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clayote<p>Version 0.18.0 of <a href="https://peoplemaking.games/tags/Lisien" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>Lisien</span></a>, formerly <a href="https://peoplemaking.games/tags/LiSE" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>LiSE</span></a>, the rules-based, time-traveling engine for life simulation games, has been released. <a href="https://clayote.itch.io/lisien/devlog/886357/v0180-big-rules" rel="nofollow noopener" translate="no" target="_blank"><span class="invisible">https://</span><span class="ellipsis">clayote.itch.io/lisien/devlog/</span><span class="invisible">886357/v0180-big-rules</span></a></p><p>This release improves support for rules that make a lot of changes to the world. Most won't, so decide which ones will, and set the <code>big</code> property to <code>True</code> for those.</p><p><a href="https://peoplemaking.games/tags/python" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>python</span></a> <a href="https://peoplemaking.games/tags/lifeSim" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>lifeSim</span></a> <a href="https://peoplemaking.games/tags/gameDev" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>gameDev</span></a> <a href="https://peoplemaking.games/tags/customEngine" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>customEngine</span></a></p>
clayote<p><span class="h-card" translate="no"><a href="https://mastodon.gamedev.place/@aeva" class="u-url mention" rel="nofollow noopener" target="_blank">@<span>aeva</span></a></span> the next release is going to be a lot better at handling rules that make big changes to the world. also I'm renaming <a href="https://peoplemaking.games/tags/LiSE" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>LiSE</span></a> to <a href="https://peoplemaking.games/tags/Lisien" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>Lisien</span></a></p><p>Probably going to implement the Sugarscape model for an example sim next...</p>
clayote<p>Released version 0.17.2 of <a href="https://peoplemaking.games/tags/LiSE" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>LiSE</span></a>, the time-traveling, rules-based <a href="https://peoplemaking.games/tags/lifeSim" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>lifeSim</span></a> engine.</p><p>This release fixes the rule poller. Previous 0.17 releases could only run rules assigned to whole graphs; now, once again, you can assign them to parts of graphs.</p><p>Install in <a href="https://peoplemaking.games/tags/Python" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>Python</span></a>:</p><p><code>python -m pip install -U LiSE ELiDE</code></p><p>Or download on <span class="h-card" translate="no"><a href="https://mastodon.gamedev.place/@itchio" class="u-url mention" rel="nofollow noopener" target="_blank">@<span>itchio</span></a></span>:<br><a href="https://clayote.itch.io/lise" rel="nofollow noopener" translate="no" target="_blank"><span class="invisible">https://</span><span class="">clayote.itch.io/lise</span><span class="invisible"></span></a></p><p><a href="https://peoplemaking.games/tags/gameDev" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>gameDev</span></a> <a href="https://peoplemaking.games/tags/gameEngine" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>gameEngine</span></a></p>
clayote<p>Released <a href="https://peoplemaking.games/tags/LiSE" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>LiSE</span></a> 0.17.0 <a href="https://github.com/TacticalMetaphysics/LiSE/releases/tag/v0.17.0" rel="nofollow noopener" translate="no" target="_blank"><span class="invisible">https://</span><span class="ellipsis">github.com/TacticalMetaphysics</span><span class="invisible">/LiSE/releases/tag/v0.17.0</span></a></p><p>This release contains no new features, but changes some of the fundamentals of the data model to behave more reliably. It should be much more stable.</p><p><a href="https://peoplemaking.games/tags/gamedev" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>gamedev</span></a> <a href="https://peoplemaking.games/tags/python" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>python</span></a> <a href="https://peoplemaking.games/tags/customEngine" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>customEngine</span></a> <a href="https://peoplemaking.games/tags/lifeSim" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>lifeSim</span></a> <a href="https://peoplemaking.games/tags/alife" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>alife</span></a></p>
clayote<p>The workflow I have in mind for <a href="https://peoplemaking.games/tags/LiSE" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>LiSE</span></a> is "incremental gameness"</p><p>1. have an idea for a simulation<br>2. implement it in the IDE using only the default interface<br>3. slap an easy, menu based interface on it to get some kind of player interaction going. iterate until fun<br>4. implement a minigame for a key aspect of the simulation. iterate until fun. repeat until you have a minigame that is more fun than the main game<br>5. redesign the interface around the minigame. while you're at it, make it pretty<br>6. in fact the default interface kit isn't doing this game justice anymore, let's rewrite the frontend in Unreal<br>7. video game</p>
clayoteLiSE terminology