Game suggestion: The message from deep space

Game suggestion: The message from deep space

Game on steam: https://store.steampowered.com/app/4080030/The_Message_from_Deep_Space/

I've been playing this game all night it's really fun. Basically there's a meteorite that landed on earth and it outputs signals until you send it the right signal back and then it goes to the next. It's trying to communicate with us but first it gotta build a language foundation by doing stuff like math and then it goes into more complex vocabulary (or so I heard im still only doing math and logic). It seems to be packing quite a lot I heard people talk that they are on transmission #800 something and im only at 147 after 6 hours.

It also has interesting dialog, there's 4 characters with you: a computer scientist, an astronomer and a linguist, not sure about the 4th..

For fans of language deciphering games who also like math and science a lot.

Edit:

Forgot to mention there's a demo and it's basically the start of the game if you like it you can then buy it and continue.

u/zhaDeth — 3 days ago

Fry screaming explanation discussion

So I know how to fry scream im not asking for advice on how to do it but I keep hearing different ways of explaining how to do it which shouldn't really be compatible.

On one hand you have the "uh uh" thing, like pretend you are lifting a heavy object and push which is what im doing and it makes complete sense to me.

On the other hand there's the Chris Liepe "find the vocal break between two registers and push into it" which makes zero sense to me but it seems to work well for him.

You guys think it two different techniques or just two ways to explain the same thing in which case one is probably wrong no ? I'm thinking the Chris Liepe might be more for voiced frys ? Dunno

Also what is what the hell is what people call "upper constriction" ?

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u/zhaDeth — 1 month ago

Having trouble with my nintendo switch pro controller on PC

The gyro calibration just won't work consistently. Sometimes I pair it and it works perfectly other times it keeps drifting and jumps so it's unusable. Thing is I have no idea what makes it work it just works some days and not other days.. if it works it will work until I stop using it long enough for it to turn off but then it's probably gonna start being weird again when it turns on again..

I tried calibrating it in steam but it doesn't seem to change anything. I tried using better joy, same thing.

I just have to pair un-pair pair again until it works but sometimes it seems it just doesn't feel like working so I give up but then next day it works fine first try.

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u/zhaDeth — 3 months ago

My dream automation game.

I've made a post yesterday about wanting a more puzzle-y automation game and really I was looking for something like this dream game I have been thinking of since a couple years now. I was thinking of maybe making it myself but I'm pretty rusty in coding and an automation game sounds like it would need a ton of clever optimizations and take years I also suck at visual art and all that so I don't care if someone wants to "steal" my ideas anymore (please do lol).. Also as someone who made small games before I know that sometimes it sounds cool in your head but then once you make a prototype you realize it has major issues or is just not fun but anyway I'd like to know what you guys think so here goes:

So the idea is an automation game that has more of a puzzle element and where the items are made of voxels. Think top down view like captain of industry. There is no machine that turns a block of iron into iron plates, instead you would design the interior of machines, which would really be small factories. These little factories would have machines in them that do stuff like there could be a cutter that cuts with a saw but every voxel of the items would have properties so say you want to cut a piece of wood you could use a saw made of iron but if you cut iron voxels with iron the saw breaks really fast and needs to be replaced, not a problem if your iron saw production is fast and you got access to a lot of iron but if not you might want to make steel saws. The items could even be made of different materials. Like say you need buckets to transport liquids, a wooden bucket could transport water but it would be able to transport acid or lava. The idea is there would be many ways to do the same item and you would have to do with what you have available.

Let's say you got a volcano close to some iron, you could make a factory close to it that uses the heat of the volcano to melt iron ore into ingots and then another factory close would melt the ingots and use sand to make molds, mold them into saws for your cutters. Another factory could melt ingots and mold it into iron buckets for transportation of liquids.

Someone else might not have access to a volcano and will instead use coal to produce heat. Because it costs them fuel to go get the coal and they don't have such an easy access to heat to keep the iron melted they might just make the iron into plates and then use cutters to cut the plates and make them into saws in another factory and weld a couple plates together using electric welders to make iron buckets.

Others might just not have access to a lot of iron so they would rather not make iron buckets to transport water and instead they could use wooden buckets. Now there could be different ways to make wooden buckets, maybe you got access to some glue close so you glue some wooden plates together (btw glue would not work with iron), maybe you use iron nails to stitch them together which would cost very little iron, maybe take a block of wood and dig in with some kind of drill and hollow it to make into a bucket, which would waste some wood but be a simpler solution which doesn't cost any other material but costs more electricity. It would all about trying to do the best you can with what you got.

To make it so you have to use what you got I was thinking that transport of stuff would have a pretty high cost, like even belts would need to be hooked to something that spins, it could be an electric motor but say your belt is close to a river you could put some water wheels and power your belts that way. If you got iron far from your volcano where you want to process it you either use trucks and burn fuel or use belts and use electricity or some other form of energy. I was even thinking that electric wires would have resistance meaning if a factory requires 100mw of power it might actually require your power plant to make 150mw if it's far away because of all the loss to resistance, so it might be better to idk use a river close to your far away factory and make an hydroelectric dam there or maybe invest in better wires made of gold or something. That way there would be a reason to not put all your power production at the same place and have multiple grids.

