Vaskivo
Also curious to understand if, for the Pro+ plans, it can be used in Vibe CLI. The API costs are cheaper than Mistral Medium 3.5.
But thanks. I've learned a few more configurations to tinker with.
HEre's my setup:
llama-server
--port 9999
--model /MODELS/LLMs/Qwen3.6-27B-UD-Q4_K_XL.gguf
--ctx-size 128000
--threads 12
--flash-attn on
--device CUDA0
--jinja
--gpu-layers 52
--mmproj /MODELS/LLMs/Qwen3.6-27B-mmproj-F16.gguf
--cache-type-k q8_0
--cache-type-v q8_0
--temp 0.6 --top-k 20 --top-p 0.95 --min-p 0.0 --repeat-penalty 1.0 --presence-penalty 0.0
--spec-type draft-mtp --spec-draft-n-max 2
(I'm not filling out 100% of the VRAM, as I have other stuff I need it for.)The teaching fails, not because she doesn't understand but because she and Bingo end up making up the fantasy of the game. (To the point that sacrificing a piece is a shock and abhorrent).
It ends up with the mother intervening, beating the dad at the game and saying "Work on the heads later, for now, just hearts."
So to you, I say: Bill Nye, yes. Bluey, yes too. Each in their own time... If the kids feel like it.
People will always explore the "what ifs."
Which is 129mm tall and has a 4.6 inches display.
Still, the Zenphone is about 15mm taller. I'll check it out. Thanks.
Five years ago I bought a Sony xperia zx1 compact, due to its form factor. I've been looking for a new phone for about a year, but all of them are too big or under powered for my liking.
To me, the alternative seems to be foldable phones.
I'll probably buy a Motorola razr 40 in the coming weeks.
Also, an iPhone is not a option.
Spent the following seven months making an Android game. I wasn't expecting to make any money from it, but really wanted to build and launch MY GAME :)
Following that, I spent two to three months interviewing... And I'm now employed at a foreign, fully remote early stage startup. So everything turned out just I wanted it to.
I have no children nor any loans, so all my finances were very flexible and manageable.
I'm in no way affiliated with him. Found his music on itch.io and fell in love with it. I was surprised by it's quality.
When I built the first prototype[0] I also used the opportunity to try out godot. I like it a lot. It's main concept (scene <==> node) felt really elegant.
Some other engines might have better features. But One Way Dungeon is a 2D game with no real-time gameplay or physics or networking... So ease of use is more important than high-end capabilities.
[0] you can read the whole story here: https://news.ycombinator.com/item?id=27208333
Could you please email me with the detail of the crash?
You can see my email in my profile. Or inside the app. Top left button in the title menu.
I'm currently trying to figure a way to make the "post battle" smoother.
Inside the dungeon, I'm planning on adding "events". To mix it up a bit from battles. But I want it to continue linear and simple. The game is, in fact, a "boss rush game" with a "dungeon crawler" look.
I know of that optimal strategy. And it's something I'll try "to fix" in a future version.
I'll take it into account in further improvements.
Out of the box, it allows you to export to Windows, Mac OS, Linux and web (HTML5 with WebAssemply, IIRC).
It also allows exporting to Android and iOS if you have the correct SDKs. (I don't have a mac, so I can't make a iOS build)
Some people also managed to export to consoles. But they don't share that integration because it would make them break the NDA.
Some people quit their jobs and travel the world. I stayed home and made a game.
For that, I'd have to get a MAC and some iPhones to generate and test a iOS build.
When the app generates enough money to get them, I'll do it.
I definetely need to "speed up" the battles. And iterate a bit more in the UI.
IMO, putting it on PC/console would require the game to be more complex. And allow for longer play sessions (it is a bit repettitive and grindy).
November 24th I picked it up again, full-time. I plublished One Way Dungeon last friday. So it was about five and a half month work. While I'm a professional (backend) software developer, and have played around with game dev, I never worked on and finished a game.
Last weekend I shared it with a small group of people (just to check everything was OK on their devices and with downloading it from Google Play.) And yesterday I started sharing it on the internet.
I don't have any concrete numbers to share. Google's reports are still a couple of days late. And I predict a spike on users starting yesterday.
I'm going back to a normal job because:
- I am unemployed. I have some savings but I don't want to spend more than I already have.
- I don't predict One Way Dungeon to generate enough income to keep me working on it indefinitely. I might be wrong. But competition in mobile gaming is fierce!
- I'm kinda missing working on backend. And working with people.
It's no 100% mine. But anything that isn't I paid for it. So it "came from me" anyways.
You can see the assets I bought in the credits section. And I even hired a designer to help with UI/UX.
I have a dev blog, but as development went on I kinda skimped on it. Here it is: https://vaskivodev.gitlab.io/onewaydungeon/
I'll continue supporting the game and adding new content to it. But not at full time. I'm going back to a "normal life".
