, making it easy to understand the algorithm. Some discussed potential applications beyond the Playdate, including shaders and other limited-palette situations. One commenter pointed out a potential similarity to Bayer ordered dithering at higher resolutions, suggesting it might be a rediscovery of a known technique. Another questioned the "surface stability" claim, arguing that the pattern still shifts with movement. A few users shared links to related resources on dithering and fractal patterns.
Robocode is a programming game where you code robot tanks in Java or .NET to battle against each other in a real-time arena. Robots are programmed with artificial intelligence to strategize, move, target, and fire upon opponents. The platform provides a complete development environment with a custom robot editor, compiler, debugger, and battle simulator. Robocode is designed to be educational and entertaining, allowing programmers of all skill levels to improve their coding abilities while enjoying competitive robot combat. It's free and open-source, offering a simple API and a wealth of documentation to help get started.
HN users fondly recall Robocode as a fun and educational tool for learning Java, programming concepts, and even AI basics. Several commenters share nostalgic stories of playing it in school or using it for programming competitions. Some lament its age and lack of modern features, suggesting updates like better graphics or web integration could revitalize it. Others highlight the continuing relevance of its core mechanics and the existence of active communities still engaging with Robocode. The educational value is consistently praised, with many suggesting its potential for teaching children programming in an engaging way. There's also discussion of alternative robot combat simulators and the challenges of updating older Java codebases.
Nintendo has been granted a new patent related to its free-to-play mobile game, Pokémon GO, which strengthens their case against the upcoming monster-collecting game, Palworld. This patent covers specific gameplay mechanics related to location-based creature encounters and capturing. While the original lawsuit against Palworld's developer, Pocketpair, focused on similarities in character design and overall gameplay concepts, this new patent provides more concrete grounds for infringement claims. Nintendo is also actively pursuing further patents related to Pokémon GO, suggesting a continued aggressive stance in protecting their intellectual property and potentially strengthening their legal battle against Palworld.
Hacker News users discuss Nintendo's aggressive patenting strategy regarding features seemingly inspired by Pokémon in the upcoming game Palworld. Several commenters express skepticism about the validity and enforceability of these patents, particularly regarding "catching creatures" and "creature following," which are considered common game mechanics. Some argue that these broad patents stifle creativity and innovation within the gaming industry. Others point out the irony of Nintendo patenting mechanics they themselves may have borrowed or adapted from earlier games. The discussion also touches upon the potential legal challenges and costs involved for an indie studio like Pocketpair, the developers of Palworld, to fight these patents. Some predict that Palworld will likely have to alter its gameplay significantly to avoid infringement. A few users speculate about the motivation behind Nintendo's actions, questioning whether it's genuine concern for intellectual property protection or a strategic move to suppress a potential competitor.
Katamari Damacy's unique design stemmed from a student project focused on simple rolling and collecting, which evolved into a charming, accessible game. The team prioritized intuitive, analog controls, a whimsical art style, and a catchy soundtrack to complement the core gameplay loop. Development faced challenges like technical limitations and conveying the scale of the Katamari, but the team overcame these by using clever workarounds and visual cues. Ultimately, the game's success was attributed to its novelty, straightforward design, and overall joyous experience.
HN commenters largely praise Katamari Damacy's unique and charming gameplay, with several sharing fond memories and highlighting its addictive nature. Some discuss the game's clever level design and how it encourages exploration and experimentation. A few commenters analyze the game's underlying physics engine, noting its surprisingly realistic behavior given the game's whimsical nature. Others appreciate the postmortem's insights into the development process and the challenges of creating such a novel game. The game's music also receives significant praise, with many calling it iconic and perfectly complementing the gameplay. Overall, the sentiment is overwhelmingly positive, with many considering Katamari Damacy a classic.
NESFab is a new, experimental programming language specifically designed for creating NES games. It aims to simplify NES development by providing a higher-level abstraction than assembly while still allowing fine-grained control over hardware. The language features a simplified syntax, built-in support for NES hardware features like sprites and scrolling, and a compiler that outputs optimized 6502 assembly code. NESFab also includes a suite of tools for building, running, and debugging games directly on original NES hardware or emulators. The project is actively being developed and welcomes community contributions.
