Snufkin undoing the cops’ expansionism on natives’ land is rad. Game is short, has it’s downsides as per forum threads about difficult run sequence and being kinda lost on the remote island, but it’s good for everyone who doesn’t even know about moomins, ages 5-99. It’s highlight are watercolor-stylized graphics making the picture look very pretty and good writing, albeit about simple things.
There is a version of it on Internet Archive that I don’t know if it’s from Valve or not. It’s zipped installation of Steam. But I had no luck making it work, it’s webpage renderer still crashes at launch. As I’ve read into it, the old version should work for a while without updates.
He was hired by Tencent after they launched LAD iirc, I remember some news but can’t tell when it happened in the post-covid era.
But I do find small, almost theatrical worldmaps or even sets of locations as a thing writers and designers can use to achieve greater effect. Y5 had Taiga Saejima’s town and mountain locations with vibes very different to what Haruka sees in Sotenboru, and it makes more sense and gives more space for gamedevs to customize these experiences than a gameworld where these are all interconnected walkable locations.
One of the notorious examples in PS3 gen era that’s now can’t be purchased at all. It’s a derpy offroad racing game in what looks like a procedurally generated world emptier than ash deserts in Morrowind.
Yes it is, it’s 100% scripted. And yes, in the environment where you can do like 10 different actions, they start to do their routine adding ones that you used in that cycle before they get reset. In a sense, they act no more natural than monsters from a tabletop game.
But these do make me think that if we talk gamedesign with a LLM as an actor, it should too have a very tight set of options around it to effectively learn. The ideal situation is something simplistic, like Google’s dino jumper where the target is getting as far as it can by recognising a barrier and jumping at the right time.
But when things get not that trivial, like when in CS 1.6 we have a choice to plant a bomb or kill all CTs, it needs a lot of learning to decide what of these two options is statistically right at any moment. And it needs to do this while having a choice of guns, a neverending branching tree of routes to take, tactics to use, and how to coexist with it’s teammates. And with growing complexity it’s hard to make sure that it’s guided right.
Imagine you have thousands of parameters from it playing one year straight to lose and to win. And you need to add weight to parameters that do affect it’s chance to win while it keeps learning. It’s more of a task than writing a believable bot, that is already dificult.
And the way ECHO fakes it… makes it less of a headache. Because if you limit possible options to the point close to Google’s dino, you can establish a firm grasp on teaching the LLM how to behave in a bunch of pre-defined situations.
And if you won’t, it’s probably easier to ‘fake it’ like ECHO or F.E.A.R. does giving a player an impression of AI when it’s just a complicated scri orchestrating the spectacle.
ECHO, the 3rd person action\puzzle game was a fun concept to script in your machine dopplegangers to learn on you (and repeat after you one of the set actions you can do) and reset every cycle.
I don’t think it would work by itself without such limiting.
On August 19, 2019, Age of Empires: Definitive Edition re-released with a new client on both the Windows Store and Steam, with cross-play available between the two platforms. Existing Windows Store players need to manually download the new client in order to receive game updates and multiplayer compatibility. At the same time, Age of Empires: Definitive Edition has also become available through Xbox Game Pass for PC.
IIRC AoE2 had like three remasters: HD one, DE and something else. AoE had at least one of those.
Same. I’m glad you liked it and probably turned others onto another NV playthrough. I can’t play atm, and I feel jealous c:
The only thing you’ve missed is the super challenging instance that forms in the place of a camp you’ve chosen to destroy with leftover nukes. It adds nothing to the fallout experience, but if you want your ass beaten repeatedly, here you are. You can try to load your save and choose to nuke NCR\Legion and then travel to their base. These are small highly irradiated locations with high tier threats and LR-tier loot, nothing unique iirc. These fights feel 2x tighter than these tight fight moments in the original DLC.