(For those who don't want to install it or don't have Android, you can play it here: https://vaskivodev.gitlab.io/onewaydungeon/builds/release-1-...)
I welcome all and any criticism. And I hope you like it. Thank you!
Show HN: One Way Dungeon – A game I've been developing in the last five months
True, I've read about ECS being used for one or both of those purposes.
My first contact was ECS was as a composability pattern. So, in a "high level" purpose, as an alternative to inheritance. It was also described as "Game Object - Game component" pattern.
See http://gameprogrammingpatterns.com/component.html, specially the sidenote in http://gameprogrammingpatterns.com/component.html#no-bj%C3%B....
There's the "performance" ECS, where it tackles data locality.
And the "game element definition and configuration" ECS, where it solves a high level problem of building game elements. On the "game developer" level, Unity works like this.
It's all about having configuration data separate to the logic. And use this data to setup and build the game elements.
Here's a couple of videos I created:
How to start with Data Driven Development in Godot: https://www.youtube.com/watch?v=ZG__fXSp74c
What I can do with it in my game, One Way Dungeon: https://www.youtube.com/watch?v=PqZwKahZ3cU
# Do. Then do it well.
I usually work like this:
1- Hack something as quickly as possible
2- See if it "works for the game"
- If it does, GOTO 3
- If not, abort and go do something else
3- Refactor, re-architect and polish
# Make it so that you can iterate FASTBeing able to change and test an element or a feature individually is crucial.
I have taken a data driven approach to some of the game elements. So I have a big JSON file with the data of monsters and moves. When iterating, I simply change values here, relaunch the game and check if I like the result. I also use this file for "design debugging", starting in a later level, making the character immortal, etc.
I'm using Godot, where each custom element can be a Scene. This means that if I, for example, create my special kind of button, this button is a Scene and I can run it on it's own.
I also have code that runs only when running as scene like this. I usually add buttons of keyboard input handlers to "simulate interactions" with the element.
# Everything is a prototype
Nothing is set is stone. Nothing is final. Everything is a prototype.
Many times, a new mechanic changes completely how the others feel. Don't be afraid to change previous elements to accommodate the new one.
The same applies to code. ATM I'm in my third "rewrite" of my game's Battle UI and UI logic. The new UI arrived[0] and it was somewhat different of the old one. I just create a new file named "NewBattleUI" and start copy pasting and changing stuff from the old one.
Don't get attached to anything.
# "Feel" is the objective
woko and yetihehe's shared talks explain this way better that I can: https://news.ycombinator.com/item?id=26247832 https://news.ycombinator.com/item?id=26248964
My game has a Pokemon-like battle system. After watching those talks I implements visual effects for the moves. They changed nothing for the "raw numerical gameplay" but totally changed the feel of battles.
# Post Scriptum
My game is called One Way Dungeon. It is a linear dungeon crawler with Pokemon-like battles. It's being developed for Android, but you can try the latest web build here: https://vaskivodev.gitlab.io/onewaydungeon/builds/2021-02-19...
[0] I've hired a UI/UX designer to help me design it.
Yes, the game is buggy. But, IMO, there are deeper problems that that:
- The crafting system is absolutely useless.
- The loot and equipment system is basically a "looter-shooter". Which I dislike. And make the crafting useless.
- The game economy is messed up. Cyberware implants and vehicles are way too expensive. And there is no incetive to buy any weapons. The loop is "fight stuff, get stronger stuff, equip the stronger stuff and sell the rest". After four or five loops you have money to buy something useful.
- Big problems the targeting reticle for interacting with stuff.
- The car physics is awful. The minimap is too zoomed in. And driving in first person is a PITA.
- NPC AI is really lacking.
- Quest design feels a bit lackluster. There are less alterative choices and nuance than what's in the Witcher 3 [0].
- The world, while visually and architecturaly well designed, it is empty. There are no side activities. No hotel rooms to sleep in, no option to sit at the bar and have a drink... There is a gun range that is only open for a short quest!
- There seems to be a lack of consequence in the game. I blow up and steal stuff and beal blows to organizations and the game world doesn't change with that.
I'm enjoying the game. And plan to finish it.
But I feel like CD Project Red bit up more that it could chew:
- I believe a push to have the best and latest graphical quality (raytracing and the sort) harmed other parts of the game.
- With a game having so much "bling", they should've added more stuff to do besides fighting people and questing. The places are only meaningful if there are meaningful things to do there. (GTA 5 had the same problem. GTA 4 did not)
- Writing and quest design should've been iterated a bit more. As I usually say, "voice acting did more harm that good to RPGs". This mean that it is harder to iterate on quests and dialog because it's expensive to re-record dialog.
- The Witcher 3 was more streamlined, the world was simpler, and had less mechanics. It was easy to balance the different systems. As well as game physics.
[0] The quest 'Wild at Heart' in one of the first quests in the game and set the tone for the general quest design in the game. https://witcher.fandom.com/wiki/Wild_at_Heart