@AkatsukiLevi@lemmy.world
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AkatsukiLevi

@AkatsukiLevi@lemmy.world

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Are there any games you don't play as it was intended to be played? If so, what game and how?

I know I remember seeing some people talk about how nice some of the environments in Hitman were, and that they’d just walk around as a tourist from time to time, treating it like a walking simulator/virtual tourism thing instead of the stealth assassination game it is. Curious about other things like that, where you play a...

AkatsukiLevi,
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. . . I gotta tour one of your worlds someday

Shit like this I have only seen in a Manga once, forgot the name, but basically bunch of robots that humanity made were let loose without humans(they died) and they kept building giant megastructures for no reason without stopping It’s just absolutely surreal and I just love it

AkatsukiLevi,
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Mindustry It goes from a tower defense game to a logistics game for me Forget enemies, How can I haul the most amount of shit down data pipelines without letting a single container hold items for too long? My worlds are just a absolute mess of conveyor belts going everywhere, transport drones coming and going, items being produced, used, machined and consumed everywhere And the only purpose is to give me more endpoints to grow it

AkatsukiLevi,
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Nah, custom game. Edit a existing map to have 0 waves and you’re Gucci In campaign tho, I have found there’s a few commands you can use to instantly conquer a map. It’s cheating, but it let’s me focus on what I want

AkatsukiLevi,
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AkatsukiLevi,
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Heavily doubt. They probably will port S2 stuff onto Anomaly instead

AkatsukiLevi,
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Self-hostable servers, this way if their datacenters go down, game is still playable

Palworld Developer Reveals The Pokémon Patents Nintendo Claims It's Violating (kotaku.com)

Looking up those patents, the first alludes to a system where a player aims and fires an “item” toward a character in a field, and in doing so triggers combat, and then dives into extraordinary intricacies about switching between modes within this. The second is very similar, but seems more directly focused on tweaking...

AkatsukiLevi,
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The third one, wouldn’t it hit Rockstar with Red Dead Redemption? After all, you do ride a animal(horse) and can easily swap in and our of 'em

AkatsukiLevi,
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From what I saw, they’re doing some changes to improve shader recompilation Maybe too early, but seems this time they might actually do something to improve the codebase instead of ‘yet another renamed yuzu’

AkatsukiLevi,
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That isn’t even being hosted on github

What games have relatively simple artstyles, but that are still hard to learn & reproduce? (fedia.io)

For me Genshin Impact and Hades (including Hades II) are two examples. These games have relatively simple art styles in comparison to e.g. the realistically painted art of certain Blizzard games (WoW, Hearthstone hero portraits), but they are hard to learn even to someone more advanced in art creation.

AkatsukiLevi,
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The sheer amount of attention to details that the game has is just pure insanity The game has special sound effect that plays, to let you know that the flying homing skulls are literally right behind you, just so that you don’t have to look behind you all the time to know if they’re near or not The complete lack of a user interface yet the game still communicates extremely well how everything works by just… throwing it at you and letting you experiment

AkatsukiLevi,
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Life comes later, the factory must grow

AkatsukiLevi,
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AkatsukiLevi,
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To add over it Quake 1 and 2 are also perfect complementaries to DOOM

No cutscenes, just throw you into the game and let you go wild, while still having a progression

AkatsukiLevi,
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Still can work, because last time Nintendo dared to do that… We got Splatoon

AkatsukiLevi,
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“Oh hey, I added a button that makes the sword turn red!” “Why is the player teleporting to [0,0] when the sword turns red?” “Okay, I fixed the teleporting bug, but now the sword is blue”

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