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A little something a friend of mine wrote about the great and wonderful Seagal. Thought you folks might appreciate it. If there's a better place to post, let me know! (Kinda graphic)
Soccer moms. They don’t know how good they’ve got it. All they do is shuffle their kids back and forth to their pee-wee games. With their juices and their snack-cups. Clorox. Clean jerseys. Life is so simple for them. They’ve never had to rip a man’s throat out of his throat. But Steven had. He'd ripped men’s throats out of their throats. He'd ripped men’s throats out of their skulls, out of their chests, out of their butts. You want to tell Steven you can’t rip a man’s throat out of his butt? Well, then, you haven’t seen war.
Steven was trying to walk the path of peace. But it was hard. Harder than his forearms, which were like the hardest thing in the world—like titanium or teflon, or some kind of teflon titanium that no one had invented yet. Peace is elusive. Like a baby bird in the mouth of a zebra. He nodded at his own wisdom, reached for his moleskin notebook that he kept wedged between his abdominal muscles under his Nehru-collar silk jacket. But then, Steven realized that he couldn’t write down this brilliant aphorism he’d just crafted, for two reasons. Number one, he didn’t carry a pen with him, because he always wrote memos in the blood of his enemies. Seventeen days. Yogurt. Soccer. Number two, because Steven wasn’t wearing his silk jacket…
He was shirtless.
Just as he was leaving the Kenno Seinaru Hana (Holy Flower of the Fist) monastery he’d founded—well, really he was only a co-founder; his spiritual silent partner was the Dalai Lama—a small boy yelled out to him.
“Mr. Seagal! Mr. Seagal! Please, I need your help.”
The kid couldn’t have been older than three. Or eleven. Steven wasn’t really good with children’s ages. No, he was good with his fists. And his feet. And also his elbows and his head and all the other parts of his body. But especially his fists. And when you’re good with your fists, you find yourself being pulled away from the Path of Peace, away from fatherhood. Once, he thought he could be a father. When he was much younger, he was in love with a girl named Mai Ling. They were both so young and fresh-faced, innocent and ready to set sail on the seas of Adolescent Adventure. Mai was only fifteen; Steven was only forty-seven. God, was he ever that young? But Mai’s father had objected—something about the age gap…Steven hadn’t really been listening, and it was hard to hear Mai’s father through the gurgling of the old man’s throat being ripped out of his throat. Or was it his armpit?
After that, Mai-Ling was upset, although Steven never discovered why. Women. As mysterious as a menopausal dragon. He wanted to write this one down, too, but then remembered—right…no shirt, no blood. No service. And there was still the kid.
“What’s the matter, kid? Is someone trying to rape you?” Steven said in his manly rasp, low and sexual (even when he was trying not to be).
“What…no—why would someone be trying to rape me?”
“You tell me, kid. I don’t know what you’ve done. Just like…” Steven turned away and looked down and away, with a tremendous and unfathomable sadness borne of his bloody past, “just like you can never know what I’ve done.”
“What do you mean?” The kid responded. “Did you rape someone?”
“What...no! Why, is someone asking questions?”
“No. I’m here because…it’s my father.” The kid started getting misty, which Steven thought to be very unmanly. After all, he’d only cried once in his whole life. The day the Dalai Lama died. But, actually, the Dalai Lama hadn’t died yet, so Steven hadn’t cried that cry. No, that cry was in the future. Which meant that he’d never cried. But Steven was trying not to judge the kid. After all, how many throats has that kid even seen? Steven was born pulling criminal's intestines out of their nose-holes…but that doesn’t make it right. He’s just a kid. Let him be a kid. Let. Him. Be. A. Kid.
“What’s wrong with your old man, kid? Did someone rape him?”
“No! The Albanians. They…they…they said he’s got to pay them protection money, or they’ll kill him and burn down the store.”
Seventeen days. That was all the peace Steven Seagal would get. For now.
Link to part 2!
