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simple, do games w Tribes 3: Rivals - Official Gameplay

I’ve never played Tribes so my first impression is that it looks like Unreal Tournament but with lowgrav and lots of sliding around. Might be neat.

jelloeater85,
@jelloeater85@lemmy.world avatar

It was the grand daddy of so many genres

TragicNotCute,
@TragicNotCute@lemmy.world avatar

Shazbot!

sbv,

vvgg

jelloeater85,
@jelloeater85@lemmy.world avatar

I just have such fond memories of the OG Tribes.

TragicNotCute,
@TragicNotCute@lemmy.world avatar

Oh me too bud, first clan, first time hosting a gaming server, lots of firsts and good memories.

Voroxpete,

Tribes is kind of like if you played unreal tournament, but everyone had a jetpack, roller blades and a rocket launcher.

I’m so excited to see it back.

sbv,

It isn’t low-g, you have a jetpack. If you hit the ground at the right angle, you “ski”, building up speed. It’s a CTF game, so cappers try to hit the enemy flag stand at ludicrous speeds and then find a route back to their base.

It’s the first FPS I played that had the notion of a generator. Each base has a generator that powers turrets, sensors, force fields (that might be a mod), and inventory stations.

In theory a team has to work together to take down the enemy’s generator so they can get to the flag stand. In practice nobody gives a shit after the generator is destroyed so most games end up as running battles around the flag carrier.

It’s not a bad series, but the official map builders never seemed to get the balance between base maintenance and flag control right.

Shadow, (edited )
@Shadow@lemmy.ca avatar

The generator sounds like the Shifter mod, it wasn’t part of the stock game.

Skiing was a bug in tribes 1 that they embraced.

sbv,

I’m pretty sure the generator was part of the stock game, because it powered sensors (which the commander needed), inventory stations, and base turrets. All three of those were part of the base game, IIRC.

The shifter mod added a lot. I think it might have added force fields.

Shadow,
@Shadow@lemmy.ca avatar

Oh sorry you’re totally right. I was thinking of one of the deployable that Shifter added.

ivanafterall, do games w Professor Layton and the New World of Steam Trailer

I think it looks beautiful.

FurtiveFugitive, do games w Professor Layton and the New World of Steam Trailer

It’s going to be a little weird not playing on a touch screen but I’m ready for more layton adventures.

osprior,

Believe it or not, but the Switch has a touch screen.

SuperIce,

The games are required to be playable without a touchscreen though

hdgdlfiuebdtus,

They still can support Touchcontrols

SuperIce,

They can support touchscreens but need to be playable when docked.

SatyrSack,

Seriously? All games for Switch?

FurtiveFugitive,

It sure does but the odds of me using it are almost zero since I keep it docked and play on a big TV. Maybe Professor Layton will get me to pull it out but I imagine the puzzles will still be designed around the fact that a lot of people will not be using the touch screen. It’s going to affect the types of puzzles seen.

hohombe, do parlamentarna w Dariusz Wieczorek z Nowej Lewicy o podatku katastralnym w RMF FM

Wyrosło sobie nowe SLD. Razem przeżyło, dzięki temu parszywemu kompromisowi z takimi typami. Może rozkwitnie, dzięki odłączeniu się w pełni.

nudnyekscentryk, do parlamentarna w Dariusz Wieczorek z Nowej Lewicy o podatku katastralnym w RMF FM
@nudnyekscentryk@szmer.info avatar

Jak zwykle argument za głosowaniem na Razem a nie libków, fajnopolaków i wiośniarzy.

dj1936, do parlamentarna w Dariusz Wieczorek z Nowej Lewicy o podatku katastralnym w RMF FM
!deleted2556 avatar

Obejrzałem to. Nie polecam. Ten Wieczorek zachowuje się jak najebany wujek przy stole - taki miły, ze go wszyscy lubią, ale jednocześnie tępy.

dj1936, do parlamentarna w Dariusz Wieczorek z Nowej Lewicy o podatku katastralnym w RMF FM
!deleted2556 avatar

Pasożyt żyjący z pracy innych ludzi.

smeg, do gaming w I don't miss PS2-era level design.

