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Author Topic: MSPA Homestuck  (Read 5193342 times)

Aqizzar

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Re: MSPA Homestuck: letmegiveyouabone
« Reply #33720 on: January 07, 2012, 11:17:43 pm »

TVTropes is not a fan of hotlinking.

And I think forward moving single-player time-travel could work if the time-extras were NPCs, it would just be a matter of how much AI programming the developer was willing to do.
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Duke 2.0

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Re: MSPA Homestuck: letmegiveyouabone
« Reply #33721 on: January 07, 2012, 11:25:34 pm »

I guess strict doomed alternatetimeline pals would be the best way to handle it, although not strictly the time travel people want.
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Sensei

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Re: MSPA Homestuck: letmegiveyouabone
« Reply #33722 on: January 07, 2012, 11:32:54 pm »

Wasn't there one fighting game where you played as Dave, and when you went back in time your previous self just did exactly what you did before?
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Vector

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Re: MSPA Homestuck: letmegiveyouabone
« Reply #33723 on: January 07, 2012, 11:34:49 pm »

it's called braid

Seriously, one should probably take a leaf from that book in terms of game mechanics for simple fighterish games and so on.
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Duke 2.0

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Re: MSPA Homestuck: letmegiveyouabone
« Reply #33724 on: January 07, 2012, 11:37:50 pm »

 Several time-travel games have been made, but they are generally singleplayer things because it's infintely easier than multiplayer. I think there was a time-travel RTS out there I forgot about, only good example of multiplayer goodness.
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Putnam

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Re: MSPA Homestuck: letmegiveyouabone
« Reply #33725 on: January 08, 2012, 01:34:02 am »

Achron is a multiplayer RTS that is time travel based.

Also Microsoft speech recognition is actually pretty cool high museum right now.

I mean I'm using it right now. Can't you tell?

SirAaronIII

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Re: MSPA Homestuck: letmegiveyouabone
« Reply #33726 on: January 08, 2012, 01:36:17 am »

I'd have chalked it up to lame autocorrect stuff.
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Re: MSPA Homestuck: letmegiveyouabone
« Reply #33727 on: January 08, 2012, 06:27:52 am »

I have been thinking about how you could make work PCA (Punch card alchemy) into a game.
First and for most, each item would require a base type. So, for example, Dave had about four different suits. These would all have the base type of a 'Suit' and that would define some of it's most basic functions. Suits can always be worn, rifles can always be shot, lunch boxes can always hold stuff. From then, you need a tag system to define additional functions and colours. So for example, let's make up some imaginary raw files for some objects.

<ITEM:GLASSES>
   <COLOR:BLACK>
   <PREFIX:'cool', hidden>
   <NOUN:'shades'>
//Basically black sunglasses, can be worn on face due to being of item type 'glasses' and a pallet swap is done to shade them black.

<ITEM:SQUIDDLE>
   <COLOR:RED>
   <NOUN:'squiddle'>
   <PREFIX:'squiddle', hidden>\
//A red squiddle. En fucking joy

If you then combined these items, you would take a random base type, then select random tags from each, so you could end up with either of these.

<ITEM:GLASSES>
   <COLOR:RED>
   <PREFIX:'squiddle', visiable>
   <NOUN:'shades'>

//Squiddle shades! As if every DaveXJane fanboy hadn't already alched these in their head.

<ITEM:SQUIDDLE>
   <COLOR:BLACK>
   <NOUN:'squiddle'>
   <PREFIX:'cool', visiable>

//cool Squiddle. As if every BroXSquiddle fanboy hadn't already alched these in their head.

Clearly it needs refinement, such as combining the prefix and colour tag might be a good idea, and careful checking to make sure a prefix is required, but I think it is possible. Point is that then you all some other utility tags.

<ITEM:PHONE>
   <COLOR:SILVER>
   <NOUN:'Communicator'>
   <PREFIX:'Star Trek', visiable>
   <COMMUNICATOR>

<ITEM:HEADGEAR>
   <COLOR:BLUE>
   <NOUN:'snorkle'>
   <PREFIX:'lucky', visiable>
   <LUCKY>
   <BREATH_UNDERWATER>
//Weird ain't it

Then if you were to combine these two with the right seed, you would get this.
<ITEM:HEADGEAR>
   <COLOR:SILVER>
   <NOUN:'snorkle'>
   <PREFIX:'Star Trek', visiable>
   <COMMUNICATOR>
   <BREATH_UNDERWATER>
//A snorkel that can be used as a mobile phone so that you can talk underwater.

So yea... I think it could be done. You could program PCA, it would be a little crude and require a bit of refinement. Tags would need to have multiple responsibilities, especially in the name and colour departments, but it could be done.

Johnfalcon99977

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Re: MSPA Homestuck: letmegiveyouabone
« Reply #33728 on: January 08, 2012, 10:57:27 am »

I think its best to make Time Clones NPCs, which you can assgin tasks to. Its a much better alternative to the Paradox Engine some people have in mind.
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armeggedonCounselor

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Re: MSPA Homestuck: letmegiveyouabone
« Reply #33729 on: January 08, 2012, 02:38:16 pm »

I think it would be more appropriate for the game to keep track of the time player's actions, and then, if they loop back in time, they control the current iteration. The problem with that is, of course, that the game then has to track a rapidly growing number of actions. Eventually, it would get to the point of being too much for modern computers to handle.

I think possibly the best way would be for it to be a server based multiplayer game. Not an MMO, but more like... a MUD, I guess. You have a set number of players, who connect to a computer separately from their own computers. The main computer would keep track of prototypings, and the actions of important NPCs, and then feed that information into the player computers. Possibly, it could also keep track of established alchemizations. I think the alchemizations would be the hardest part to deal with, just because there is so much inherent possibility. 8^64 different combinations, in fact. Not counting the alchemization possibilities when you include things that the laser station can scan only. Giving every item an item code might work, but you would probably end up with combinations that give an item that makes no sense. A tag based system has its advantages, but could still lead to some problems (though I can't think of what right now). Compared to the problems of alchemization, time clones is small stuff.
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Bauglir

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Re: MSPA Homestuck: letmegiveyouabone
« Reply #33730 on: January 08, 2012, 03:43:15 pm »

Huh, it just occurred to me that if intermissions are getting green curtains, there will probably be fewer than 6 acts in act 6.
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Frajic

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Re: MSPA Homestuck: letmegiveyouabone
« Reply #33731 on: January 08, 2012, 04:24:16 pm »

Remember a few months ago when I shamelessly plugged my own Homestuck comic dubs?

I'm at it again.

Yep.
« Last Edit: January 08, 2012, 04:26:27 pm by Pyrate »
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Qmarx

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Re: MSPA Homestuck: letmegiveyouabone
« Reply #33732 on: January 08, 2012, 04:54:53 pm »

Anyone been following the music contest?

Spotted this entry.  Such a loss.  He was the finest mind of his generation.
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Jim Groovester

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Re: MSPA Homestuck: letmegiveyouabone
« Reply #33733 on: January 09, 2012, 10:14:16 pm »

Jane and RL continue their conversation.

*yawn*
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ToonyMan

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Re: MSPA Homestuck: letmegiveyouabone
« Reply #33734 on: January 09, 2012, 10:15:01 pm »

Boring conversations?  In my Homestuck?!

That's totally not surprising.  Oh gog it looks like cotton candy.
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