Why Osana takes so long? pt.2 — Project planning
Part 1: https://www.reddit.com/Osana/comments/i4fazm/why_osana_takes_so_long_programmers_point_of_view/
This is a programmer's overview about the mistakes done in Yandere Simulator and how it went this way. Over the coarse of those posts, I shall be re-developing Yandere Simulator from ground up (not really, I am only going to pretend that I am doing it), because it is better to learn from others' mistakes than from your own ones. Despite my target audience is probably only programmers and software engineers, current ones or future ones, I'll try to explain everything in easiest terms possible. If you have some time to read, fasten your seat belts: there will be no stops along this route.
Last time I mentioned that it is going to take another post to describe what is wrong with Yandere Simuator architecture. Of course one can start with words «Technical Debt» and end with them, and this would be technically correct, but we can critique better than that. The best critique describes the problem, proves that something is done wrong and then tells how one should do it better; this is what I am attempting here too. Let us imagine that it is year 2014, and Yandere Simulator has just got the attention from famous YouTubers. Basically, one of the hardest parts in developing any indie video game is getting acclaim. In fact, a lot of indie game developers have no idea if their project would find its player. This stage right now below us, but it is too early to breathe out and call it a day: Yandere Simulator is still making its first steps.
One might say that Yandere Simulator code was already bad at this point. I won't object to this claim. Technically, I can't say it for sure, but what I know is that his first game, Lunar Scythe, wasn't great in terms of coding; Mike Zaimont won't lie. However, the thing is: almost all the projects had the rough launch, no matter if it is a video game or some software. The reason behind this is very simple: you have no idea if this project will be able to take off or not. Maybe no one is going to play your game. It is okay to write something fast to make an earliest possible prototype, and discard it in case if it gains zero traction, moving on to the next idea.
But now we have some positive feedback. Is it alright to proceed to coding? Well, remembering my previous post, it is not: right now it is a perfect time to start refactoring your old code so it does things shorter and quicker, adding unit tests et cetera. However, there is one more thing which is missing. Ladies and gentlemen, let me present you: Analysis stage.
As well as everything else in this field (and maybe in this world), analysis stage is something which won't handle your project on its own: term «paralysis analysis» didn't came out of nowhere, quite a lot of projects have never seen the light of day due to the overly extended analysis stage and over-thinking in general. However, going without analysis at all will probably cripple your project one day no matter how fast you can code: the difference between slow and fast coding in this scenario would be the difference between «you are going nowhere» and «you are going nowhere fast». Look no further than in the very same chat with Mike Z they were talking about the spreadsheets, and Alex said the following:
Nov 20 05:06:38In fact, he thought that it was an insult, but this is literally it. Mistakes made during the analysis stage (and not having analysis stage at all is like having all the possible mistakes combined) are the hardest ones to fix. Sometimes the mistakes made during the analysis stage are so severe that they require rewriting the entire project from scratch. In general, the earlier the mistake was made, the harder it is to fix it.
Taking your advice regarding the spreadsheets would have meant re-writing the entire game from scratch. That's a BIG call to make. I wasn't sure if you were over-reacting or if you misunderstood my system.
What would have I done in place of Alex back then? Just asked myself a couple questions. Even one day for analysis would have made his life way, way easier. No need for anything sophisticated, just like that:
- Which technologies am I going to use to make this game?
- Will Yandere Simulator ever support multiplayer?
- Will Yandere Simulator ever support saving/loading during the game? Will it only use checkpoint system? What about some other progress tracking system? (maybe password system?)
- Is it a dating sim game or a stealth game? Maybe a hybrid? Hybrids are harder to implement.
- How many locations I'll be implementing? One, two, three, one for each enemy?
- How many game mechanics I'll need? Inventory? Crafting? Hacking? Worshiping the Chaos Gods (this one is actually in the game, by the way)? Increasing player stats? Talent tree? Health? Stamina? Sanity? Hunger? Battle Royale mode?
- Can player be a good girl and achieve the victory without killing and harming anyone?
