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smeg, do games w Classic text adventure Zork is going open source, but I'm side-eyeing Microsoft's announcement about it hard

Did we really need an article saying “I think this other bit of text might be written by a robot”? Of all the things you criticise Microsoft for, that’s the one to go for? Or perhaps it’s the other side of the coin, Microsoft unusually did something quite nice so the author had to find something about it to criticise?

lambda, do games w Classic text adventure Zork is going open source, but I'm side-eyeing Microsoft's announcement about it hard
@lambda@programming.dev avatar

Pretty cool. They are probably hoping someone can figure out how to compile it. The readme states that it can’t be compiled…

tonytins,
@tonytins@pawb.social avatar

The repository had been lying dormant for roughly six years.

SlurpingPus,

Well, the game uses portable bytecode for the ‘Z-machine’ interpreter, and there are dozens of third-party interpreters for it. You can run these games on your phone, no need to compile them.

False, do games w Classic text adventure Zork is going open source, but I'm side-eyeing Microsoft's announcement about it hard

The press release isn’t really the important part here.

Aielman15, do games w Legendary game designer, programmer, Space Invaders champion, and LGBTQ trailblazer Rebecca Heineman has died
@Aielman15@lemmy.world avatar

About the LGBTQ part: she was working at EA when she transitioned, and she recounted acceptance and support for trans people was codified in her workplace, in a time when transitioning often meant discrimination, rejection and even job loss.

People don’t always remember that EA were the “good guys” before they made bank with Sims and CoD.

lordnikon,

Good sentiment but i think you mean BF not CoD as Activision owns CoD

Aielman15,
@Aielman15@lemmy.world avatar

Whopsie, yes, my bad. The two always get mixed in my mind.

jaselle,

The Sims was a great game. And it had same-sex marriage from the sims 2 on (which is the first game that actually has a proper notion of marriage).

CosmoNova, do games w Uh oh: Ubisoft postpones its quarterly financial report at the last minute and halts stock trading

I‘m looking forward to next year when AAA studios will continue to disappoint even harder while indie games flourish and gain market share. Maybe the AI bubble pops too. One can only hope.

M137,
@M137@lemmy.world avatar

Don’t forget AA, doing pretty good too.

sugar_in_your_tea,

Yup, AA and indie make up >90% of my gaming dollars and hours.

Katana314,

On a pedestrian level, I’ve really liked the slow move from “SNES aesthetic” to “PS1/PS2 aesthetic”. My first console was an N64, so I guess I never had much nostalgia for the 8-bit days, and I feel like 3D gives a lot of opportunities for intelligent asset reuse to give a game lots of content.

Cricket,

Genuine curiosity: does 3D really give more opportunities for asset reuse than 2D does?

Katana314,

Yes! For instance, say you’re making a character action game about big flashy jumping attacks. It took a long time to make the attack animations and now you need to provide the player with unlockables to encourage exploring, or some DLC.

If you have a 2D game, you’d need to do a LOT to integrate any new cosmetics, or characters, into your existing protagonist. But in 3D, if your character finds a hat, it’s very simple to just attach it to the model. Even swapping to a new playable character, you can retarget animations as long as proportions are similar.

Cricket,

I’m still not quite getting your point, sorry. Why would 3D make it easier to attach a hat to the character or retarget animations than 2D? That seems like a specific engine feature limitation and not inherently a shortcoming of 2D in general? It sounds like you’re comparing 3D to a primitive 2D engine where you need to manually draw and animate everything on screen instead of to a modern 2D engine with character bones, parenting, etc. Perhaps I’m actually out of the loop regarding the current limitations of 2D game engines and am thinking more in terms of a comparison between 3D and 2D animation software.

Katana314,

It might be simple attachment if a character is using skeletal animation, eg Intrusion 2. That art style isn’t used often because the direct limb tweeting is often overly visible. Often, most character frames are hand drawn or at least prerendered.

In these hand drawn styles, a character’s head could appear to enter Z depth as part of the drawing (imagine a 6 frame animation of a character spinning a sword like a top). When that happens WHILE they’re also wearing an attached hat, the hat must rotate and adjust for the depth as well - which means new drawings, even if you’re able to specify the positions of the character’s head during each frame of the animation.

We could be talking past each other with bad descriptions that need visuals, though.

Cricket,

I appreciate your more detailed description. I think I get what you’re trying to explain. It just seems to me (at a very shallow level, I’m no expert) that all else being equal, 2D should be able to do just about anything that 3D can, but more simply (with some exceptions, of course - trying to reproduce a 3D look and behavior in 2D would obviously be an order of magnitude more work than just doing it in 3D).

