Donut

@Donut@leminal.space

Profil ze zdalnego serwera może być niekompletny. Zobacz więcej na oryginalnej instancji.

Donut,

Now this is the niche content that makes Lemmy great. I’ve never really dabbled in multiplayer a lot as even though I have hundreds of hours, I never actually finished the whole thing, opting to start over every time I picked it back up.

Just wanted to thank you for your post, it was fun to read

Donut,

I’d say this is mostly due to budget constraints. Voice acting, music scores, high fidelity art, models, animations etc cost a ton of money. Making random generated boards / levels / dungeons with simple art and scalable gameplay is simply just more feasible.

Another aspect is the popularity of the game. We’ve seen a lot of saturation in genres over the years. A the peak of PUBG and Fortnite popularity, there were so many battle royale games coming out. Then we got extraction shooters, and so on.

Personally, I love roguelikes and how we got to the point of mixing it with other genres (Balatro, Dungeon Clawler), but I can see your point. I feel the same about 2D (pixel art) platformers: I feel like I’ve seen it all already and nothing can excite me anymore.

Donut,

It’s not a business, it’s a museum

Donut,

No, a museum is part of culture and arts. They aren’t there to make bank.

Donut,

Had the pleasure of playing an early version last year, very cool to see how much of it has “settled” and the direction is crystal clear now. Love the little mechanics

The Day Before studio returns from the dead and asks for a 'second chance': 'From now on, our development and marketing will be based on the principle of honesty' (www.pcgamer.com) angielski

Seems to me like this studio never actually closed. Either way, this is at least as funny as Ubisoft’s and Sony’s dreadful live-service games flopping hard.

Donut,

It’s only 30 people that have pledged the $14,670. This almost averages to $500 per backer, which is a lot higher than the normal average.

My theory? They are arranging the pledges themselves to make it look like they are desired.

Donut,

Ah I should have checked that, yeah. That will bump up the average by quite a bit. Thanks for the logic to my conspiracies, I should have known better

Donut,

This might shock you, but Nintendo was also working on the Switch before it was revealed

Donut,

Nintendo said they will announce/reveal something this fiscal year, that’s it. No word about launch.

The rest are just rumours and just a bunch of dudebro’s who replaced 2023 with 2024, and now have to scribble in 2025 pretending they never said they were 99% sure it was releasing earlier.

Donut,

If our brains were muscles, gamers would have big heads

Donut,

It’s a simpler game for sure. There were only 4 civilizations (Norse, Egyptian, Greek, Atlantian) and they were all very different from one another compared to AoE. Each civilization had multiple deities to choose from for some more specific buffs and abilities. Every type had unique mythical units as well, and these units are quite large so maps felt a bit smaller in comparison. Overall the maps were smaller than AoE anyway, but not in a bad way.

Then instead of stone there was favor, a resource like the rest (food, wood, gold), acquired by putting townies at your temple to pray. All in all it was pretty similar to AoE but it felt a lot less serious. I played a lot at LAN parties and we always had a blast though!

Donut,

Read the article and find out

Donut,

Stop expecting handouts with 0 effort especially when the answer is one tap away.

Donut, (edited )

The memory card game only had four eight different layouts, so by using deduction you could figure out which of the four was being presented to you at the time.

I still have the paper sketches of said memory game somewhere in my house. My mom would draw them to help us play the game (I was like 4 at the time)

Donut,

Apologies, it is indeed 8. I just found the sheets as well

Donut,

I’ve been trying to find a link to this talk, is it in the bigger talk about balancing combat and the lethality of things? It sounds very interesting!

Donut,

Thank you that was very interesting, I ended up watching the whole thing!

Donut,

‘So you’re saying he hacked your game.’ And I hear in the background: ‘I didn’t hack anything!’ I start describing it more technically. She says, ‘Is this a problem?’ I say, ‘Hacking software, that’s a federal crime, but I don’t want that to be the conversation. Why don’t we make it a conversation about the good and bad things he can do with a computer?’

To the people saying he threatened a kid, I think he did the exact opposite? He made them aware that technically it’s a crime, to convey the severity, but also said he doesn’t want that to be the conversation he’s having with the parents.

To me that sounds like he didn’t want to threaten with legal action, but the parents did need to be aware that it was a crime, technically speaking.

Donut,

The parent literally asked whether their kid was in trouble. Wouldn’t it be disingenuous to not answer truthfully (at the caveat that it was actually the truth)?