I can understand invisible walls to stop you going off the map, or little “airlock” areas to hide a loading zone, but what is the point of this other than filler?

harcesz, do parlamentarna w Dariusz Wieczorek z Nowej Lewicy o podatku katastralnym w RMF FM
!deleted269 avatar

Nic tak nie mówi “Lewica” jak reprezentujący ją czynszojad.

nudnyekscentryk,
@nudnyekscentryk@szmer.info avatar

Gdula wyleciał, Wieczorek kolejny do odstrzału

PugJesus, do gaming w I don't miss PS2-era level design.
@PugJesus@kbin.social avatar

Ah, that brings me back!

ampersandrew, (edited ) do gaming w I don't miss PS2-era level design.
@ampersandrew@kbin.social avatar

It's worth remembering that the business model always affects the game design. 6th gen consoles were arguably the most "pure", since obtuse games with strategy guide and hint hotline revenue streams were just about dead thanks to free GameFAQs, and DLC had yet to be introduced. Still, their incentives were to cheaply make as much "value" as they could, which meant churning out levels so that they could put a higher number on the back of the box for how much content you got for your $50 (a little over $80 in today's money). They also knew there was a good chance people would rent the game and decide to buy it off of that experience, so the best content was typically front-loaded, and then you'd get a lot of padded levels in the later parts of the game. It was rare that I would finish games back then, because often times a game would start strong and then end up filling big rooms, that look a whole lot like earlier big rooms, with trash mobs repeating the same simple loop over and over.

BubsyFanboy, do parlamentarna w 7. Dzień Tygodnia w Radiu ZET. Zaprasza Andrzej Stankiewicz (edycja 26.11.2023)
@BubsyFanboy@szmer.info avatar

Goście:

Kamila Gasiuk-Pihowicz - Koalicja Obywatelska, Platforma Obywatelska
Jarosław Sellin - Zjednoczona Prawica, Prawo i Sprawiedliwość
Michał Kobosko - Trzecia Droga, Polska 2050
Małgorzata Paprocka - Kancelaria Prezydenta RP
Przemysław Wipler - Konfederacja, Nowa Nadzieja

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JebanuusPisusII,

Nikogo z Lewicy nie ma. Nie zaproszono, czy komuś coś wypadło?

BubsyFanboy,
@BubsyFanboy@szmer.info avatar

Chyba po prostu nie zaproszono.

WaterWaiver, do gaming w I don't miss PS2-era level design.

To be pedantic: gameplay design, not level design, but I guess the two overlap quite a bit anyway.

notfromhere,

Since you brought it up, what is the difference there? Do you mean gameplay design as in the whole game is this way or as in this scene is not a level? (No I didn’t watch OP’s video.)

H1jAcK,

Gameplay design is the design of how the game plays. Level design of the design of the levels. In this scenario, the problem is not being able to advance until the platforms are even, which is an issue of gameplay design.

WaterWaiver, (edited )

To add to this: “level design” typically covers things like the design of paths through the level (both physically and plot/objectives) and visibility of paths affecting player thinking and choices (ie making it clear to the player how to progress, not get lost). These are “big scale” things, not fine detail.

“Gameplay design” typically covers things like movement, interaction and item/skill progression mechanics. The are “small scale” (or for inventories & skill trees: “no physical scale”) things.

In practice the two terms do often overlap quite a bit, so you can argue basically anything to be in either category.

WaterWaiver, do gaming w I don't miss PS2-era level design.

That looks super frustrating :|

I just finished the last level of Perfect Dark (released in 2000 for N64). The hardest part was right at the end (boss fight with rockets being fired at you, one hit and you’re dead) and there are no checkpoints. I repeated this same level so many times and had to read a walkthrough in the end – it turns out I was stuck at a red herring.

Ganbat,

Damn, I don’t remember that part at all.

Omegamanthethird, do gaming w I don't miss PS2-era level design.

It’s not even a puzzle! It’s just waiting!

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