In case you’re out of the loop, the old Steam Deck had Philips screws that screwed into self-tapping plastic holes. This lead to occasional stripped threads and often stripped screwheads....
“What’s more frustrating for those working on SCP, and the wider Starfield modding community, is how difficult it is to work with Starfield’s code without official modding tools and support. This isn’t helped by the delayed mod tools from Bethesda, which the company says are coming at some point next year.”
putting in an official way for users to create and load mods takes resources that the small indie company Bethesda just can't afford to use; the modders can do the work for that, too
I agree the gameplay turned meh pretty fast for me; it devolved to just cycling through all the teammates' powers as they came up, while holding a direction to circle strafe most of everything with the occasional dodge.
and I'm not a fan of using a specific weapon for a specific enemy just because it was hardcoded to work (e.g. the western DmC: Devil May Cry before the rework). I much prefer weapons being suited for specific enemies because their functionality counters specific behaviors, such as their movement patterns
you gotta take into account that the conceptual design phase has been completely eliminated from the process. And lots of the core logic would've been ported over wholesale. one example you can find is searching about the code in the katamari ports, where there's parts of the code left behind that don't do anything, and point to ps2 libraries that don't exist in Unity.
while there's nothing revealed here on how much is just copy/pasted over, I'm sure they'd be motivated to bring over as much as they can when they were initially estimating the work needed for the project, and then test the hell out of it. A majority of the graphics engine would probably have to be remade if they didn't aim to emulate it, and would be one of the major challenges in a mobile port of a higher-end console/pc game, but the assets/resources would be copied over and no work on that beyond ensuring it looks fine on the target resolution and framerate; maybe even with the use of automated AI upscaling/downscaling to reduce that workload even further. I find it safe to assume a straight port doesn't usually require the same or more amount of work as the original
that's kinda the crux of my spiel though, what they charge communicates what they believe the work is worth, and they're either saying the previous work is worth less now, or this lesser amount of work is worth more
I agree, they have the right to charge what they want, but what they communicate with the price feels like spitting in the face of their playerbase, which, again, they have the right to do
and yeah, MK1 on switch is rough, and feels like they just ported over as much of the graphics engine as they could, and completely turned off all the fancier effects. Then they downscaled all the assets on top of that to make it super oof
The conversation/free-for-all around the role of automated "AI"-based game development rolls on with a few thoughts from Tom Hall, co-founder of id Software and one of the creators of the original DOOM, who says he's (Commander) keen on the prospect of "ethical" uses for such tools in gamedev, but worries that reliance on them...
I'm not a fan of games that are designed by committee, and I fear AI-generated games would take that to the 11th degree.
Given that, I feel very specific aspects could still be vastly improved by AI, like games that implement procedural generation; I feel like his mention of procedural fears more of everything becoming procedural, instead of it supplementing the pre-existing applications of it. Those kinds of games hit a plateau at a certain point in the gameplay loop - the limitations of the tiles or combinations of assets starts to become very predictable and doesn't achieve the purpose it sets out to at that point.
Also to take into account, AI needs a dataset to train it, and to avoid the homogenization he fears would involve producing datasets for specific tasks, and differentiating them from one another; to me, devs producing these unique datasets to sell is inevitable, and there's definitely going to be a lot of "shovelware"-quality datasets being thrown around. The ethics of the data contained in a lot of those kinds of ones will definitely be questionable.
Rant: Valve's new Steam Deck screws speak volumes about their ethos.
In case you’re out of the loop, the old Steam Deck had Philips screws that screwed into self-tapping plastic holes. This lead to occasional stripped threads and often stripped screwheads....
Starfield group fixing Bethesda's bugs say their job is tough as mods feel an afterthought (www.eurogamer.net)
“What’s more frustrating for those working on SCP, and the wider Starfield modding community, is how difficult it is to work with Starfield’s code without official modding tools and support. This isn’t helped by the delayed mod tools from Bethesda, which the company says are coming at some point next year.”
Xbox's new policy — say goodbye to unofficial accessories from November thanks to error '0x82d60002' (www.windowscentral.com) angielski
Archive link: archive.ph/ajgMB...
Redfall can be the next Cyberpunk 2077, if Microsoft wants it to be. (www.pcgamesn.com) angielski
I’m really hoping MS can get this game back on track. It has so much potential.
Zelda boss explains why Breath of the Wild's Guardians and Sheikah tech disappeared (www.eurogamer.net) angielski
The Talos Principle 2 | Demo on Steam Available Now (youtu.be) angielski
Telltale laid most of it's staff in September (twitter.com) angielski
Marvel Is 'Painfully Aware' That Its Games Are Failing To Live Up To Their Potential (www.psu.com) angielski
More than Skyrim or Fallout, Todd Howard says Starfield was "intentionally made to be played for a long time" and Bethesda's looking 5+ years ahead (www.gamesradar.com) angielski
Resident Evil 4 Mobile Will Cost $60 (www.ign.com)
Yeah, no.
DOOM creator keen on "ethical" uses for AI, but worried about AAA-style "homogenisation" (www.rockpapershotgun.com) angielski
The conversation/free-for-all around the role of automated "AI"-based game development rolls on with a few thoughts from Tom Hall, co-founder of id Software and one of the creators of the original DOOM, who says he's (Commander) keen on the prospect of "ethical" uses for such tools in gamedev, but worries that reliance on them...