- What about the opposite - nuking the entire school in day one?
- Is it a sandbox game or a plot-driven game?
Next, in my opinion, the last point about the sandbox and plot-driven design, is the one which is messed up so much. It is alright to experiment; I am not saying that mixing sandbox style gameplay and plot-driven gameplay is impossible, I am only saying that it is an extremely hard task to do correctly. A hypothetical example: rival X has a grudge vs. student Y, which player can exploit to own advantage, but what if player already killed student Y previously without being explicitly asked to do so? It basically means that you have to program rival X twice: with student Y alive and student Y dead. For indie developer, it could have been much better to focus on either sandbox style game or on plot-driven game without mixing those too much, because it is simply too hard to do so.
Part about the locations is tricky too. There is one main location the game, the A-whatchamacallit High School. There is a game called The Stanley Parable, and it is about replaying the very first part of the game a lot by design. Developers admitted that they remade the part before two doors until it turned out to be perfect: not too long, not too short, not too bland, not too distracting. And this was a necessity in that case! What about the Yandere Simulator? Won't players get bored to see the same school corridors over, and over, and over throughout the course of fifty in-game days? Ten rivals multiplied by five days per week give us quite a lot of time to spend in one and only environment, isn't it? Moreover, since school does not change, you'll have to make all the challenge coming up from the other characters only. Hello, Mrs. Raibaru!
See? This is why analysis stage is so goddamn useful! A couple of trivial questions laid out on a sheet of paper, and there are at least two points that does not seem right from the get-go. Again, analysis should not be 100% precise: we can, say, add the «good girl» route later even if we decided not to do it during the first evaluation. Our goal is not to lay down a strict requirement plan like «our new rocket should fly for at least 1000 miles and bypass those missile defense systems», this is not military nor scientific application. Our only goal right now is to map the approximate plan towards the minimum viable product and try our best to avoid possible mistakes associated with it. This plan will change in the future, it is inevitable, but our goal is to at least try not to miss anything crucial.
Okay, suppose that we've done with the analysis stage. The next stage after the analysis is actual implementation… nope. It is the design stage. Analysis stage answers the question «what am I doing?», while design stage answers the question «how am I supposed to do so?». Having all the answers from the analysis stage, we can now clearly make up the list of things which would be hard and tricky to implement vs. the list of easy things. Let's see…
- Pathfinder: Hard. There would be a lot of students present in the school at the same time, and they all will be moving around at the same time. Most of the time, pathfinder should be able to be as fast as possible, since students' default routines are the same every time, and we can use this to our advantage, but, on the other hand, pathfinder should be robust enough to navigate across the environment during emergencies (e.g. spotted someone's blood etc).
- Students and student AI: The hardest one. Since we decided to make a Hitman/Persona hybrid in sandbox environment, AI should be top notch to handle the Persona part in said environment. Since we want to represent a variety of characters, from cowards to heroes, from loners to social butterflies, we want our AI system to be incredibly flexible. AI should be able to react to different stress factors, ideally in a different ways depending on a character itself. AI should also be able to inherit some behavior without copy-pasting the code, e.g. all the characters from the drama club should probably share parts of their AI regarding participating in said club, but being a little bit different too on their own, since they are all humans, and, as Mr. Rogers said, everyone is special. All students should share some behavior (e.g. attending classes, for instance), all teachers should share some behavior, and there also will be some unique persons, mainly rivals, whose AI will be incredibly tricky and complex on top of that.
- Physics: Easy. Since we picked up Unity engine, it already does all the things we'll need out of the box.
- The same goes with renderer. Our goal would be just not screwing up here.
- Inventory system: Easy, since we decided «no crafting» and this is not the main focus of the game.
- Character development and progression: Easy, since we are not going to reinvent Path of Exile or whatever.
- Anti-cheat prevention, client-server architecture etc.: non-existent, since our game is a single player experience.
- Story-related things, like dramatic camera movement and cutscenes: Medium, due to our hybrid requirements regarding plot/sandbox game.