To your point, I’ve generally noticed that bone-driven 2D animations tend to look kind of janky, like marionettes, but I didn’t think that it was a technical limitation as much as just the animators taking a lot more shortcuts. In other words, why would limb tweening be inherently more overly visible in 2D vs. 3D? It seems that it would be hard to do a pure comparison that controlled for other variables, but intuitively it seems to me that in a comparison that did control for those 2D would turn out easier to produce content for than 3D.

Again, to your point, I can understand that if we compared popular hand-drawn or pixel art 2D assets and environments with popular styles of 3D assets and environments in common usage, especially across indie games, 3D could very likely come out ahead in productivity.

Sorry if I have dragged this conversation out too long. I have an interest in game design/development and game art and hope to some day get into both myself with some small games, so this is a topic that I would very much like to have a solid understanding of so I can make the most efficient use of my time.

Capricorn_Geriatric,

With 3d you make the model and it’s “naturally” 3d (obviously). If you want to make a 2d sprite have a different perspective, you need to animate (often times draw) it specifically. As they mentioned it before, it’s mostly useful for animations and movement. It may not even be “reusability” as much as “lack of need to think about perspective” or “scalability”.

Another point is that with a 3d engine under low-storage concerns (like say, the N64) you can do a lot of fuckery like having a total of ~10 textures and just apply various color tints (and maybe a blur here and there) to make it seem like there’s more. While 2d engines do support this nowadays, it’s still hard for artists to “fake” such a wide gamut of sprites, just by the nature of the medium. There’s no model to apply a texture to, so you’re limited to having a base sprite and recoloring it.

You could do a modular approach in 2d. For example, a character is built of the body (arms+face), hair, pants, shirt and shoes and change them individually. Same for houses with roofs, doors, windows and walls, etc.

However, as already said, you’re limited by perspective a lot. Each new perspective requires almost double the sprites.

Cricket,

With 3d you make the model and it’s “naturally” 3d (obviously). If you want to make a 2d sprite have a different perspective, you need to animate (often times draw) it specifically. As they mentioned it before, it’s mostly useful for animations and movement. It may not even be “reusability” as much as “lack of need to think about perspective” or “scalability”.

Oh, absolutely. I was thinking more in terms of 2D doing traditional flat 2D views like side-view platformers or top-down views. I can completely understand that as soon as you try to emulate 3D with even something as simple as an isometric view it’s going to be much more work than just doing straight 3D.

Another point is that with a 3d engine under low-storage concerns (like say, the N64) you can do a lot of fuckery like having a total of ~10 textures and just apply various color tints (and maybe a blur here and there) to make it seem like there’s more. While 2d engines do support this nowadays, it’s still hard for artists to “fake” such a wide gamut of sprites, just by the nature of the medium. There’s no model to apply a texture to, so you’re limited to having a base sprite and recoloring it.

I can understand this too.

You could do a modular approach in 2d. For example, a character is built of the body (arms+face), hair, pants, shirt and shoes and change them individually. Same for houses with roofs, doors, windows and walls, etc.

I imagine that a lot of 2D games use these kinds of techniques.

However, as already said, you’re limited by perspective a lot. Each new perspective requires almost double the sprites.

Got it, thanks!

crank0271,

I see the points that you made to another commenter but SNES and Sega Genesis were 16-bit consoles. They were a dramatic improvement (and many games on them were the pinnacle as far as I’m concerned) over the 8-bit NES and Sega Master System. I’ll take well-designed 16-bit games over pretty much anything else.

AllNewTypeFace,
@AllNewTypeFace@leminal.space avatar

Then the AAA studios will use some of their Saudi cash to buy out the most prominent indie developers, only to slowly strangle their products

Capricorn_Geriatric,

Isn’t this how the gaming boom and bust cycle always worked?

Indie(ish) games boom, AAA studios buy them and make them bust.

sugar_in_your_tea,

Not necessarily. Minecraft kinda went that way, but Factorio is still independent, and they were both released around the same time.

AAA games are often based on someone else’s IPs (e.g. Tom Clancy) or derived from a successful competitor (e.g. indie games). But I haven’t seen a ton of cases where the indie studio was bought outright.

kajflsajk,

When the bubble pops it will be destruction on a scale we’ve never seen before. The size of this mistake is absolutely staggering.

CileTheSane,
@CileTheSane@lemmy.ca avatar

The later it pops the worse it will be.

meisterah,

I suggest you play some classics.

Indie games pale in comparison.

Cricket,

What are some examples of classics and indies you have in mind?

meisterah,

Play Symphony of the Night instead of the indie knockoff.

The indie market is just another tool to reduce people’s standards.

Cricket,

So it sounds like you’re talking about knockoffs and not indies in general. Trying to make them equivalent ignores that the majority of game design innovation has come from indie games for many years.

meisterah,

No, I’m still talking about indies in general.

I gave 1 example because giving more isn’t worth my time.

the majority of game design innovation has come from indie games for many years.

Okay, buddy.