Factories would require some base power to keep the lights on and all that so if you can make 1 factory that makes 5 water buckets per minute it would cost less power than if you have 5 that make 1 per minute.

There would be special key items like buckets, saws, drills, wires, tires, wheels, motors, trucks etc that would require a specific shape and would have different properties depending on what they are made of (like wooden tires make for slow and fuel hungry trucks compared to rubber tires) and you would progress and unlock new machines by producing those and sending them to some research station and you probably would have other more complex items to produce to unlock new tiers and stuff like in normal automation games but I'd also like if instead of requiring say 1000 of an item, it required 10 per minute of an item for X time instead. That way you actually have to have an efficient factory you can't just have it be super slow and work on other things until it's done. You would also always need to keep sending the items so you can't just fill some storage so you have enough to send 10 per minute for a month and voila you got the new tier, you would need to keep sending those 10 per minute per month and if you miss a month all research pause, idk that might be too much of a detail but I think it would add the the puzzle element.

In order for the game to not run like crap every factory interior would not always be simulated so they would have to work in a deterministic way, if there's moving parts they have to go back to their initial position after an item is produced and the factory is paused until it has all it's input items. Once you make or edit a factory it would quickly simulate it and then internally it would just be like a machine in other automation games where like it takes 5 wooden plates and 1liter of glue for it to start then once it starts it takes X amount of time and produce 1 wooden bucket. That way the internal simulation could be pretty involved without it costing on the performance because it only has to be simulated once.

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u/zhaDeth — 4 months ago

I kinda got tired of normal automation, I'd like something that is more of a puzzle. In most automation games you need say more iron plates you build more machines that make plates then if you don't have enough iron to feed them you make more miners then if you don't have enough electricity you make more power plants, if you need more fuel for that find some, it's never really complicated, it's more like busy work. It get a bit better when there's residues, some randomness or decay like on the planet gleba in factorio but still not puzzle-y enough for my taste.

For me the best would be a kind of mix of a zachtronics game like infinifactory with an automation game so instead of having a recipe for a motor that takes 5 rotor, 5 stator per minute and make 2 motors you would design the motor making machine like in a zachtronic and then maybe the first solution you though of is really slow and makes 1 motor per minute and you need 5 so you place 5 machines but then that costs too much energy so you redesign it and manage to make it produce 2 per minute instead for the same energy cost then you want to make it even better and you find a way to make stators way more simply so you end up making the stators in the motor making machine instead of using a dedicated machine.

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u/zhaDeth — 4 months ago
▲ 1 r/yuzu

So the gyros worked perfectly at first, then when I closed the emulator and opened it again the gyros didn't work I had to reset the controller and tell it to use the pro controller then the gyros worked but it kept drifting and kinda jumping around. I think it might have something with steam but I can't get steam to not detect the controller even if I set the option to not use pro controller for steam input. Unpairing the controller manage to fix it once but now it doesn't seem to work.

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u/zhaDeth — 4 months ago

First off, it's really not clear what you're supposed to do, there's 5 points, 4 are sensors it says you can use the sensors to narrow down the search area for the artifact but it doesn't tell you you have to pick them up and bring them to the park I just thought you had to activate them where they are and it only made sense once I got in the park and saw there's spots to place them. It doesn't really make sense that the sensors would be in the radius already like why doesn't the UNPSC give you fresh ones instead of sending you to get them ? I think it would make more sense and be less confusing if you couldn't pick them up and you just activated them where they are.

Second thing is there's an insane amount of enemies in the apartment areas. You shoot once and they keep coming and when you think you got them all and can reload there's one in your back and then you get shot by one in a window and then another enemy on the ground, I swear it must a bug or something.. At some point I thought they were respawning. I made sure to only take 1 mission so there were no extra enemies because of other missions. That said I think it could be possible I took missions there at some point before the last tide and then terminated them ? Maybe that didn't remove the extra enemies it spawned ?

3rd, the performance is really bad in the apartment areas, especially 2nd and 3rd blocks, probably because of all the enemies on top of all the map stuff and items around so you're both fighting the enemies and the performance. Once you kill a good portion of the enemies the performance isn't too bad. The enemies with a big armor take a ton of shots to kill and they don't stop shooting when you shoot them (at least with 5.56) which I guess is cool but when there's 3 of them with fragments, shotgun dudes and other enemies coming your way it's madness. Going outside the apartments is really oppressive, there's so many windows that could have enemies and the sensors are straight in the middle.

The park area was pretty chill through and I liked how at the end of the mission it teleports you back to base so you don't have to walk back. I feel like I should have just got the 1 sensors in the department store and just work harder to catch the artifact, the sensors being optional is weird, if it's possible to get it with one or even zero sensor it's really not worth it to go to the apartment areas. I think it would make more sense if you had to activate at least 2.

Throughout my playthrough I thought there were actually not enough enemies most of the time (im playing on all default difficulty settings). Only exception was around the recreational area. So this mission was such an insane and unexpected difficulty increase. I guess it's a bit on me for not having silencers and make the whole block come at me but oh boy im happy I decided to not play in ironman mode I must have died like 10 times.

Did you guys also have a similar experience with this mission ?

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u/zhaDeth — 4 months ago