Hi, I'm Nathan (he/him), and I'm an NPC. #introduction #introductions
I am a #gamedev, and now I've started a Ph.D. on #GameAI and #PCG. Being an #NPC, to me, means that I should support designers and players. My goal is to aid character growth and enrich the story. But an NPC isn't a void; we can and should use our views and morals to push the main characters to do better. With my #research, I especially want to support marginalized devs and players. You can learn more about my work at npc.codes
(if you're not sure what those patterns are: https://gameprogrammingpatterns.com/command.html and https://gameprogrammingpatterns.com/event-queue.html)
#procjam progress on a visual tileset editor for my procedural WFC-like terrain generator, GroundCollapse
Just released the first beta for EvolvingBehavior, a plugin for Unreal Engine for designers to experiment with evolving game AI. Download and video at: https://npcdev.itch.io/evolvingbehavior
cw: (virtual) violence, blaseball
Incinerating Landry Violence, one of the greatest spirits and players, in the middle of the finals? The rogue #blaseball umpires have truly gone too far this time!
free game recommendation
Watabou's "Teen Island Simulator" is a text-based simulation of a pencil and paper role-playing game called "Teen Island" by Chris McDowall.
Basically it plays the game by itself and you watch the situations all play out. It plays in both mobile and desktop browsers:
Also if you haven't seen Watabou's generators for dungeons, medieval fantasy cities, and mansions, check them out:
Working on a dream-logic roguelike for #7DRL - when you leave a place and come back, it may not be what you remember...
Which didn't matter until I recently tried to use DuplicateObject on the parent, and apparently it only does a deep-copy on objects that are parented properly. *The More You Know*
A (test) text representation of a procedurally generated train car. It has a water spigot (s), obstacles (#), machines (m), and plants (p)
Very excited about our #GGJ20 design: growing plants to reclaim cars in a nigh-infinite futuristic train (think Snowpiercer) by repurposing wasteful machines to collect water.
Some very parallel grid-like tunnels, opening into a larger cavern.
Some almost circuit-like tunnels...
Professional game programmer turned Ph.D. student at Northeastern. Game AI, PCG. I want to help you make a stranger future.
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