I don’t NEED fast travel, but I would prefer if games still had an in-universe method of traversing from, say, the Easternmost region and the Westernmost region (i.e. a train, boat, horse carriage, etc.). I just don’t like spending significant amounts of time running back and forth through areas I’ve already discovered all the content in.
I appreciate fast travel in games like Kingdom Come Deliverance, where the fast travel still accounts for the time and resources spent.
So I saw this headline elsewhere, and I have to ask - I thought ConcernedApe was the sole developer (not counting porting the game to consoles/mobile), and he’s working on Haunted Chocolatier and Stardew Valley…
What’s the situation with Stardew Valley’s development?
Still super in progress and a genuine pain to set up last I checked, but grasscutter (name iirc) for genshin impact. I was hosting a server my friends and I played on and we just played in a gtfo gacha configuration. It’s one of the few I know of being reversed while the game is still live on official.
I definitely understand for flight sims and other aviation games like Ace Combat, but it still seems more intuitive to tilt the stick in the direction you want to look, rather than the opposite direction.
I did the inverted vertical mouse for ages for the same reason, and then one day it just stopped working for me. I think I’d tried other systems and come back to my PC and it suddenly felt wrong. Then I went to normal mouse controls and discovered aiming was more natural and smoother, and I’d probably been sabotaging my aiming by forcing an extra layer of abstraction into it.
It’s weird, I thought of it like leaning back & forward to make it intuitive, and our brains can learn to make just about any adjustment with enough practice.
But IRL if you’re physically pointing at one spot and want to move your point of aim up and to to the right for instance, you move your hand up and to the right, just like the uninverted mouse movement. So you’re spending time IRL learning one movement and time in games learning the opposite movement. I think that’s why inverted was so much worse even though I did it that way from the start.
It’s weird, I thought of it like leaning back & forward to make it intuitive
That’s exactly what it’s live and it’s exactly why it’s intuitive and why when games came out, it was the standard.
But IRL if you’re physically pointing at one spot and want to move your point of aim up and to to the right for instance, you move your hand up and to the right,
But you’re not pointing in the games. You’re moving the view/camera. So to LOOK up and right (as opposed to point), you lean back and roll to the left
But you’re not pointing in the games. You’re moving the view/camera.
You are doing both. They are inherently coupled in this format. But in reality you are not leaning with your hand, you are pointing with your hand, and so the closest 1:1 mapping between movements is uninverted mouse controls.
Also I don’t know what “roll to the left” means here at all. You’d need to draw a diagram or something if you wanted me to understand that part. Your words alone are not enough to convey it.
I don’t know how anyone doesn’t. You’re controlling a camera. It’s how cameras/views have been controlled since graphics were invented. Just like when controlling a camera, to look up and left you would pull down and right.
Not sure if the only cameras you’re thinking of are tv/movie cameras or not, but cameras have been controlled non-invertedly for as long as I can remember.
What? Literally all cameras are controlled invertedly. It’s literally how human biomechanics work too. To look up, you tighten the muscles in the back of your neck, pulling your head back
Try playing a platformer where left moves your character to the right, and right moves left. AND down moves them up and up moves them down. You’d see how that’s unplayable, right?
Of course, how does it possibly make sense to only invert 1 axis? That seems to be the crazy option. Subnautica actually does support only inverting 1 axis (is it Y? Not sure), but not both.
In super mario 64, you click C left to look right because you’re controlling the camera. Just like every other game ever, you’re controlling a camera. Whether you’re looking at the back of the head of your character or not. When you’re using motion controlled aiming, and you have to look up and to the left, what do you do? You pull back on the controller, and rotate the device to the right. It’s crazy to me that you would use different motion when you’re controlling with a joystick versus controller physically
Sounds like it’s just what you grew up on, which as I explained I understand. It felt more natural to me to just use inverted Y axis because of flight sims, but Eventually I just changed because the times changed and standards changed. I didn’t want to be the guy that had to go in and change his settings whenever someone passed me a controller so I just adapted.
When I was a kid, my brother and I would play a lot of single player games together by swapping controller every time a level was completed or a life was lost. Mainly Crash Bandicoot, which was a favourite of both (his favourite was Warped and mine was Cortex Strikes Back), although we also played Spyro, Ape Escape, Abe’s Odyssey, Metal Gear Solid and the Resident Evil series this way, too (with slight variations to take into account for the longer levels).
We’d also play Crash Team Racing in competitive mode too. We didn’t have the 4-players thingy, so when friends came home, we’d swap controllers regularly. Fun was guaranteed for hours. I miss those times.
I get their argument that a city builder may not need high frame rates, but the 5-10 fps people have been reporting doesn't seem ideal either. The management definitely should have given the devs time to work out these issues, but I'd imagine the profits they made from going ahead with the launch will outweigh any criticisms.
Why would you rush out and buy a single player game on release these days? You’d have to be an idiot of the highest order. This isn’t 1996 where we had a handful of game releases a year.
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