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Mar. 15th, 2018

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xax: purple-orange {11/3 knotwork star, pointed down (Default)
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    Mar. 15th, 2018

  • xax: purple-orange {11/3 knotwork star, pointed down (Default)
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    • gamedev challenge
    posted @ 02:15 pm

    i guess it's time to make the next gamedev challenge post

    oooof

    okay so this one was myth generation, using the same basic generation system as i was using for the nemesis character system. i started off modularizing the program some -- making it take input args to determine how it should run, all that stuff, because initially i had to change code around and recompile every time i wanted to switch it from generating a set number of actors vs. actually running events. i added in predicates, to control which actions could run, and then i added in mutations, which let actions change the actors. i fixed some bugs and got those systems working properly. and thennnnnnnn i got stuck in a combinatorics puzzle for the next week and a half and didn't really make a lot of progress. so that's not great.

    i mean i have come to a certain level of enlightenment about the nature of the combinatorics problem this poses, and i got to the point of outlining a solution, but i never was entirely certain about how to implement it. so all-in-all mostly frustrating, especially since i very well could have _not_ done all of the combinatorics wrangling and instead focused on adding new features or capabilities to the program instead of just trying to make it more efficient. i'll get that code working at some point i'm sure.

    now: uhhh idk i guess i gotta pick another project

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