CileTheSane,
@CileTheSane@lemmy.ca avatar

Right, Terraria and Stardew Valley constantly releasing new content for free is lowering standards… 🙄

SparroHawc,

Symphony was incredible for the time, but its difficulty was all over the place and pretty much becomes zero in late-game. Many, many Metroidvanias by indie developers have far surpassed SotN in quality.

It’s one of my favorite games of all time, but I understand that nostalgia plays a big part in that.

sugar_in_your_tea,

Both are great. Here are some great indies:

  • Factorio
  • Hollow Knight
  • Subnautica
  • Celeste
  • Hades
  • Tunic

That covers a wide range of genres, none are particularly derivative, and those are just off the top of my head.

I play great classics all the time, but I also play great new indies.

meisterah,

Yeah, I think all of those games are trash.

But I’m glad you like them.

SparroHawc,

Your standards are weird. Several of these games are considered the current pinnacle of their genres.

altkey, (edited ) do games w 'I've had so many projects that have been discontinued lately': Nier creator Yoko Taro says he's been working on plenty of games—but they keep getting cancelled before he can announce them

I think it’s better not to release something than to release something weird

He wrote that wearing Emil’s head.

RightHandOfIkaros,

Everything Yoko Taro makes is totally not weird and completely normal. Its all of us that are weird, clearly.

HeyThisIsntTheYMCA,
@HeyThisIsntTheYMCA@lemmy.world avatar

Emil is wearing his head

rafoix, do games w 'I've had so many projects that have been discontinued lately': Nier creator Yoko Taro says he's been working on plenty of games—but they keep getting cancelled before he can announce them

Billionaires should be funding whatever Yoko Taro is cooking instead of trying to destroy earth and democracy.

SnotFlickerman, (edited )

One of the few game developers trying to write for the medium of gaming instead of trying to write a book/movie and slap it into a game. One of the few who eschews the three-act arc so prevalent in plays and films.

He really understands that as a different medium you should play to the mediums strengths and how the medium functions for storytelling like his attempts synthesize meaning between gameplay and story. Writing for games shouldn’t be like writing for books or films because while analogous they are nowhere near the same kind of mediums.

The medium is the message.

-Marshall McLuhan

Doc_Crankenstein,

Yoko Taro (and other creatives) shouldn’t need to rely on the grace of billionaires in order to perform their craft.

rafoix,

They don’t.

I’m just saying that it would be 100% better than all the shit the billionaires are doing.

desmosthenes,
@desmosthenes@lemmy.world avatar

easier to destroy than create :(

brown567,

Counterpoint: These bastards

I’ve been trying to destroy one for 3 years and it’s the happiest plant I’ve ever raised

LainTrain, do games w Legendary game designer, programmer, Space Invaders champion, and LGBTQ trailblazer Rebecca Heineman has died

Co-founded Interplay. Came out as trans in the mid-2000s. Jesus what a legend gone too soon. Bless.

lordnikon,

Yeah i wonder if Tim Cain worked with her

patruelis, do games w Legendary game designer, programmer, Space Invaders champion, and LGBTQ trailblazer Rebecca Heineman has died

A sad day 😢

GerardsGuitar, do games w Legendary game designer, programmer, Space Invaders champion, and LGBTQ trailblazer Rebecca Heineman has died
@GerardsGuitar@retrolemmy.com avatar

Never knew much about her before today but she seems to have made a positive impact on a lot of people from what I’ve read. Rest in Peace!

fishsayhelo, do games w 'I've had so many projects that have been discontinued lately': Nier creator Yoko Taro says he's been working on plenty of games—but they keep getting cancelled before he can announce them

genuinely devastating. one of the finest creatives around :(

Kissaki, do gaming w 'I've had so many projects that have been discontinued lately': Nier creator Yoko Taro says he's been working on plenty of games—but they keep getting cancelled before he can announce them

I like weird. Of course they mean something different when they say weird.

ParadoxSeahorse, do games w 'I've had so many projects that have been discontinued lately': Nier creator Yoko Taro says he's been working on plenty of games—but they keep getting cancelled before he can announce them

I still miss Nier: Reincarnation.

  • Gacha with a non-screaming interface
  • Great plot as per
  • Beautiful character design
  • Strangely not boring
  • Ephemeral is a Yoko theme (it gone)
  • Never paid anything and completed it
  • Maybe why gone
pyria, do games w Legendary game designer, programmer, Space Invaders champion, and LGBTQ trailblazer Rebecca Heineman has died

Had a sad feeling that when she was trying to get a gofundme going, that she was on her last legs.

RIP.

ragebutt, do games w 'I've had so many projects that have been discontinued lately': Nier creator Yoko Taro says he's been working on plenty of games—but they keep getting cancelled before he can announce them

I want to play 900 more yoko taro games

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