Improving Invaders (part 3)

Поделиться
HTML-код
  • Опубликовано: 9 май 2023
  • ИгрыИгры

Комментарии • 37

  • @praticle
    @praticle Год назад +11

    im super excited for jai to release, or at least open beta! seems like everything ive ever dreamed of

  • @spatialfree
    @spatialfree Год назад +4

    ive really been enjoying this series
    thx ^-^

  • @piotrjurga3375
    @piotrjurga3375 Год назад +5

    The rotation at the end will still be in the wrong direction sometimes, eg. when current theta is -175 and target theta is 175; the two lines you said were not necessary in sokoban fixed that.

  • @1337pianoman
    @1337pianoman Год назад +2

    Is the problem with the multi shot that one bullet takes out the front rank and then the other can make it to the second rank etc? If invaders didn't immediately evaporate but instead stay around for a fraction of a second and soak up all bullets in that shot that could solve the problem

  • @magnuswootton6181
    @magnuswootton6181 Год назад +1

    thanks for this demo, im off running to my code now, gonna get it done!!!!

    • @magnuswootton6181
      @magnuswootton6181 Год назад

      i wonder what s32 stands for scalar 32 bit?

    • @Volian0
      @Volian0 Год назад +3

      @@magnuswootton6181 maybe signed 32

  • @monke5100
    @monke5100 Год назад +2

    Is this the next game after sokoban?

    • @____uncompetative
      @____uncompetative Год назад

      As far as I am aware, this was always before _SOKOBAN_ as it was an early feature of the _Jai_ compiler, which was then made sufficiently feature rich to have a _Sokoban_ style game as a more sophisticated test example supporting shaders. So, ignoring earlier works, it would be _Braid, The Witness, SOKOBAN_ and then Jonathan will finally start to work on the really big game that I think he said he would be spending twenty years programming and which I have no details as to what kind of game it is as I don't believe he has ever said anything about that.
      This is a long time to work on one game, and I don't know if it is going to be released episodically, (e.g. like Valve did with _Half-Life_ or Bungie did with _Destiny_ ), or enhanced by a series of updates over time (e.g. like _No Man's Sky_ was), with seven years between releases (so 7, 14, and 21 years with the first episode maybe releasing optimistically in 2023 + 7 = 2030 then the second in 2037 and the third in 2044, and given that he is a couple of years younger than me that will take him up to about seventy two years old, which might mean _Mystery Game_ is the last one he does).
      However, I think it is very sensible that Jonathan has spent all this time working on a robust programming language that he feels will suit his purposes for that long of a development span. So much can change over time when you are using other people's tools, and I seem to recall George Broussard getting his studio to switch engines multiple times during the development of _Duke Nukem Forever_ resulting in it taking fourteen years to release. That said he wasn't changing programming languages as well, as I believe the source was always industry standard C++
      I evaluated C++ for my own large project (an intergalactic asynchronous MMORTSFPSRPG), back in 1992 and I just wasn't happy that it operator overloading meant that a typo could be silently compiled to do something unintended (which might not run and act weird if expressed as code within a rarely invoked logic branch), and I had got the MFC (Microsoft Foundation Classes) book by Charles Simonyi and hated his use of Hungarian prefix notation within the Windows operating system, and I didn't want to have to write code that was high effort to then read as I felt the code should be easy to read and moderately high effort for the compiler to make sense of, and in that way reduce the time I would be spending maintaining my code (as it wouldn't be error prone, or wilfully obscure in its expression).
      So, I naïvely assumed it would take me two years to research and design and implement a language that I would like more than C++ and be free of all of its flaws, too numerous to name, but was off by an order of magnitude, not that I have been working on it the whole time, as I had to take a long break to nurse my terminally ill mother, and then move somewhere else in the country where the property was cheaper, to free up capital, to fund development of my ideas.
      I am not here to promote my language (whose name I won't mention), or my game (whose name I won't mention) as it would be inappropriate (and I personally don't think it would be sensible for me to hype up something and create a deadline for myself, only to likely disappoint people when I fall behind, or have to cancel its release and get a job). I'm just mentioning my project as I don't think it is irrational to create a bespoke language that you consider 'future proof' (although, the reason I took so long over designing my language was that I would keep finding out about other ones in my ongoing research, and think "Oooh, that's a cool feature" and "Can I find a way to add that without it seeming to be tacked on?", which then necessitated taking the language apart and rebuilding it so it still seemed conceptually small and would only require a short manual... this got done about twenty times over the course of thirty years, but I am finally happy with it now after the last time I tried changing things it got worse rather than better, so I reverted it).
      I didn't want to be working on my large game in C++ or any alternative (I couldn't find anything that is any good, as Guy L. Steele Jr.'s _Fortress_ didn't release, and the work of Alan Kay's Viewpoints Research Institute which seemed promising doesn't seem to have gone anywhere either, and I regard C++ as having the worst syntax of any language I have ever researched which wasn't designed to be a joke, and I regard Rust as having the worst semantics of any language I have ever researched which wasn't designed to be a joke, so I failed to see the positives in C++ and felt that programming with the Borrow Checker would just make me crabby), only to find 'the foundations were shifting beneath my feet'. I would be writing my own middleware, and be in need of a highly productive language suitable for talking about the mathematics of 3D games, and describing their stories, so that I could amplify my creative abilities with the best language, to then make the best middleware that would suit my needs, which I could always change in the future (whereas using other people's middleware can put you in the position of having to change your code to fit their new version of their middleware to keep using its features, and although this is usually an opt-in deal, hardware innovation forces operating systems to often compel change, as the early days of distribution by source to run on a POSIX compliant version of UNIX is no longer an accomodating lowest common denominator of multiplatform dev, therefore, it is tempting to consider going back to POSIX compliant UNIX as a base and just make a Linux distro, but with a decent GUI/FS not written by a murderer, I still find it almost impossible to find files on my computer, but easy to find the same file that I originally saved locally from where I downloaded it from the web by using DuckDuckGo to find and download it again; it might seem overkill to "write an OS to run a game", but it solves a slew of problems). I hope that the stacked productivity boosts mean I am done with my game to the point of an early alpha that I can get player feedback on within five years time, as much longer than that and my savings will run out.

