Ash McAllan shared 2 years ago
Ash McAllan shared 2 years ago
Ash McAllan shared 2 years ago
Ash McAllan shared 2 years ago
Ash McAllan shared 2 years ago
Ash McAllan shared 2 years ago
Ash McAllan shared 2 years ago
Ash McAllan shared 2 years ago
Ash McAllan shared 2 years ago
Ash McAllan shared 2 years ago
Ash McAllan shared 2 years ago
Ash McAllan shared 2 years ago
Ash McAllan shared 2 years ago

Godot is not a Unity replacement.

I think for the last few years there's been a really nice three tier ecosystem for engines: Godot for small projects with rapid development like gamejams and home devs, Unreal for big serious projects that require performance including Triple A, and Unity in the middle straddling both spaces and the gap in between.

Now, if Unity DOES collapse as it seems intent on doing whether it's from this fumble or another, that knocks out that middle option. So now the reality is that devs need to make a much harder call about whether their game is small scale or large scale, without a goldilocks option in the middle to choose.

Ash McAllan shared 2 years ago
Ash McAllan shared 2 years ago
Ash McAllan shared 2 years ago
Ash McAllan shared 2 years ago

Ok so I'm working on a little bit of procedural NPC functionality and I'm wondering if anyone has any good resources, examples, or ideas for applying something like... personality filters to text? Or, like, marked up text? The first things that jump to mind are character catchphrases in Animal Crossing and the text filters in Qud for Fish and Birds? Just thinking of assigning one such filter to each NPC generated and then the other systems can provide base text to then be presented through that filter to give it character that makes it feel both more cohesive and unique to that NPC? I've got some thoughts on ways to approach it but I thought I'd check if anyone knows of really solid pre-existing work already.

Ash McAllan shared 2 years ago