It wasn’t, it’s dig-n-rig. That said, I really need to redownload Starbound, it’s been a while since I’ve played it but I remember it being a lot of fun too
Tried it a bit, doesn’t quite sound like what op is describing, though, there’s no vacuuming or things being dropped on the floor and the mining is downwards.
It’s there due to the technical certification requirements of XBox. All games are required to become interactive after a set number of seconds. When you have a complex game with long loading times, that might be difficult. The load start screen works around that, it’s simple enough to load quickly and it is interactive, i.e. “Press any key to continue”. It’s not useful, but it fulfills the certification requirements, all loading time that follows or might happen in the background while that screen is shown, doesn’t count.
It the same reason why you see so many games have the same “You’ll lose all your unsaved progress if you exit the game” screen, even in games that save so often to be a non-issue. It’s a certification requirement too. There is a whole bunch of stuff like this in games (and movies) that is not there because anybody wants it, but because some contract somewhere says it has to be there or you aren’t allowed to publish your game (see also the way names in movie posters never line up with the people on that poster).
PS: This has been around since at least the Xbox360s, don’t know what Sony requires or how Microsoft might have updated their requirements since then.
If you have a particularly slow PC, this screen would be good feedback that it hasn't crashed while booting the game. It also keeps the game consistent across platforms.
Yeah, they're not gonna do all that stuff for cert and then go "now let's remake our whole intro sequence to be more convenient!", I don't think devs typically have that much free time
The problem is that the majority of games do not tell you what you are actually losing or how to prevent it. Do you lose the last five seconds or do you go right back to the beginning of the game? How far away is the next save point? Games don’t tell you. You have to try to find out. There are a few smart games that will tell you “2min since your last save”, but they are pretty rare.
And of course in modern times that screen is rather unnecessary to begin with: Just save the damn game and let me continue were I left of. Xbox has QuickResume, but a lot of other platforms still have nothing like it.
IMO it’s a good feature and it’s a good thing it’s required. I remember the days when I would boot up a game and never be sure if my system crashed or not.
This requires the game to start giving you feedback before you start wondering if you should do a power cycle.
I mean, better loading feedback would be better than an arbitrary “interactive within 1 second” blanket rule, leading to this whole “press button to continue” workaround.
That’s like a generator needing an earth rod, and the engineer putting an earth rod into a plant pot. Sure, the earth rod is there, and sunk to regulated depth in dirt… but it’s a plant pot.
Just make an accurate loading screen with accurate feedback.
Imo that’s still not enough. Plenty of crashes or failures happen in a way where loading screen animations still keep playing. Having a cursor you can move around to validate that the process is still responsive is important feedback.
I also remember lots of games that did exactly what you are saying and there was no way to tell if it had hung during loading or not because you couldn’t check if it was accepting feedback.
Neither of these things can be true, because they’ve been around since long before Microsoft got into the console game. I’m pretty sure Atari 2600 games had that prompt. I know NES games did.
Games must enter an interactive state that accepts player input within 20 seconds after the initial start-up sequence. If an animation or cinematic shown during the start-up sequence runs longer than 20 seconds, it must be skippable using the START button.
What earlier games were doing was very similar, but was done for different reasons. Arcade games had an attract mode that would show gameplay or intro cutscenes in a loop when the device wasn’t in active use and had an “Insert Coin” flashing to attract players. The normal game would only started once coin got inserted into the arcade machine. Early console games had that attract mode too, just “insert coin” replaced with a “press start”.
What makes the modern start screen different is that there is often no cutscene to skip, no gameplay to watch, it’s just a pointless screen before you go to the main menu.
Yes, but you’d have to get there in 20sec first, which in case of very elaborate main menus, might not always be the case. The start screen provides a safety buffer so that you never fail at this certification criteria, as all the loading time after the start screen doesn’t count.
Czerwiec już się skończył. A tak to radzę wyjebać się na akademię, nie bez powodu miałeś kilka lat przerwy. System jest do zaorania, bo jest toksyczny i nawet często nie możesz żadnej sensownej nauki porobić. Może załóż kooperatywę pracowniczą?
No niby mogę przedłużyć do grudnia, a jak dłużej to prawdopodobnie będę musiał powtarzać etap rozliczeniowy. Boje się jednak że przedłużenie terminu mi nie pomoże, kiedy brakuje mi pomysłu na kształt pracy
This might not be exactly what you’re looking for (as it can be a little rogue-like), but it’s a game that when I looked for similar things, led me to Dredge: Sunless Sea
You’re a ship captain trying to survive in Victorian era London, after London was stolen by bats and taken to the shores of the Unterzee, an underground sea filled with some very strange creatures, people and locations. This means exploring and finding new trade routes or ways to survive while uncovering the stories of the islands you find, those of your crew, and the larger world.
There’s a sequel, Sunless Skies, where you command a space going train exploring the heavens. It’s a bit easier and has some good quality of life improvements, but I prefer the setting of Seas.
If you don’t mind some puzzle solving and the fact it’s a point and click adventure game, there is Beyond The Edge of Owlsgard. It can be completed in a couple hours if you have played it before, but took me so much longer since I had no prior experience.