  • @____uncompetative
    @____uncompetative Год назад +8

    Here are some design questions:
    1. Who are you?
    2. What is at stake?
    3. How is this communicated to the player (framing narrative as in _Robotron 2084_ or environmental decay as in _Missile Command_ )?
    4. Bonus: why are these alien bugs attacking (who started the interstellar war, why can they breathe/fly being scaled up??? or is it that you are miniaturised??? If so then are you a Scientist fighting Garden Pests in a _Inner Space_ meets _Buck Bumble_ kind of way???)
    Without answering some of those questions I have trouble caring about the outcome of this game. Also the sound effect is very like one from _The Witness_ and just reminds me of that masterpiece, which draws negative comparisons to this effort.

    • @daniel_carvalho
      @daniel_carvalho Год назад +16

      This is literally just an example application that's bundled with his programming language / compiler.

    • @____uncompetative
      @____uncompetative Год назад

      @@daniel_carvalho No excuse. The world is full of mediocre games. There is no point in adding to that problem.

    • @jblow888
      @jblow888  Год назад +49

      No fedoras allowed in this channel.

    • @botbeamer
      @botbeamer Год назад +7

      😂 funniest comment of 2023

    • @Klblaz
      @Klblaz Год назад +7

      1. Just a guy going to an interplanterary shop in your spaceship
      2. Your fridge run out of beer and you need more NOW, and those DAMN BUGS are getting in the way
      3. There is a 30 minute train ride that explains the lore
      4. A vat of acid spilled onto an ant colony, the ants became big, but also bugs somehow; fans of the game will figure it out in a fan theory