HN users generally expressed excitement about NESFab, praising its simplicity and the ease with which it allows creation of NES ROMs. Several commenters drew comparisons to Pico-8, highlighting NESFab's similar approachable nature. Some discussed the limitations of the language, like its current lack of support for scrolling or metatiles, but acknowledged its early stage of development. Others appreciated the technical details shared about the compiler's implementation, including its use of Lua and assembly language. There was also interest in the potential for targeting other retro consoles. Overall, the comments reflected a positive reception to NESFab as a promising tool for aspiring NES game developers.
"The Deck" is an open-source, cross-platform card game engine built using Flutter. It provides a framework for developers to create and deploy their own digital card games across various platforms, including desktop, mobile, and web. The engine offers features such as networking for multiplayer gameplay, a customizable UI system for designing card visuals and game boards, and a scripting system using Lua for defining game logic and rules. This allows developers to focus on the unique aspects of their game design rather than the underlying technical implementation, accelerating development time and facilitating rapid prototyping. The project aims to be a versatile and accessible tool for both hobbyist and professional game developers.
Hacker News users generally expressed positive interest in The Deck, praising its cross-platform compatibility via Flutter, open-source nature, and potential for customization. Some questioned the long-term viability of maintaining such a project, and the choice of Flutter for a game engine. Several commenters suggested alternative technologies or approaches, such as Godot, Bevy, or a web-based implementation. A few users shared their own experiences with game development in Flutter, offering both encouragement and cautionary tales about performance and complexity. There was a brief discussion around monetization strategies and the difficulty of standing out in the crowded mobile gaming market.
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is a curated collection of single-header C/C++ libraries, specifically geared towards game development. These libraries are designed to be easily integrated, requiring no external dependencies or build systems. They cover a range of functionalities often needed in games, including linear algebra, collision detection, graphics, input handling, and more. The project aims to provide a convenient and lightweight way to access commonly used tools without the overhead of complex library management. This makes them particularly suitable for small projects, rapid prototyping, or learning purposes.
Hacker News users generally praised the simplicity and utility of Randy Gaul's single-file libraries. Several commenters highlighted the educational value of the code, particularly for understanding fundamental game development concepts and data structures. Some discussed the trade-offs of using such minimal libraries versus larger, more feature-rich alternatives, acknowledging the benefits of these smaller libraries for learning and small projects while recognizing potential limitations for complex endeavors. A few commenters also mentioned specific libraries they found particularly interesting or useful, including the string library and the JSON parser. There was a short thread discussing licensing, ultimately confirming that the MIT license allows for commercial use.
Cell-based architecture offers a robust approach to designing complex systems by compartmentalizing them into independent "cells". Like a walled city protecting against a zombie horde, each cell operates autonomously with its own data and logic, communicating with other cells through well-defined interfaces. This isolation prevents cascading failures; if one cell gets "infected" (compromised or buggy), the infection is contained, preventing it from spreading and bringing down the entire system. This modularity also facilitates independent development, deployment, and scaling of individual cells, making the system more adaptable and resilient to change. By sacrificing some global optimization for localized control, cell-based architecture prioritizes stability and evolvability in the face of unforeseen challenges.
Hacker News users generally praised the article for its clear and engaging explanation of cell-based architecture using the zombie analogy. Several commenters appreciated the novelty and effectiveness of the analogy, finding it memorable and helpful for understanding complex systems. Some discussed the practical applications of cell-based architecture, mentioning its use in game development and other software projects. A few users offered alternative analogies or pointed out minor inaccuracies, but the overall sentiment was positive, with many thanking the author for the insightful and entertaining read. One commenter highlighted the importance of fault tolerance, a key benefit of cell-based systems, which the zombie analogy effectively illustrates.
Post-processing shaders offer a powerful creative medium for transforming images and videos beyond traditional photography and filmmaking. By applying algorithms directly to rendered pixels, artists can achieve stylized visuals, simulate physical phenomena, and even correct technical imperfections. This blog post explores the versatility of post-processing, demonstrating how shaders can create effects like bloom, depth of field, color grading, and chromatic aberration, unlocking a vast landscape of artistic expression and allowing creators to craft unique and evocative imagery. It advocates learning the underlying principles of shader programming to fully harness this potential and emphasizes the accessibility of these techniques using readily available tools and frameworks.
