• 13 Posts
  • 78 Comments
Joined 2 months ago
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Cake day: April 18th, 2025

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  • I see there are some homebrew modules out there that add spellcrafting but they’re more or less point buy systems.

    I could kind of see it as I think you’re describing, in that you make a spell with a bunch of spell symbols/glyphs that modify it, but each one of those cost components.

    Hmm this is worth scheming on.



  • I don’t know the “right” answer, but I set it so if you hit something, it plays out some checks similar to as you described:

    • If we collide with something but its only waist high, then we will have the player stop the grapple and attempt to vault over whatever it is.

    • If we collide with something and its more than waist high, then we wait for a very small delay and see if we made any progress towards our destination. If not, end the grapple because something is in the way.

    • Ignore all collision damage otherwise when grappling. Either we get stopped on the way and give up, or make it and then end the grapple.

    … And last but most horrible of all:

    • Do a completely different set of checks if the player is underwater when the collision happens.

    All my games are janky though so I don’t think this is some ideal setup.

    Edit: Cleaned up the collision damage part as I thought I handled it differently.








  • Oof, this reminds me of a personal experience.

    Me: Oh this grapple system is easy, we’ll just push the player’s vector towards the destination vector.

    Game: Oh but there’s a small object in the way that cannot be moved. This will make an immense amount of collision data per tick.

    Me: Can’t we just ignore-

    Game:








  • I’ve been playing this ‘medieval’ mod(s) for RimWorld which basically limits you to medieval tech and has a lot more crafting spaces to make materials for things, like a loom to make cloth or drying racks to make straw or dried meat. Its neat but a little quirky and doesn’t seem well tuned in parts.

    I’ve also been convincing people to try out PULSAR: The Lost Colony, which is like a first person Star Trek adventure co-op game. The game gets pretty close to doing cool stuff, and has great moments, but doesn’t quite nail it overall. That’s almost more frustrating to be honest.