There is also Brok the Investigator, which is a choice based game where your actions lead to one of something like 6 different endings before, supposedly, getting the cannon ending or something along those lines.
I would highly recommend A Story About My Uncle. It took me about 6 hours to get all the things and do the whole story. It’s a somewhat challenging first-person platfomer. Basic setup for the story is your Uncle is an inventor and adventurer. He disappeared and you find a note and a device in his attic, the device teleports you to a different world/dimension, and you make friends and find adventure along the way.
Illusion of Time is one of my all time favourite pixel art rpgs, don’t know if it’s available to you on your chosen systems though, should be easily emulated if on Pc.
Dude. It’s called a pet peeve. They’re allowed, and even people who have very stressful lives have them. It’s definitely better than shit-talking random people on the internet - just skip the thread if you don’t care about it.
I’d say that they’re more of an issue for people under a lot of stress. It just adds an extra stress point. In fact if OP was not stressed, they probably wouldn’t mind it enough to post a rant about it.
I didn’t hear about it when it released, only got it on sale earlier this year. Apparently all this time the perfect game for me had already been out there just existing slightly outside the range of my awareness.
It is a high quality pixel art narrative RPG with a single character class that can branch any way they like, in a pseudo-MMO(single player game where the game is lore-wise an MMO that you are one character in, rest of the characters in the game are “other players” but are of course just narrative to us the real world player, but to our in-game player they are their real life friends and you know them separate from their characters). The pseudo-MMO has 5 classes, but your character is the jack of all trades class. So your various party members will be better than you at their one specialty, but if you are extremely selective, you can nearly match them at the same level if you pick only stuff for that one path. The trade off is that this class is supposed to be much harder to play.
But anyway, enough about that, the actual story of the game is awesome and I don’t want to spoil anything specific. Your character starts out unable to talk due to a malfunction of the “game”, but slowly gains more words, it’s not a gameplay mechanic, just a narrative mechanic, but it’s crazy endearing. Kind of like a “little mermaid” type scenario. She still has full control of her facial expressions and body language, and speaking of, there must be thousands of facial expressions. They did not skip out on any work in the pixel art department.
The exploration parts of the game are kind of zelda style platforming puzzles with more of an agility focus. Combat is real-time but somewhat easy, with more of a focus on stringing fights together and trying to survive as many back to back in quick succession as possible. The longer you stay in combat and string fights together, the less overall monsters you have to kill to get all the loot from a zone. Though the max monsters you need to kill at the worst is pretty low. Like 50-100 per zone. And even then it’s optional, but better.
They also have dungeons, these are also pretty similar to old school zelda, but quicker and tighter. Speaking of, character movement/control is very agile for a pixel art game. I’m not generally great at it in other games, but I love it in this game.
Ok, well I should probably stop now. I could probably go on for hours, it’s an amazing game that I’m sad I didn’t hear about til recently, but at least I did eventually hear of it. Now I feel I have to make sure other people don’t miss out on it like I almost did.
Edit: bah one more thing, character development is pretty robust. I built my entire character around thorns damage and blocking. It’s entirely possible to go through the game this way, in fact it makes some fights kind of silly. But it’s also entirely possible to never have any thorns and even to never block a single hit. But the thorns mechanic alone is pretty deep. There are several components that affect how much damage you will reflect when blocking a hit, how much the hit would have been, how much you lowered it by blocking it, how much baseline “pin body”(thorns) you have and how much defense the monster has. So a boss hitting you for 100 that you reduce down to 50 is gonna hit them back pretty hard, but so is a monster hitting you for what would have been a string of 10 hits of 3 damage, but you reduced them all to 0. Since there is a baseline, those 10 hits trigger pretty close to your minimum amount, but it’s probably alot more than 3, and certainly more than the 0 they actually did to you. There is also perfect guarding, completely unnecessary, but since my character is all about blocking, I decided to practice perfect guarding, and I got pretty good at it. Also when I perfect block a melee hit, it stuns them for 2 seconds. And perfect blocks inherently double thorns damage, like as if it was a crit.
All the mechanics seem as deep and well planned out as that too. And there are alot of mechanics. The 4 main disciplines are tank, ranged damage, melee damage and caster. Though caster is mostly just using more skills instead of auto attacks while still being either melee or ranged. Just get way more mana regen. And of course the idea is to blend and not just specialize in one, but you can also specialize. Ranged damage is done by way of shooting “spheres”, it’s also a pretty important aspect of alot of puzzle solving, but you don’t need any points in ranged damage to solve puzzles with it. I have no points in any type of damage other than thorns. My character has more than double defense versus attack. Hehe.
There is a relatively limited selection of gear, but you will likely always find something you want. Kind of similar to a final fantasy game, no unnecessary gear, just a bunch of stuff that “isn’t for you this play through”, but your party members might like what you don’t. They of course have their own money and choose when and what new gear they buy. Though bringing them to a shop that has what they want will prompt it, otherwise they’ll go shopping on their own time when not in your party.
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