- Combat: Easy or Medium, depending on our goals. A lot of people will definitely try forcing out the solution by murdering everything in sight. Yes, there are no guns in Yandere Simulator nor there are any cool blade dancing moves, but we should have at least something in place for those players, right? Like, say, minigames or QTEs. On the other hand, combat in some games can be deliberately done clunky and primitive just to show the player that doing it Rambo style is not the proper way; Pathologic 2 is a good example of such approach. Even better example is Infra Arcana roguelike: it awards player with experience for seeing monsters and not for killing them, heavily hinting that fighting is not the only option, which definitely fits to its Lovecraftian theme.
- Configuration files: I'd put Medium here. Yes, we can always hard-code everything into the game, since we do not care about modding support at all, but leaving things — say, certain enemy's aggressiveness or suspicion level — in the config files will allow us to fix those values without rebuilding the game, and, if you reload config files each time you enter the scene, even without restarting the game. His previous game, Lunar Scythe, used spreadsheets as its configuration, so I assume that Yandere Simulator uses some similar mechanism too, but I might be wrong.
- And on, and on, and on…
After all this trouble, we can finally proceed to laying down our implementation design. This would be described in my next post.
Instead, now I am going to show you why the lack of the analysis and design stages, even in minuscule amounts, is bad for your project. Let's pick the first one, the pathfinder, and analyze why the lack of foresight about the pathfinder hurts Yandere Simulator. It is also a great opportunity to talk about the game performance.
As I've already said in my previous post, low game FPS does not hurt you as the developer, since you can debug your game on 20 FPS as well as on 60 FPS (however, loading times are of the different story, since they move son into his «not coding» state for quite a while). In fact, one absolute madman has already done one hour long Yandere Simulator code analysis video, with profiling and benchmarks. In short, he deduced that Yandere Simulator spends the most time rendering and pathfinding routines, scripts does not take much in comparison (that does not mean that one shouldn't start optimizing them too, of course: they are still slow, but there are even more urgent things to fix in terms of performance). Sadly, I can't give you any insight about rendering, since I am not familiar with Unity engine at all, I only know about bare bones OpenGL, although I am pretty sure it has something to do with insane models' triangle counts or whatever is it called (meshes? faces? polygons? I am a complete newbie here!). I am only going to say that the larger your models are, the slower your game boots up. However, we can have a talk about the pathfinder part. The part, which was mostly omitted in that video above.
Let's say that you own a knife. This knife is a survival knife and it is a great multi-purpose tool. You can use your knife to cut branches off trees. You can use it to cut meat in parts before cooking it. You can use it as a self-defense weapon. But what if only care about the self-defense part, specifically in the urban surroundings? In this case there is a better specialized tool — a can of pepper spray (a pistol or a taser if you live in the United States), which was made specifically for that purpose. Of course, you can still use the knife for self-defense, but you will be at a disadvantage in comparison to the easy to use nonlethal hit and run solution without the possibility of getting «end up in jail yourself» easter egg ending. Survival knife is invaluable because it is useful for a lot of things at once without weighing you down much, but it will never beat up the specialized solutions: a saw to cut down tree branches, a kitchen knife to slice a piece of meat, and so on.
This also applies to programming. Of course, there is nothing wrong in going with the knife in generic cases: reinventing the wheel is not something you'd want to do if you decided to write a game already. It does not mean that you are forbidden to do so: making your light but still full-fledged game engine from scratch will turn you from amateur coder to professional programmer and is quite an accomplishment on its own. However, things that are marked as «Hard» in the list above probably require their own specialized solution, at least eventually. Of course, you can always start with something standard, but you should always keep in mind that this solution is temporary and has to be phased out by a more effective code one day, either in terms of effectiveness or in terms of code complexity, more often than not — both of those.