I saw it more as a way to resolve it peacefully without getting to the stuff nobody likes

Donut,

I think the crime here is to post those images online? I don’t know the specifics of US copyright law. This article is about leaking though, the datamining wasn’t the problem.

Donut,

That’s exactly what they’re trying to say. It could have been cheaper if Valve didn’t have pricing clauses that doesn’t allow developers to price things cheaper elsewhere.

Donut,

Yep, I was only summarizing their angle. Here are the specifics for anyone who wants to read the source documentation: partner.steamgames.com/doc/features/keys#3

The only thing that doesn’t sit right with me is developers stating Steam threatened to delist the game when they expressed wanting to sell elsewhere. I haven’t seen any proof except just the statements, but it would be weird for a developer to lie about that stuff. If anyone has any more sources on that, it would be appreciated

Donut,

Seems like a lot of folks are not really interested in the quirky sport, so saying fans are rejoicing because of this announcement sounds like they don’t really understand why people played HL.

Its like saying Dark Souls fans rejoice because From Software announced a fitness spinoff called Yoga with Solaire. Okay actually, they might. Bad example.

I have a level that is a tribute to The Stanley Parable in my game, here is my progress. Any feedback? (lemmy.world) angielski

My game is called Do Not Press The Button (To Delete The Multiverse) and in it I have a multiverse called A Universe Where This Game Was Made By People With Actual talent and it’s a “What If” the Crow Crows Crows guy made my game. I think it’s turning out good. What do you think? Here is my Steam Page

Donut,

Is the level in the demo? Gonna check it out regardless, I love games that are meta and turn themselves inside out

Donut,

I will look it up but please feel free to elaborate, it sounds cool.

Donut,

It would make sense to require a company to release the code for players to host their own servers, which has been done by many games in the past. Not to continue to run it themselves.

That’s basically what people are asking for. Instead of not being playable anymore, give consumers the means to keep it going for themselves.

This could mean always-online having to be gutted from the game after it’s support ends so you can play it offline. Or server hosting files to host your own private or public server.

The goal is to have games not be impossible to play after X amount of time. How companies reach that goal is up to them.

Donut,

Why would Valve delist a game? Can you elaborate on what kind of speculation was made?

Donut,

Only on the beta branch at the moment, so if you’re on a different storefront you can’t get an early peek.

Perfect excuse to start over for me. Even though old saves should be compatible, but with early access YMMV

Interactive Loading Screens - High Hell angielski

Developing interactivity is effort and an investment. Most developers put up a simple loading screen, maybe some text like rotating tips, and a loading indicator. Until 2015 a patent on interactive loading screens may have made developers and publishers cautious and decide against developing interactivity....

Donut,

Phantasy Star Online Ep. 1 & 2 has two loading screens where you can manipulate the location or speed and angle of the visuals on-screen. Not super interactive but enough to make the loading times feel less long

My solo project roguelike tower defense game is having a free prologue (store.steampowered.com) angielski

Hello, I've been working on the game, Towerful Defense: A Rogue TD, for almost a year now. I'm about to release the game after Steam's Next Fest in June. And I'm about to release a free version of it, a prologue in May 8th. You can wishlist the prologue now to get notified on the launch day....

Donut,

What made you decide to release a separate free app vs a demo on the original app? Not critiquing the choice, just curious what the reasoning could be.

I looked at the trailers and I think it would be helpful if your towers and other friendly buildings / units have a different coloured orb compared to enemies. I found it very hard to distinguish between friend or foe. That could be less impactful when playing, but first impressions leave me slightly confused. Put it on my wishlist!

Donut,

For some reason I was thinking the prologue would stop being available at release like a demo, but that’s just my sprinkled size brain being tired. I totally get it now, thanks

Donut,

Saw RCE play this and while the combat wasn’t shown, it’s like Anno had a baby with Mount and Blade. Am tempted to pick it up for sure, I miss playing both

Donut,

Any dev worth their salt knows to balance and weigh the feedback across all channels. Discord is easy for quick troubleshooting and frequently asked questions. I see devs have some issues with Steam forums because of the toxicity, but most still take feedback from there too.

Usually Discord is just a funnel to redirect feedback to an internal backlog though. Together with all the other channels, including in-game reporting tools.

Donut,

That might just be the instant chat nature of Discord and how it’s easier to get a reply on there. I’m sure if you went the classic route of sending email it would be acknowledged as well, generally speaking.

