@QuantumBamboo@lemmy.dbzer0.com avatar

QuantumBamboo

@QuantumBamboo@lemmy.dbzer0.com

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

QuantumBamboo,
@QuantumBamboo@lemmy.dbzer0.com avatar

Link’s Awakening was my first game on my Gameboy, so will always have a special place in my heart! Ocarina was my first N64 game too, and it blew my mind! Nostalgia plays some part in how I feel about those games, but both are still solid games to this day.

BoTW and ToTK both managed to push the boundaries of gaming, and the sheer joy of discovery in both games makes them stand out. I do also love ALttP though, and in its own time it was just as revolutionary I reckon. I didn’t play it until the 2000s though.

QuantumBamboo,
@QuantumBamboo@lemmy.dbzer0.com avatar

Very nice. Good video too. I like hearing the origin story if the game. And to your point about not wanting to show your code… ugly code is beautiful code really. Anything I write is akin to modelling with clay… using hammers. But if it does the job (especially any smooth UX bits) and resource availability is not particularly critical then all good. Seeing that process play out through code structure is cool though. Much more interesting than some ultra optimised minimalist code. When it comes to a game, I think a slightly chaotic code base actually lends some artistic effect that bleeds through the actual visual/aural/haptic interfaces. Game looks fun though, is what I’m getting at. Make sure to post a link to the demo when it arrives!

QuantumBamboo,
@QuantumBamboo@lemmy.dbzer0.com avatar

If no one has heard of bombs then no one can know the title of the game, because otherwise they will see or hear the word bombs. But I’ve seen the title. Do I even know what a bomb is? I think I do… but do I? The paradox of the bomb knowledge will keep me up tonight.

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