Yandere Simulator uses A* search algorithm, and this algorithm is actually very good on its own! A* works on a graph) (in fact, it operates on a tree formed by all the paths from a given vertex in that graph, but those are details). Graph is basically a set of points (school junctions and points of interest) which can be connected with each other via edges (corridors and walkways). Edges can have their distance set, in which case graph is called «weighted graph»: longer corridors correspond to the longer distance. We also need to provide it with our current position, our destination and with so-called heuristics function just to speed things up, and this is it: A* generates a shortest route from starting point to finishing point. In case if there are multiple shortest routes, it'll output one of them depending on the underlying implementation of the algorithm and on the rounding errors if you represent your distances using floating point numbers.
Do you see the problem already? No, this is not about the fact that school isn't a graph and should be turned into one beforehand, which takes time, especially considering that other students and some physical objects can be obstacles by themselves, albeit this is valid too: have a graph too detailed, and your algorithm will perform like that, enumerating too many vertices in its path (remember that it has to be done for each student in regular intervals!). Have a graph too coarse, and students will start to get stuck in wide corridors seemingly out of nowhere.
There is actually a bigger problem.
Have you ever wondered why students walk in straight lines, forming a long «student trains» and in general behave like a group of skeletons reanimated by a powerful necromancer? (source video). Re-read the paragraph about the A* algorithm. Given vertices A and B, it always returns the shortest path from A to B. It means that no matter the student, he or she will always go from point A to point B in the very same path, the one which is proven to be the shortest one even if there is a path through the empty corridor nearby, which is longer by just one percent. Even if there happens to be two or more paths of the same distance, which is not going to happen often anyway, A* will always pick the same one out of them. This is not how humans operate at all. A* algorithm was developed for the robotics, and this is exactly the feeling you get from Yandere Simulator right now: they are just a bunch of androids who solve the task of perfectly navigating through the complex environment with a set of obstacles, wasting a ton of CPU resources while doing so.
While A* algorithm gets the job done in general, it does not mean that it is perfect for your task. I'd probably done the following if I were you. First of all, since the school has static structure, it is alright to add waypoints throughout the locations. Waypoints are a set of imaginary points which will help my algorithm to determine junctions and points of interest. Then, I'd go with fast but approximate algorithm, most likely some sort of depth-first search variation, since it is quite similar to the way humans navigate through mazes: try the first path, then go for the second one if the first one failed and so on. Again, we do not want a perfect solution, we want a solution which looks like as if it was done by a real human being. Even better, this algorithm should ideally be randomized so each student can select different paths to get from point A to point B, avoiding «student trains». It can be also parametrized so different students will lean towards different paths (maybe somebody really likes walking near windows to look onto beautiful scenery!). Again, it does not have to be perfect: do you recall the last time when you calculated the perfect path from your home to nearby grocery store and then proved that all the other paths are longer than the calculated one? This is what A* does by design.
See? We haven't started coding yet, but we were already able to solve one of the problems which plagues Yandere Simulator from year 2014, the one which probably already wasted hours on top of hours of developer's time to patch out, not very successfully for obvious reasons.
And this is why analysis and design stages are so powerful if done properly.
P.S. Thanks to two redditors for pointing out the mistake in my previous post regarding jump tables in if statements. Yes, only the switch statements can be translated into jump tables, at least by gcc. Of course, any performance gains from turning if's into switch statements would be minuscule, if any, unless maybe running it in a very tight loop with thousands of thousands of iterations, which Yandere Simulator doesn't do, as far as I know. In fact, judging by Yandere Simulator code, I am not sure if author knows about loops at all. Just kidding of course, but it is said that there is a grain of truth in every joke.
This post is not an exception: I am human too, and I sometimes make mistakes. Any corrections are welcome!
Bonus: I saved the yummiest thing for the last. I think that I found the class Alex uses as the pathfinder. To quote the author of said class:
This AI is the default movement script which comes with the A* Pathfinding Project. It is in no way required by the rest of the system, so feel free to write your own. But I hope this script will make it easier to set up movement for the characters in your game. This script is not written for high performance, so I do not recommend using it for large groups of units.Isn't that funny?