Hacker News users generally praised the article's exploration of post-processing shaders for creative visual effects. Several commenters appreciated the technical depth and clear explanations, highlighting the potential of shaders beyond typical "Instagram filter" applications. Some pointed out the connection to older demoscene culture and the satisfaction of crafting visuals algorithmically. Others discussed the performance implications of complex shaders and suggested optimization strategies. A few users shared links to related resources and tools, including Shadertoy and Godot's visual shader editor. The overall sentiment was positive, with many expressing interest in exploring shaders further.
Steve Meretzky recounts his experience collaborating with Douglas Adams on the Hitchhiker's Guide to the Galaxy text adventure game. Adams, while brilliant and funny, was easily distracted and prone to procrastination. Meretzky’s role involved structuring the game, implementing puzzles, and essentially translating Adams' humor and ideas into a playable format. Despite the challenges posed by Adams' working style, Meretzky emphasizes the positive and enjoyable nature of their partnership, highlighting Adams' generosity and the creative freedom he was given. The result was a game faithful to the spirit of the Hitchhiker's Guide universe, showcasing both Adams' unique wit and Meretzky's puzzle design skills.
Hacker News users discuss Steve Meretzky's collaboration with Douglas Adams on the Hitchhiker's Guide to the Galaxy game, praising Meretzky's work on the game and Infocom's text adventures in general. Several commenters share personal anecdotes about playing the game in their youth, highlighting its humor, innovative puzzles, and lasting impact. Some discuss the challenges of adapting Adams's distinctive humor to an interactive medium, acknowledging Meretzky's success in capturing the spirit of the books. The thread also touches on the technical limitations of the era and the ingenuity required to create compelling experiences within those constraints, with some mentioning the feelies included with the game. A few commenters express interest in Meretzky's perspective on modern interactive narrative design.
The "door problem" describes the frequent difficulty game developers face when implementing interactive doors. While seemingly simple, doors present a surprising array of design and technical challenges, impacting player experience, AI navigation, level design, and performance. These include considerations like which side the door opens, how it's animated, whether it can be locked or blocked, how the player interacts with it, and how AI characters navigate around it. This complexity often leads to significant development time being dedicated to a seemingly mundane object, highlighting the hidden intricacy within game development.
HN commenters largely agree with the premise of the article, which discusses the frequent overcomplexity of in-game doors and their associated scripting. Several recount their own experiences with finicky door mechanics in various games, both as players and developers. Some offer alternative solutions for smoother door interactions, such as automatic opening or simpler trigger volumes. A few suggest that the "door problem" is a symptom of deeper engine limitations or poor design choices, rather than a problem with doors specifically. One commenter humorously highlights the irony of complex door systems in games often contrasted with incredibly simple and unrealistic breaking-and-entering mechanics elsewhere. Another points out that "good" doors often go unnoticed, while problematic ones create memorable (negative) experiences, emphasizing the importance of seamless functionality. The thread also touches upon accessibility considerations and the challenges of balancing realism with player convenience.
War Thunder players have repeatedly leaked classified military documents related to in-game vehicles, seeking to improve the game's realism or win arguments in online forums. Driven by a desire for accuracy and fueled by competitive debates, these leaks have involved information on tanks like the Challenger 2, the Leclerc, and the Chinese Type 99, often including restricted manuals and specifications. While players argue their intentions are to enhance the game, these actions have serious real-world implications regarding national security and the dissemination of sensitive military data. The video emphasizes the absurdity of the situation, highlighting the clash between a video game's pursuit of realism and the potential dangers of unrestricted access to classified information.
Hacker News users discussed the motivations behind War Thunder players leaking classified military documents. Several commenters suggested that the players' intense dedication to realism in the game drives them to seek out and share restricted information to prove a point or improve the game's accuracy. This dedication, coupled with a lack of awareness about the potential consequences, contributes to the leaks. Some argued that the game developers bear some responsibility for fostering this environment by encouraging such a high level of realism. Other comments pointed out the ease of finding such information online, and the seemingly lax security surrounding some of these documents. A few commenters also highlighted the inherent tension between realism in games and the potential for misuse of sensitive information.
The original BBC Micro Elite source code, written in 6502 assembly, has been released and extensively commented by its author, Ian Bell. This release provides a fascinating look into the technical ingenuity behind the classic space trading game, revealing how Bell managed to cram a complex universe simulation, including 3D wireframe graphics and combat, into the limited resources of the 8-bit machine. The heavily commented code offers valuable insights into the optimization techniques employed, such as clever use of lookup tables and bit manipulation, making it a great resource for those interested in retro game development and 6502 programming.
