
@ladestitute
Reno, Nevada
###IF YOU NEED MY ATTENTION WHEN I'M NOT ON RDN, shoot me an email at lad3stitute AT gmail DOT com###
I'm a 19 year old male student, who is home schooled/takes online classes. I'm also autistic (asperger's syndrome/high functiong autism) and besides being a brony, my passions are video games and computers. My interest and hobbies include video games, computers, drawing, cooking, music (mostly video game music and alt rock), and game development.
Notices by Dylan Sorrell (ladestitute), page 8
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@ceruleanspark The MMO engine we where using previously has been dead for since January of last year so the head dev of our team was struggling anyway. Shoehorn? How can you if your writing the server/client software by hand?
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@purplephish20 I'm just really desperate for an opinion or some help. This decision problem is really starting to more than mildly bug me. Bugged Me = Poor Producitity/Mood
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@purplephish20 You seriously don't understand? I'm not trying to be mad here, I just don't know what's the problem. Is there a statement in my last post your not getting?
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@purplephish20 Simpler: Our game originally scrapped a MMORPG element to and we switched engines due to that. I recently had the thought of reversing the decision and coding server/client software for the MMO features by hand with the team. Should I just stick with the current game plan or return to the original MMO idea and try writing the mmo software?
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@purplephish20 If you understood, I just wanted an opinion if I should stick with the engine or try (no, not try. Do. I don't like the phrase try) coding mmo sever/client software.
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@purplephish20 Did you actually read it or skim through it?
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@purplephish20 @scribble Recently, we removed the MMO part and switched engines. Development from then on was 100% by scratch (it was forced, anyway) and it has been ongoing for 3 weeks. The choice to switch engines (and for the second time, actually) was slightly off on basis, so we didn't think it through a little. The idea of doing MMO client/server software (not by myself, silly) by hand came into mind, in the past hour. The idea is rushed since it's so early and sudden, and very daunting for a set of beginner coders but the near mass possibilities with handwriten client/server software is nearly endless along with a huge boost in performance. Something our current engine doesn't have sadly (well, it's export format is HTML5 which is a very young language and not so good with heavy mass-user data handling/performance) though. Other than that, we've switched engines twice and I dislike to throw away my work, even it is truly little in comparsion to writing MMO software by hand.
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@purplephish20 @scribble Okay, I'll try not to talk your ears off and give a short summary. Chao Land is the primary project (former MMO) of a game I'm working on with a team, for a small indie community that has been around for probably more than two and a half years.
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@purplephish20 @scribble Can I get yo guys opinions on sumthin?
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@purplephish20 @scribble Morning.
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@pinhooves I just like an opinion if I should switch so suddenly, or to even do it?
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@pinhooves Recently, we removed the MMO part and switched engines. Development from then on was 100% by scratch (it was forced, anyway) and it has been ongoing for 3 weeks. The choice to switch engines (and for the second time, actually) was slightly off on basis, so we didn't think it through a little. The idea of doing MMO client/server software (not by myself, silly) by hand came into mind, in the past hour. The idea is rushed since it's so early and sudden, and very daunting for a set of beginner coders but the near mass possibilities with handwriten client/server software is nearly endless along with a huge boost in performance. Something our current engine doesn't have sadly (well, it's export format is HTML5 which is a very young language and not so good with heavy mass-user data handling/performance) though. Other than that, we've switched engines twice and I dislike to throw away my work, even it is truly little in comparsion to writing MMO software by hand.
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@pinhooves Okay, I'll try not to talk your ears off and give a short summary. Chao Land is the primary project (former MMO) of a game I'm working on with a team, for a small indie community that has been around for probably more than two and a half years.
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@pinhooves You've heard about that game I'm working on yes? The one called Chao Land.
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@pinhooves Not too good. Something's bugging me.
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@tenmihara I merely want an opinion, on the level of if I really should make such a sudden decision based on what I've said so fari n that post.
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@tenmihara I told you guys that the game project of mine with a team was originally being made as a mmo using a game engine wrote in C#. We had semi-decided to use this current engine (Construct 2), as in kind of thought on about it and just went on. Recently the thought of writing a MMO engine (of course, not by myself) has crossed my mind...like 15 minutes ago. I know even the concept of it seems like a daunting task but the benefits are the near non-impossibilities you can pull off with a hand-coded game engine...besides, a much higher markpoint in FPS/performance. The problem is we don't want to throw away what work we've done, even if it seems like a little...even if we put several days into it by now. Besides, we've switched game engines about...twice already.
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@tenmihara Anyhow, this thiiiing is really bugging abit now.
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Hooray, I killed the timeline with my wall o text
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I told you guys that the game project of mine with a team was originally being made as a mmo using a game engine wrote in C#. We had semi-decided to use this current engine (Construct 2), as in kind of thought on about it and just went on. Recently the thought of writing a MMO engine (of course, not by myself) has crossed my mind...like 15 minutes ago. I know even the concept of it seems like a daunting task but the benefits are the near non-impossibilities you can pull off with a hand-coded game engine...besides, a much higher markpoint in FPS/performance. The problem is we don't want to throw away what work we've done, even if it seems like a little...even if we put several days into it by now. Besides, we've switched game engines about...twice already.
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@yodelerty Though I admit, a thought has came into my mind.
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@yodelerty Ayup.
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@yodelerty Kind of, reworking CL's equipment system after I figured out I had an oversight with how to handle total/overal level since EXP (Emission Points, or EP) is only used for equipment.
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Ho hum.
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@tenmihara Two types of said points: Stellar and Common. Stellar tends to unlock more fantasical/magical weapons and Common tends to unlock weapons that are non-magic based, natural, or mechanical.
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@shadowlight I'm trying to find a good synonym for radiation, if so.
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So, I'm having a game design dilemma. I'm working on a fantasy RPG with a team, and we decided an "evolution" system for equipment, where equipment can evolve into stronger equipment part of 'families" by absorption of EXP. I recently came up with the unique idea that equipment evolves by radiation or Radiation Points/RP. However, as much as it's original I feel it doesn't fit a fantasy setting and RP sounds...like well roleplay. I don't want to use say...energy points as that's sooooo oooooverdoooone.
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@sparkywolfboy I really like MC's music
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@redenchilada Ah.
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@redenchilada You whre asking what my future ISP would be?