CAM-DELTA splits off to go investigate two planets; the first team heads out to the cryptic planet Rochefort to investigate what the NXC, SSC, and HORUS were interested in.
#LancerRPG actual play, at www.twitch.tv/kaynsd
Technical Designer & Game Developer.
Procedural Generator Generator.
RPG Layout Typesetter
Former: Star Stable (Project Curie), Resolution Games (Unannounced Project), Sandy Pug Games (Monster Care Squad, Americana)
Current: Gambling Sector
CAM-DELTA splits off to go investigate two planets; the first team heads out to the cryptic planet Rochefort to investigate what the NXC, SSC, and HORUS were interested in.
#LancerRPG actual play, at www.twitch.tv/kaynsd
Alright. It's time for some #Lancer RPG Actual Play shenanigans. Downtime session for CAM-DELTA as they celebrate their liberation of the planet Aramis and skip from license level one to three. One down, six to go?
@Craigp Spacetimedb right?
@DarkestKale to be fair he compensated this by raising the price of his otherwise free RPG to $80USD.
Tom is my kind of troll. :D
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Time for some Actual Play of #LancerRPG
The Battle for Cleanlake has been won, but the DoJ/HR #Lancer squad sent to help out the Dumas System aren't quite done with beating up the NXC yet.
The finale for their License Level 1 Mission, happening now at https://twitch.tv/kaynsd
CAM-DELTA continues the Battle for Cleanlake with the distraction team playing a game of telephone. #LancerRPG shenanigans and #rpg live play ahead on https://twitch.tv/kaynsd
We then briefly became a cosmic god that bickered between itself and bitch-slapped each other back to reality when the island we were on was being destroyed by a tsunami we created as a consequence of killing the vampires
@ALWyvern I run good games :)
It's #LancerRPG Time. Team Efficiency is going to take down the planetary administration building on behalf of the Dumas resistance, where nothing should go wrong
@hardpenguin13 now for a game designed multiplayer down, like your MMOs, you're effectively running an entirely separate program that interfaces with the big databases in a different way; players connect to that, they do their intensive things in limited numbers and at slower intervals (here's a reason for global cooldowns and instancing...) and communicate with multiple other programs and services that also communicate with the network infrastructure in unique ways (you don't NEED the game's auction house service running on the same thread that's trying to run physics for the 32-person dungeon), but again that's not how a lot of people jump into building a multiplayer game; they build a game, use an established peer-to-peer networking library or the replication system built into their engine, and then once people start cheating in it have to firefight against it. But given that cheaters are also lazy, a tool that sniffs for known processes is far easier to throw in than constant patches
(Disclaimer, I've only tinkered with network architectures from a prototyping phase of development for large projects, not shipped one)
For a variety of reasons (unless you build a separate server structure which isn't normally how out-of-the-box networking is done in Unreal and similar game engines), for hosting a dedicated game you need to effectively run a headless (graphicless, soundless) version of the game and give it authority. Everyone connects to a name server computer that forwards to this client, and this client authorises everything and sends it back.
This generally means not only do you need a beefy computer structure to handle X+1 players worth of connections to a single box, but then route all that back through the nameserver and back to everyone else. It's slow AND expensive.
I'm glossing over a lot of complex things like STUN and smarter network structures here... but at that point an exec will just say "sod it, install Easy Anti Cheat on Everything"
@DarkestKale the petition to rename Motes into Satoshi has been blocked by the Council of Nine, again.
@DarkestKale "You think that's air you're breathing now? No. It's decentralised units of quintessence minted by a single Prime processor unit and validated by billions of independent mind validators"
@MachineLordZero Zero the word Art looks stupid in every langauge. :D
@DarkestKale for the "I stop you breathing by removing oxygen" trick that's already got an interesting bit of baggage for your paradigm; it's cute that you think oxygen is important to breathe. How conventional. Why is it you think breathing needs Oxygen? Seems pretty important to Life to me, perhaps one should study that connection...
And that's why that's a Life effect, not a Matter one.
@DarkestKale I am getting the distinct Orphan or possible Hollow One vibe here for some reason :p
@DarkestKale Mage's magic system is a direct successor to Ars Magica where all the Hermetic Spells were combinations of a single Verb mastery and a Noun mastery; you'd need Creo and Aquam to make water or wine or something. Mage compressed that down to nine (ten in Awakening...) Spheres of magic which kinda trample over each other because it's also trying to account for every magical and mystical AND scientific application of willworking. It's a bit of an arbitrary hot mess
@DarkestKale but of course your paradigm also has to accept this as something you are capable of doing and that may also filter how your spheres come into effect.