Hacker News users discuss the newly released and heavily commented source code for the 8-bit game Elite. Many express excitement and nostalgia, praising the code's clarity and the detailed comments which provide insights into the game's development process. Several commenters highlight the impressive feats accomplished on such limited hardware, like the use of clever algorithms for 3D graphics and procedural generation. Some discuss the historical significance of Elite and its influence on subsequent games. A few users share personal anecdotes about playing Elite in their youth, while others analyze specific coding techniques used. There's also discussion about the challenges of working with 6502 assembly and the ingenuity required to overcome hardware limitations. The overall sentiment is one of appreciation for the release of this historical artifact and the opportunity it provides to learn from the pioneers of game development.
This blog post explores how video games can induce motion sickness and offers developers practical advice for mitigating it. The author explains how conflicting sensory information between visual motion and the vestibular system creates motion sickness, highlighting common culprits like field of view, camera acceleration, and head bob. The post advocates for robust accessibility options, suggesting features such as adjustable FOV, camera smoothing, disabling head bob, and providing comfort settings presets. By incorporating these considerations, developers can create more inclusive gaming experiences for players susceptible to motion sickness.
HN commenters largely agree that motion sickness in games is a significant accessibility issue, with several sharing personal experiences of being unable to play certain games due to it. Some suggest that developers often prioritize visual fidelity over comfort, neglecting those susceptible to motion sickness. Several commenters offer specific technical suggestions for mitigating the problem, including adjustable FOV, head bob reduction, and implementing "comfort modes" with features like vignette filters. A few mention that the prevalence of first-person perspective in modern games exacerbates the issue and highlight the need for more third-person options or improved camera controls. There's also discussion around the physiological basis of motion sickness and the varying susceptibility among individuals. One commenter suggests that VR sickness and game motion sickness are distinct experiences with different triggers.
Creating Augmented Reality (AR) experiences remains a complex and challenging process. The author, frustrated with the limitations of existing AR development tools, built their own visual editor called Ordinary. It aims to simplify the workflow for building location-based AR experiences by offering an intuitive interface for managing assets, defining interactions, and previewing the final product in real-time. Ordinary emphasizes collaborative editing, cloud-based project management, and a focus on location-anchored AR. The author believes this approach addresses the current pain points in AR development, making it more accessible and streamlined.
HN users generally praised the author's effort and agreed that AR development remains challenging, particularly with existing tools like Unity and RealityKit being cumbersome or limited. Several commenters highlighted the difficulty of previewing AR experiences during development, echoing the author's frustration. Some suggested exploring alternative libraries and frameworks like Godot or WebXR. The discussion also touched on the niche nature of specialized AR hardware and the potential benefits of web-based AR solutions. A few users questioned the project's long-term viability, citing the potential for Apple or another large player to release similar tools. Despite the challenges, the overall sentiment leaned towards encouragement for the author and acknowledgement of the need for better AR development tools.
The Graphics Codex is a comprehensive, free online resource for learning about computer graphics. It covers a broad range of topics, from fundamental concepts like color and light to advanced rendering techniques like ray tracing and path tracing. Emphasizing a practical, math-heavy approach, the Codex provides detailed explanations, interactive diagrams, and code examples to facilitate a deep understanding of the underlying principles. It's designed to be accessible to students and professionals alike, offering a structured learning path from beginner to expert levels. The resource continues to evolve and expand, aiming to become a definitive and up-to-date guide to the field of computer graphics.
Hacker News users largely praised the Graphics Codex, calling it a "fantastic resource" and a "great intro to graphics". Many appreciated its practical, hands-on approach and clear explanations of fundamental concepts, contrasting it favorably with overly theoretical or outdated textbooks. Several commenters highlighted the value of its accompanying code examples and the author's focus on modern graphics techniques. Some discussion revolved around the choice of GLSL over other shading languages, with some preferring a more platform-agnostic approach, but acknowledging the educational benefits of GLSL's explicit nature. The overall sentiment was highly positive, with many expressing excitement about using the resource themselves or recommending it to others.
Driven by a desire to learn networking and improve his Common Lisp skills, the author embarked on creating a multiplayer shooter game. He chose the relatively low-level Hunchentoot web server, using WebSockets for communication and opted for a client-server architecture over peer-to-peer for simplicity. Development involved tackling challenges like client-side prediction, interpolation, and hit detection while managing the complexities of game state synchronization. The project, though rudimentary graphically, provided valuable experience in game networking and solidified his appreciation for Lisp's flexibility and the power of its ecosystem. The final product is functional, allowing multiple players to connect, move, and shoot each other in a simple 2D arena.
