simonstump

u/simonstump


r/tiedye•

Hi all, has anyone here tried tie dying several (10-ish or more) shirts at once? If so, how did you wash the dye out at the end?

I usually just dye one or two shirts at a time, so it isn't hard to rinse and hand wash them; that would be a lot with 10+ shirts. Is there a good way to do a bulk rinse (in a washing machine or elsewhere)? Once I've rinsed them, is it okay to put them all in a washing machine together (and what advice would you have)?

614

r/worldbuilding•

I’m working on a game about wizards fighting wizards. I’m trying to world-build, and would love people’s input on what am missing, or not thinking through.

The game takes place in a middle age fantasy setting. About 300-400 years ago, there were a couple of key discoveries of magic that transformed it from little tricks to a weapon of warfare. Within about 50 to 100 years of that time, magic had replaced armies (I’m imagining there being a turning-point battle like Crécy or Agincourt, except instead of a battalion of archers, it was a few wizards). At that point, wizards took over as the rulers, like medieval knights and kings. It began as one big empire of wizards, but within 2 genera

8850

r/osr•

tl;dr: Is it possible to have a mega-dungeon feel realistic and lived-in, and also have a variety of species in it? If so, what advice do you have?

I have a dungeon-prompt from an intro D&D book: a young dragon moves into an abandoned dwarf stronghold, and encourages other creatures to live there (for protection I think). The prompt came with a mostly-empty map that the GM will fill in.

As I was starting to fill in the map, I started wondering how a variety of species could co-exist there. For example, if there were goblins, could they coexist with another intelligent faction? If so, then what kept both there, and stopped them from driving each other off? Also, if there were wandering

814

r/learningpython•

Hi all, I'm designing a text-based game in python, and had a question about style I have a class called creature. There are a bunch of different abilities a creature can have (e.g. "Strength", "Venom", "Armor", etc). I can think of two ways to code this in:

  1. I could make a separate boolean variable for each ability (set to 1 if they have it and 0 if they don't). Then, if an attack was impacted by the trait "Armor", I could have a line "if self.armor==1:".
  2. I could make a list called abilities (it is empty if they have no abilities, and a list of strings for each ability). Then, if an attack is impacted by the ability "Armor", I could have a line "if 'armor' in self.abilities:"

I'

711

Hi all, I've been making a bunch of terrain for Necromunda recently (specifically, crumbling metal urban terrain with multiple layers and lots of cover). If I was looking for a game to use it for besides Necromunda, what would you recommend? If so, what do you like about it?

1219

r/fermentation•

Hi all, I've done a bit of fermenting myself (pickled cucumbers, hot sauce, and sauerkraut), and am hoping to do more. I'm looking into buying actual equipment. I've seen jars that come with an airlock (things like this). I've also seen crocks that come with weights (like [this](https://www.amazon.com/Kenley-Fermentation-Crock-Jar-Liter/dp/B07587FL9H/ref=sr_1_8?dib=eyJ2IjoiMSJ9.iaCGhAhb9EfrfKxt9UqtUyh9Xba036gKBj3voWohya6A2Xm3qtO08QoYxU_1pcP5c8qTrK17v7Bzko9h9YZaTEwqSzDFWgcnX-HkjLoBWZKz1y3bQH6ioArs67aHhHhF6XJFAf_6BIbOx6OreenwWiQ6NaITDLd9OfcbP8ZvGLJ0bZp8sxlZm-ral-7LWRHwyZtfqY7S71scw9Phvpb_i7fay6O_T8vtfhnP3qLWCA40y5eXKW

515

r/gamedev•

Hi all, I'm making an JRPG-type game. It has a turned-based combat system, but instead of taking turns hitting each other, players play essentially a game of rock-paper-scissors-lizard-spock with different payouts for each strategy. I made an AI for this, and it's too smart.

I think what I did is called the "multi-armed bandit" strategy. Basically, I have a bunch of pre-programmed strategies (e.g. always pick strong attacks, always pick weak attacks, pick what would beat what the opponent just played, pick what would beat what I just played, etc). Each turn, it looks at the history, and calculates the expected net payout (damage dealt - damage received) of every strategy. Then, it goes

017

r/learnpython•

Hi all, I'm trying to learn Python better, and so I'm designing a text-based RPG in python, where players can control multiple creatures. Each creature will have 5 attacks, and each of those attacks can level up (maybe have 2 levels, maybe 3, I haven't decided yet). Each attack currently has 4 characteristics - a name, an amount of damage, two columns for status effects (more might get added though).

My question is: What is a good data structure for holding all of this data? I'd like it to be somewhat easy to edit it and make changes.

Originally I made a csv, where each row was a creature, and it had four columns per attack; this is starting to get out of hand though. I had thought

24