Bieganie. Albo jakakolwiek aktywność fizyczna. Miałem o tyle problem z kawą, że mi zaczęła rozwalać żołądek. I dowolnym innym źródłem kofeiny też, bo raczej pijałem yerba mate niż kawę, i mate w zasadzie działała jeszcze mocniej na rewolucje żołądkowe.
Nie ukrywam też, że od kilku miesięcy, albo w zasadzie półtora roku się po prostu spasłem - dostałem samochód służbowy i wiadomo, wszędzie samochodem, praca przy biurku 3/2 hybryda, więc samego chodzenia nie było wiele. Powiedziałem dość.
Wstaję o 6 i zanim zacznę myśleć, że mi się nie chce, że może jutro, że w sumie to trochę źle się czuje, a może będzie padać, a może za zimno, to padam na ziemię, 30 pompek, zakładam buty na nogi i wychodzę z domu. Czyli wychodzę jakoś 6:10.
Przebiegnięcie 2-3km w spokojnym-średnim tempie nie zajmuje więcej niż 20 minut. Brak czasu nie może być tu wymówką.
I nie potrzebuję żadnej kofeiny. Jak wracam, zimny prysznic żeby szybko się ochłodzić i jestem żywszy niż jakbym i pięć litrów kawy wypił.
Z każdym treningiem jest podobnie - nie chce się, zaczynam kombinować i szukać wymówek i mój sprawdzony sposób na to przestać myśleć, przełączyć się na tryb absolutnego bezmyślenia i automatycznie spakować sobie torbę na siłkę i tam jechać. Po treningu nagle się okazuje, że czujesz się jak młody bóg, gdzie 2 godziny wcześniej było stękanie że dzisiaj to chyba nie ma siły.
I don’t count CEA as a remaster so much as a piss take but apparently, yeah.
This is reported to be a pseudo UE5 port (think Oblivion Remastered (💀)) and will be available on PlayStation. The core of the game will apparently be derived from Halo Reach’s iteration of Blam engine. The “technical details” are all just rumours and you’ve every right to disregard, though the entry coming to PS5 is more or less acknowledged.
I don’t believe a multiplayer component is planned.
This comparison really feels strained. FF7 was the PS1's biggest game, and by far. It was a revolution that shook the entire industry.
Trails is a cult classic that's beloved by a niche fanbase, and I'm happy to see this kind of game get a shot at wider recognition here, but its impact was in no way even remotely comparable to FF7.
Okay, but I’m not talking about commercial appeal. I’m talking about artistic achievement.
What Nihon Falcom accomplished with this game is unmatched. Trails in the Sky is, without question, the most expansive and intricate saga in JRPG history.
Because unlike other series that reset with each new title, Falcom committed to one continuous world. Every town, every political faction, every character connects across dozens of games.
The big thing about FF7 was that it came out during a critical transition period for the industry, and Squaresoft put the highest budget of any video game to date into making sure FF's jump to 3D graphics was as explosive as possible. The game was heavily marketed on its technical merits, boasting about how everything this game does could only be possible on PS1. It's full of setpiece moments that are literally just Squaresoft trying to show off their VFX budget (this is why summon cutscenes are so absurdly long). And it blew audiences away because no one had never seen anything like it before. FF7 was a revolution.
Trails certainly has good reason to be beloved by its niche fanbase, but by 2004, it really wasn't doing anything super unique compared to its contemporaries from the same time period. It's a polished game, but I can't describe it as anything more than an evolution.
Progression is slower than other survivor games, but they have increased the pace and added a mechanic with gear drops, which smooths out the curve and actually makes builds possible. All in all it’s one of the top survivor games i’ve played. I would place Vampire Survivors (because of the huge amount of content) and Halls of Torment (because i absolutely love the style) above it, but for me DRG:S is a solid 3rd place (and i’ve played quite a lot of bullet heavens)
I take there’s permanent unlocks/stat improvements/etc? Is gear permanent or per run? Surely the dwarves don’t enter the levels unprepared? :D
To me Vampire Survivors started to get a bit obtuse with some unlock requirements (have skills x, y, z, survive this certain level this long, be at this exact place, possibly with a character C, have the hand towel on second hook… etc). I’d assume DRG:S is a bit more straightforward?
Have you perhaps played Soulstone Survivors - it’s the one I’ve played the most, unlocked everything apart from some hidden/masked achivements? If you have, how does DRG compare?
With 20/20 hindsight it was obviously a good idea.
But at the time of making the decision, it was an unbelievably risky plan and the odds were stacked against it. As a matter of fact, for every successful 2D platformer made with care and love that gets released and becomes successful, there are dozens that fail miserably and that you will never hear of.
Yes, believing in yourself and taking risks makes success possible, but remember that it does not guarantee it.
This comment sounds like it’s discouraging these kind of risks. But I feel like you should almost always take them, because otherwise your life is just hollow.
I think you’ve got to work out what your appetite for risk is. It’s important to do take risks sometimes even if they scare you to move your life forward but also sometimes don’t. I’ve seen a bunch of people really fuck their lives up because they just kept rolling the dice.
One of my goals in life is to not become impoverished due to bad financial decisions, and think of how many people quit their jobs to try to make a successful game just for their plan to not work out and them then trying to somehow get their lives back in order so they won’t become homeless.
I’m sorry honey but you have to understand that daddy took a risk otherwise he would feel hollow! Sure we’re broke now because he quit his job to do a thing and it didn’t take off, and your little brother Timmy had to go live with Gramma or else he’d starve, but think of how daddy feels now! Not hollow!
I mean sure, your friends and family won’t let you starve. But you can’t rely on them forever. Government ain’t doing shit either: At least in my country, to get unemployment benefits, you need to be laid off or fired. If you quit your job to develop a game and fail, that’s on you. Yes, there’s also disability benefits, but those are small and require you to be disabled. Food banks exist too, but they don’t help you pay rent, nor do you get a full month’s worth of food every month.
All in all, a family with kids must have at least one working adult or HUGE savings.
So again, where’s the paradise where government will keep your rent or mortgage paid and your family fed if your game dev endeavour doesn’t pan out? I wanna move there.
We have decent worker protections in Belgium, but if you quit your job here to work on games I don’t know if you have the right to unemployment (since you weren’t fired). Even then, it only lasts for a year or so if you have worked at the place for 5 years, with the monthly payment decreasing significantly until the last few months you only get like 500€ per month.
Luck and a good review from a relevant reviewer. The devs of Nightmare Reaper credit Civvie11’s reviews of their game to the multifold increase of sales after they sent him a redeem code. And that’s not the only game that he’s helped out.
My friend quit his job and has been making indie games since 2015. It's been 20 10 years and he's made like $40,000 total in the time with all his games combined. His wife pays all the bills. Every time he releases a new game he tells everyone this is the one that'll make him a million bucks. He points to games like Hollowknight, Stardew Valley, Undertale etc as proof.
Previously, we offered free Key applications to replace game versions for existing players. However, as of this month, the number of supplementary Keys distributed has exceeded 30% of the total sales volume prior to this initiative—and we still receive numerous feedbacks from players stating they haven’t received their Keys, along with complaints about slow email response times.
This doesn't meet your "human enemies" requirement, but if you're looking for realistic firearm mechanics, you might want to look at https://store.steampowered.com/app/1129310/Receiver_2/. It does have procedurally-generated layouts, as per your roguelike point, and most of the game is firearm mastery.
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