HN users largely praised the author's work on the Lisp shooter game, calling it "impressive" and "inspiring." Several commenters focused on the choice of Lisp, some expressing surprise at its suitability for game development while others affirmed its capabilities, particularly Common Lisp's performance. Discussion arose around web game development technologies, including the use of WebSockets and client-side rendering with PixiJS. Some users inquired about the networking model and server architecture. Others highlighted the clear and well-written nature of the accompanying blog post, appreciating the author's breakdown of the development process. A few commenters offered constructive criticism, suggesting improvements like mobile support. The general sentiment leaned towards encouragement and appreciation for the author's technical achievement and willingness to share their experience.
Bearings Only is a browser-based submarine combat game focusing on sonar and deduction. Players listen for enemy submarines using a hydrophone, plotting their movements on a grid based on bearing and changes in sound. The game emphasizes strategic thinking and careful analysis over fast-paced action, challenging players to outwit their opponents through cunning and calculated positioning rather than direct confrontation. It features minimalist graphics and a focus on immersive audio.
HN commenters generally praised the game's simple yet engaging gameplay, clean UI, and overall polish. Several appreciated the strategic depth despite the minimalist presentation, with one noting it felt like a more accessible version of Cold Waters. Others suggested potential improvements, such as adding sound effects, varying submarine types, and incorporating a tutorial or clearer instructions. Some discussed the realism of certain mechanics, like the sonar detection model, while others simply enjoyed the nostalgic vibes reminiscent of classic browser games. A few users also encountered minor bugs, including difficulty selecting targets on certain browsers.
"Zork: The Great Inner Workings" explores the technical underpinnings of the classic text adventure game, Zork. The article dives into its creation using the MDL programming language, highlighting its object-oriented design before such concepts were widespread. It explains how Zork's world is represented through a network of interconnected rooms and objects, managed through a sophisticated parser that interprets player commands. The piece also touches upon the game's evolution from its mainframe origins to its later commercial releases, illustrating how its internal structure allowed for complex interactions and a rich, immersive experience despite the limitations of text-based gaming.
Hacker News users discuss the technical ingenuity of Zork's implementation, particularly its virtual machine and memory management within the limited hardware constraints of the time. Several commenters reminisce about playing Zork and other Infocom games, highlighting the engaging narrative and parser. The discussion also touches on the cultural impact of Zork and interactive fiction, with mentions of its influence on later games and the enduring appeal of text-based adventures. Some commenters delve into the inner workings described in the article, appreciating the explanation of the Z-machine and its portability. The clever use of dynamic memory allocation and object representation is also praised.
The article explores rule-based programming as a powerful, albeit underutilized, approach to creating interactive fiction. It argues that defining game logic through a set of declarative rules, rather than procedural code, offers significant advantages in terms of maintainability, extensibility, and expressiveness. This approach allows for more complex interactions and emergent behavior, as the game engine processes the rules to determine outcomes, rather than relying on pre-scripted sequences. The author advocates for a system where rules define relationships between objects and actions, enabling dynamic responses to player input and fostering a more reactive and believable game world. This, they suggest, leads to a more natural feeling narrative and simpler development, especially for managing complex game states.
HN users discuss the merits and drawbacks of rule-based programming for interactive fiction, specifically in Inform 7. Some argue that while appearing simpler initially, rule-based systems can become complex and difficult to debug as interactions grow, leading to unpredictable behavior. Others appreciate the declarative nature and find it well-suited for IF's logic, particularly for handling complex scenarios with many objects and states. The potential performance implications of a rule-based engine are also raised. Several commenters express nostalgia for older IF systems and debate the balance between authoring complexity and expressive power offered by different programming paradigms. A recurring theme is the importance of choosing the right tool for the job, acknowledging that rule-based approaches might be ideal for some types of IF but not others. Finally, some users highlight the benefits of declarative programming for expressing relationships and constraints clearly.
Spellbrush, a Y Combinator-backed (W18) game studio, is hiring game programmers to work on their anime-inspired tactical RPG. They're seeking experienced programmers proficient in C# and Unity, ideally with a passion for strategy RPGs and anime aesthetics. Remote work is possible, with a preference for candidates located in US time zones. The company offers competitive salaries, equity, and benefits.
