+1 for Frostpunk. Great city builder where the choices you make are often between the lesser of two evils. Very difficult, expect to lose your first few runs!
The demonic cat-sith called Big Ears could be summoned (Gaelic taghairm Scottish Gaelic pronunciation: [tɤrʲɤm]) to appear and grant any wish to those who took part in the ceremony. The ceremony required practitioners to burn the bodies of cats over the course of four days and nights.
Dyson Sphere Program just got a pretty substantial update adding combat mechanics. If you like other production/logistics games like factorio/mindustry/satisfactory I highly recommend it. The amount of control they give you over sorting/distribution/etc combined with the ability to create blueprints can make for some rapid scalability to your manufacturing operation, and the same mechanics can be leveraged to now wage a competent and scalable offence against the new enemy.
Definitely second Dyson Sphere Program! I'm not at all interested in the combat (it's optional), but now that they have that completed they'll be updating other features too. I'm hundreds of hours in and still come back to it.
Bought the game when it came to Steam a couple of years back and put 100 or so hours and uninstalled it feeling that it needs way more content.
Re-installed last week just because without reading the latest update news and boy oh boy was I genuinely surprised to see the combat and new QoS stuff been added. Highly recommend to anyone that has enjoyed Factories and/satisfactory. The build is somewhere in between both.
I’m crumudgeony enough to remember when buying a game was buying a game. I disliked it when mobile games slowly changed into monitization via microtransactions. Heck, I remember buying games for full price and then they got changed to ftp overnight with mtx. That kind of stuff drove me nuts and I am firmly anti-mtx. That said, I let my kid earn money he can use on mtx for cosmetics and stuff on Fortnite. But it is a dedicated pool of money for mtx, his actual money kept separate so he can buy ice cream or save for bigger purchases without worry. Roblox on the other hand, is a company that exploits children for their labor to create the games and it hires psychologists to ensure kids dump as much money into it as possible all while having no moderation. Roblox is awful. Microtransactions in children’s games are harmful and exploitive. I’m letting my kid get a drip feed so he can get the little benefit from having non-stock costumes in fortnite while also having the learning experience that in games with mtx, you can never have enough - without him becoming a whale.
I’ve recently banned my kid from playing it too. I had only just unlocked it for the first time. I had previously blocked it because it was, IMHO, terrible. As a professional gamedev I find it offensively bad. But I relented, because lots of his friends were playing it. However, and this may be the experiences he was playing, it seems to be almost exclusively training kids up for gambling. Pretty much everything is dopamine based rewards. It’s like a casino. It’s worst than I ever imagined. I’m this close to banning online play in Minecraft because he is similarly gravitating to the same sort of experiences. In our case it’s not about money, he hasn’t spent a cent on these things. But the content is very problematic, I have concerns that it is encouraging developing minds that gambling is the norm.
It’s also just an extremely dangerous platform. They have a stock market, game mode development with children employing children (clearly neither one understands employment laws), and unsurprisingly a ton of pedophiles
First and foremost, This is kind of a rant. I do not like horror games. I have never played any ‘strictly horror’ ones before. And yes I get scared easily.
Lethal Company is a horror game. Sure people find a lot of funny moments in it, but it’s still mainly just a horror game. If you don’t like the horror bits, the rest is just going to be boring for you. Don’t feel like you have to force yourself to like it just because everyone else does
I think they have to get to the point where they mightbplay a video game on their own before stardew valley would land for them. They weren’t particularly inspired by the trailers.
This didn’t really work for us to be honest. It went a little better than most games, but it was too easy to get separated and do your own thing and it just didn’t really feel like we were playing together. Could be a strength, but I don’t think it’s ideal if your partner doesn’t really like video games haha.
