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enclose.horse

enclose.horse

171–180 of 242 posts

Re: enclose.horse

#171

Earlier quoted context omitted.

So long as personal information is not collected, consent is not morally necessary. If I collect information on how often a coin-op Street Fighter II game is played in an arcade, while collecting no personal information, consent is not needed.

Because using someone else's hardware in a public space is clearly equivalent to using your own hardware in the privacy of your own home.

If the data gathered is only on gameplay, and not something that can be used as PII like IP addresses or device information, then it should be fine. Gathering things like the score and time spent completing the level, isn't a problem. This could be used to rank the levels, without gathering any user information.

Re: enclose.horse

#172

I am curious on how you would algorithmically find the optimal solution for this kind of problem for much bigger grids. I wanted to do some seed finding in Factorio for the same exact problem using the generated map images, but never found a good solution that was fast enough.

Someone asked about this very problem here:

https://cs.stackexchange.com/questions/176005/how-to-remove-...

Re: enclose.horse

#173

Earlier quoted context omitted.

Because using someone else's hardware in a public space is clearly equivalent to using your own hardware in the privacy of your own home.

If the data gathered is only on gameplay, and not something that can be used as PII like IP addresses or device information, then it should be fine. Gathering things like the score and time spent completing the level, isn't a problem. This could be used to rank the levels, without gathering any user information.

If gathering the data should be fine, then asking for permission should also be fine.

Re: enclose.horse

#174

Earlier quoted context omitted.

> I hope the author is collecting juicy analytics. I hope they're not. Can't we have a few things in this world that are just fun without going and sticking surveillance on them?

'analytics' and 'surveillance' are not the same thing trying to understand player behavior in the context of a board or video game (though there is some overlap!) is not the same as trying to understand user behavior in the context of social media or purchasing behavior - the data of both of which derive their value from being sold to THIRD PARTIES as a commodity. being able to tune a fun little video game is not the…

Does your opinion change if they use it to train a commercial program to do a similar task?

Re: enclose.horse

#175
post #56

Nice game! Out of curiosity, are the daily levels built by hand or algorithmically? Is there some way to measure their difficulty computationally, other than just trying to do it yourself or seeing how many people get a perfect score? I'm also working on a grid-based browser game and both those questions have come up for me, I'm keen to see how other people tackle it.

There is a built in map editor, click the hamburger menu.

Re: enclose.horse

#177

Earlier quoted context omitted.

It's effectively the same, except people volunteer or are paid to play test. This whole industry really needs a lesson on consent.

There are games that let you opt-out, hell even ones that ask you when you first open the game. There are bad apples, but there are plenty of good ones too.

I think the argument is that they shouldn't be opt-out, but opt-in.

If I want to play a game and provide my feedback, the default should be that that doesn't happen unless I explicitly say it should.

Opt-out means that, by default, you're collecting metrics from my plays, until I find the means to opt-out.

Re: enclose.horse

#178

Great game, I love it! I hope the author is collecting juicy analytics. They would be useful if they ever want to bundle 100 levels in order of difficulty and release this as a Steam game (which I would absolutely buy!) I don’t think the gates should animate up into the air. It breaks the visual logic of 2D for no benefit. It’s subconsciously confusing to see a gate I place in one cell move to occupy pixels in the ce…

There is definitely a turn-based minigame here - get the most "distance" travelled by the horse, every turn the horse moves one block towards it's closest escape and you can drop walls to cause it to find a new path - in this one you actually lose when the horse can't get out but the goal is to get the horse to move as many blocks as possible using your limited number of walls (or apples which can attract it).

Re: enclose.horse

#180

Great game, I love it! I hope the author is collecting juicy analytics. They would be useful if they ever want to bundle 100 levels in order of difficulty and release this as a Steam game (which I would absolutely buy!) I don’t think the gates should animate up into the air. It breaks the visual logic of 2D for no benefit. It’s subconsciously confusing to see a gate I place in one cell move to occupy pixels in the ce…

There is definitely a turn-based minigame here - get the most "distance" travelled by the horse, every turn the horse moves one block towards it's closest escape and you can drop walls to cause it to find a new path - in this one you actually lose when the horse can't get out but the goal is to get the horse to move as many blocks as possible using your limited number of walls (or apples which can attract it).

I was initially expecting the horse to move after each turn. As it is, this is a logic game, similar to what I'd expect to see in the NYT Games app. Quite entertaining, but something that you could look at and reason about to solve.

But, you absolutely could make this a turn based game where the horse is trying to escape and you (playing as the farmer), work to fence it in as it meanders towards a gate.

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