The Hacker News comments on the Spellbrush job posting are few and primarily focus on the company's unusual name. Several commenters express confusion or amusement, questioning if the name is a typo or a deliberate choice. One commenter suggests the name sounds more suitable for a children's app than a tactical RPG. Another questions the market viability of a tactics RPG, particularly in relation to established entries like Fire Emblem. There's a brief discussion about the potential of AI in game development, spurred by Spellbrush's mention of AI tools. Overall, the comments are brief and speculative, lacking in-depth discussion about the company or the job posting itself.
This blog post details a method for generating infinitely explorable 2D worlds using the Wave Function Collapse (WFC) algorithm. Instead of generating the entire world at once, which is computationally infeasible, the author employs a "sliding window" approach. This technique generates only a small portion of the world around the player, updating as the player moves. The key innovation lies in cleverly resolving boundary constraints between adjacent chunks, ensuring consistency and preventing contradictions as new areas are generated. This allows for seamless exploration of a theoretically infinite world, though repeating patterns may eventually emerge due to the finite nature of the input tileset.
Hacker News users generally praised the linked blog post for its clear explanation of the Infinite Wave Function Collapse algorithm and its impressive visual results. Several commenters discussed the performance implications and potential optimizations, with one suggesting using a "chunk-based" approach for better performance. Some pointed out similarities and differences to other procedural generation techniques, including midpoint displacement and Perlin noise. Others expressed interest in the potential applications of the algorithm, particularly in game development for creating vast, explorable worlds. A few commenters also linked to related projects and resources, including a similar implementation in Rust and a discussion about generating infinite terrain. Overall, the comments reflect a positive reception to the post and a general enthusiasm for the potential of the algorithm.
The popular mobile game Luck Be a Landlord faces potential removal from the Google Play Store due to its use of simulated gambling mechanics. Developer Trampoline Tales received a notice from Google citing a violation of their gambling policies, specifically the simulation of "casino-style games with real-world monetary value, even if there is no real-world monetary value awarded." While the game does not offer real-world prizes, its core gameplay revolves around slot machine-like mechanics and simulated betting. Trampoline Tales is appealing the decision, arguing the game is skill-based and comparable to other allowed strategy titles. The developer expressed concern over the subjective nature of the review process and the potential precedent this ban could set for other games with similar mechanics. They are currently working to comply with Google's request to remove the flagged content, though the specific changes required remain unclear.
Hacker News users discuss the potential ban of the mobile game "Luck Be a Landlord" from Google Play due to its gambling-like mechanics. Several commenters expressed sympathy for the developer, highlighting the difficulty of navigating Google's seemingly arbitrary and opaque enforcement policies. Others debated whether the game constitutes actual gambling, with some arguing that its reliance on random number generation (RNG) mirrors many other accepted games. The core issue appears to be the ability to purchase in-game currency, which, combined with the RNG elements, blurs the line between skill-based gaming and gambling in the eyes of some commenters and potentially Google. A few users suggested potential workarounds for the developer, like removing in-app purchases or implementing alternative monetization strategies. The overall sentiment leans toward frustration with Google's inconsistent application of its rules and the precarious position this puts independent developers in.
Someone has rendered the entirety of the original Doom (1993) game, including all levels, enemies, items, and even the intermission screens, as individual images within a 460MB PDF file. This allows for a static, non-interactive experience of browsing through the game's visuals like a digital museum exhibit. The PDF acts as a unique form of archiving and presenting the game's assets, essentially turning the classic FPS into a flipbook.
Hacker News users generally expressed amusement and appreciation for the novelty of rendering Doom as a PDF. Several commenters questioned the practicality, but acknowledged the technical achievement. Some discussed the technical aspects, wondering how it was accomplished and speculating about the use of vector graphics and custom fonts. Others shared similar projects, like rendering Quake in HTML. A few users pointed out potential issues, such as the large file size and the lack of interactivity, while others jokingly suggested printing it out. Overall, the sentiment was positive, with commenters finding the project a fun and interesting hack.
The blog post "Standard Patterns in Choice-Based Games" identifies common narrative structures used in choice-driven interactive fiction. It categorizes these patterns into timed choices, gated content based on stats or inventory, branching paths with varying consequences, hubs with radiating storylines, and hidden information or states that influence outcomes. The post argues that these patterns, while useful, can become predictable and limit the potential of the medium if overused. It advocates for greater experimentation with non-linearity and player agency, suggesting ideas like procedurally generated content, emergent narrative, and exploring the impact of player choice on the world beyond immediate consequences.