HornofBalance, do games angielski
@HornofBalance@mastodon.gamedev.place avatar

Horn of Balance - an indie 2D zelda-like

I'm developing 'Horn of Balance', a 2D zelda-like featuring 12 non-linear dungeons, 2 interconnected worlds and a TON of secrets.

Right now, the project is live on Kickstarter (https://www.kickstarter.com/projects/hornofbalance/horn-of-balance) and we've almost hit the funding goal with just 24 hours left!

There's also a free demo on Steam (https://store.steampowered.com/app/2738140/Horn_of_Balance/) and Itch.

I'm happy to answer any questions you might have!

@games

Donut,

This sounds like it could be an accessibility toggle, unless certain gameplay requires moving while swinging

Donut,

Thank you. It’s crazy to see how much detail was lost when the franchise turned into Ubisoup

Donut,

The game made you think there was something wrong with your game or TV by showing fake effects. Some of them aren’t really relatable anymore due to their age, but the top comment shows you all the timestamps and what the effect was.

Shit was crazy.

Donut,

BotW was a game that drew from its roots, the very first Zelda game on NES.

Donut,

I agree that the mechanics and features are a mixed bag, but the core experience of exploration and freedom is what made Zelda, Zelda.

BotW also had like 12 unique enemies, excluding bosses and variations. It wasn’t a lot but 5-6 really doesn’t do it justice.

Donut,

You don’t work on a game two weeks before release. The game is already finished (gold) then and you work on day 1 patch stuff (QA and programmers) and DLC stuff (designers, artists, programmers) if applicable.

Donut, (edited )

Being able to manipulate scores before the game starts is related to accessibility, and is always an optional feature. It helps balance the game or session for those who need it, or might spice up a game for those who enjoy it.

Aside from Mario multiplayer games (like Mario Party) and just sports games in general I don’t know of any games that utilise this.

There are games that give you something OP it you fail a lot though. A lot of Nintendo games work like this when they notice you failing a lot and ask if you need a hand. There was another game I can’t remember that makes you start with a power up if you die too many times, but I’ll have to edit this post when I find it.

Edit: it is Super Mario 3D World / Land for WiiU / 3DS. If you fail a lot in succession the game throws you a golden leaf that makes you invincible when picked up. It’s entirely optional otherwise.

Donut,

You have access to a bunch of games accessible through the Netflix app or directly through your app store. Most of the games are available elsewhere and pretty solid like Moonlighter, Terra Nil, Oxenfree, Spiritfarer, Storyteller, Into the Breach. But they are (were?) ad-free full versions of the paid counterparts

Donut,

Yeah it’s a safeguard by Itch.io which flags potentially malicious users, but they let you proceed if you are sure you can trust the author

Donut,

I’m so happy so see this upvoted here. On Reddit people say toxicity is justified if developers do “stupid shit”. Or they say the toxicity is their own fault for making a mess, it should be expected, etc. Glad to be gone there

Good gaming experiences with no HUD? angielski

I’m starting to find that HUDs in games clutter the screen and take away from being fully immersed in the game. I like games that force you to pay attention to what’s going on in the game and not numbers/markers on the edges of the display. What are some of your favorite games to play with no HUD? Here are a few of mine:...

Donut,

Both Zelda BotW and TotK have the option for a “PRO” HUD mode which only shows certain elements of the HUD at the right time.

It makes exploration so much more fun when you’re not (if not subconsciously) navigating with the minimap instead of the environment in front of your eyes.

+1 for Battlefield 1. That game nailed the cinematic experience and without a HUD it’s turned up to 11.

Have you played heists in GTA5 in first person without a HUD? It becomes a completely different game!

Donut,

Have you played Inscryption? Going in blind might appease you

  • Wszystkie
  • Subskrybowane
  • Moderowane
  • Ulubione
  • FromSilesiaToPolesia
  • fediversum
  • Pozytywnie
  • motoryzacja
  • nauka
  • rowery
  • niusy
  • sport
  • slask
  • muzyka
  • informasi
  • Gaming
  • Technologia
  • esport
  • Blogi
  • Psychologia
  • Spoleczenstwo
  • lieratura
  • tech
  • giereczkowo
  • test1
  • ERP
  • krakow
  • antywykop
  • Cyfryzacja
  • zebynieucieklo
  • kino
  • warnersteve
  • Wszystkie magazyny