I remember going to EA games on a field trip for school and even back then the corporate feeling was strong. I remember this panel about developer freedom and not a single student was interested. Granted, nobody from my school was on track to do any kind of game development
Throughout the early 2000s to early 2010s most AAA game releases had midnight launches. I remember going to the midnight launch of the first WoW expansion and the queue at my local EB Games at 11:30pm was wild. Never seen so many people in a shopping centre so late. Some of the best memories were hanging out with my family in the queue for the games and the real liminal space energy the otherwise empty shopping centre gave.
The only thing similar these days are people camping out for a new iPhone.
Who would have thought that having your own team/colleagues writing/updating their own engine would rely better results (not always) than using something made from someone else…
The problem is bigger than that. Disclaimer: generalization incoming!
Most game developers are just programmers and nothing else. They know how to write high level languages like C# well enough to write the required functions and that’s it.
Long are the days that devs would need to write their own tools and even engines to put the game running. Some (like Naughty Dog) would even hack the hardware in order to bypass limitations of it.
Yes, there were shitty games made back then , but at least the devs had my admiration. Now, not so much. But this not limited to games, Apps are the same shit. Let’s just use some Chromium framework wrapped as an app and that’s it.
Nah this isn’t true. If you gave the devs a free month I’m sure they could optimize the hell out of things. The issue is there are deadlines and higher priority items. You can technically play cities 2 unoptimized at a lower fps and graphics setting, you’ll have a much worse time playing it if features are incomplete and full of bugs.
They simply didn’t have the time to get to optimization
That’s quite true. A friend told me that the red engine from cdpr is one of the most efficient and we’ll made engine today. It didn’t surprised me because cdpr has been working on it for 2 years after cyberpunk failed to meet the technical requirements they sold it for.
That’s what it takes now for an optimized engine: 2 years on a decade old engine.
Long are the days that devs would need to write their own tools and even engines to put the game running. Some (like Naughty Dog) would even hack the hardware in order to bypass limitations of it.
Re-using engines has been around for basically as long as game development has existed. This idea of some mythical age when game development was more "pure" is a fantasy. What has changed is that expectations on AAA titles has grown to the point where it's extremely difficult to roll your own engine if you are committed to many, many years of work.
Not to mention, it certainly doesn't guarantee that the engine performs well. Look at Starfield or Baldur's Gate 3. Both have noticeable issues with performance, and both are built on in-house engines by their respective studios.
Yeah, this guy is basically harping on the concept of re-usable code. That’s why we praise RollerCoaster Tycoon’s dev, he wrote the entire thing in assembly. Beyond that, everything since 2d has used an engine. Hell, to not use an engine would be wasteful and delay games. What, every game should rewrite an engine?
Even Halo CE, 2002, used an engine. The Blam! engine. Dude’s delusional if he thinks people were drawing individual pixels on the monitor.
That’s why we praise RollerCoaster Tycoon’s dev, he wrote the entire thing in assembly.
It’s ironic that we always seem to praise RollerCoaster Tycoon specifically, as that’s one’s based on the Transport Tycoon engine, which was also by Josh Sawyer and also in x86 assembly.
The problem is that hardware has come a long way and is now much harder to understand.
Back in the old days you had consoles with custom MIPS processors, usually augmented with special vector ops and that was it. No out-of-order memory access, no DMA management, no GPU offloading etc.
These days, you have all of that on x86 plus branch predictors, complex cache architecture with various on-chip interconnects, etc… It’s gotten so bad that most CS undergrad degrees only teach a simplified subset of actual computer architecture. How many people actually write optimized inline assembly these days? You need to be a crazy hacker to pull off what game devs in the 80-90s used to do. And crazy hackers aren’t in the game industry anymore, they get paid way better working on high performance simulation software/networking/embedded programming.
Are there still old fashioned hackers that make games? Yes, but you’ll want to look into the modding scene. People have been modifying the Java bytecode /MS cli for ages for compiled functions. A lot of which is extremely technically impressive (i.e. splicing a function in realtime). It’s just that none of these devs who can do this wants to do this for a living with AAA titles. Instead, they’re doing it as a hobby with modding instead.
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