HN users discuss various aspects of choice-based games, focusing on the tension between player agency and authorial intent. Some highlight the "illusion of choice," where options ultimately lead to similar outcomes, frustrating players seeking meaningful impact. Others argue for embracing this, suggesting that the emotional journey, not branching narratives, is key. The implementation of choice is debated, with some advocating for simple, clear options, while others find value in complex systems with hidden consequences, even if they add development complexity. The importance of replayability is also raised, with the suggestion that games should offer new perspectives and outcomes on subsequent playthroughs. Finally, the use of randomness and procedural generation is discussed as a way to enhance variety and replayability, but with the caveat that it must be carefully balanced to avoid feeling arbitrary.
This project demonstrates a surprisingly functional 3D raycaster engine implemented entirely within a Bash script. By cleverly leveraging ASCII characters and terminal output manipulation, it renders a simple maze-like environment in pseudo-3D. The script calculates ray intersections with walls and represents distances with varying shades of characters, creating a surprisingly immersive experience given the limitations of the medium. While performance is understandably limited, it showcases the flexibility and unexpected capabilities of Bash beyond typical scripting tasks.
Hacker News users discuss the ingenuity and limitations of a bash raycaster. Several express admiration for the project's creativity, highlighting the unexpected capability of bash for such a task. Some commenters delve into the technical details, discussing the clever use of shell built-ins and the performance implications of using bash for computationally intensive tasks. Others point out that the "raycasting" is actually a 2.5D projection technique and not true raycasting. The novelty of the project and its demonstration of bash's flexibility are the main takeaways, though its practicality is questioned. Some users also shared links to similar projects in other unexpected languages.
Summary of Comments ( 80 )
https://news.ycombinator.com/item?id=43132336
Hacker News users discuss Ren'Py's ease of use, especially for non-programmers, enabling them to create visual novels with minimal coding. Several commenters praise its accessibility and the large community supporting it. Some note its limitations, especially regarding more complex game mechanics beyond the visual novel genre, though acknowledge its suitability for its intended purpose. The scripting language is described as simple yet powerful enough for narrative-focused games. A few users mention its popularity for adult visual novels, though also highlight its use in more mainstream and non-adult projects. The engine's cross-platform compatibility and active development are also seen as positive aspects.
The Hacker News post "The Ren'Py Visual Novel Engine" has generated several comments discussing various aspects of Ren'Py, its uses, and the visual novel genre in general.
Several commenters shared their personal experiences using Ren'Py. One commenter praised Ren'Py's ease of use, particularly for non-programmers, highlighting its accessibility as a tool for creative writing and storytelling. They specifically mentioned its Python scripting capabilities as a powerful feature. Another commenter recounted their experience using Ren'Py to create a visual novel for a game jam, emphasizing the speed and efficiency with which they could develop a complete project. This reinforced the sentiment of Ren'Py being beginner-friendly and allowing for rapid prototyping.
A thread of discussion emerged around the monetization of visual novels created with Ren'Py. Commenters debated the potential profitability of visual novels, with some pointing to successful commercial examples and others noting the challenges of marketing and reaching a wide audience. The discussion touched on the platform Steam and its suitability for distributing visual novels.
The topic of the visual novel genre itself also sparked conversation. Commenters explored the narrative and artistic potential of visual novels, comparing them to other forms of interactive fiction and discussing the unique aspects of the genre. One commenter expressed their appreciation for the diverse range of visual novels available, highlighting the breadth of storytelling possibilities within the medium.
Some commenters delved into more technical aspects of Ren'Py, such as its performance, its scripting language, and its integration with other tools. One user mentioned using Ren'Py for creating interactive tutorials and educational materials, showcasing the engine's versatility beyond game development. Another commenter inquired about the possibility of using Ren'Py for more complex game genres, prompting a discussion about its limitations and suitability for projects beyond traditional visual novels.
Finally, a few commenters mentioned other visual novel engines and compared their features and capabilities to Ren'Py. This comparison provided context and further highlighted the strengths and weaknesses of Ren'Py within the broader landscape of visual novel development tools. One user mentioned a project where Ren'Py was rewritten in another language while mostly maintaining API compatibility.