dog

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What are some hidden indie gems nobody knows about? angielski

Which indies did you discover and would love more people to know about? I’ll start: The Pale Beyond. Not sure if it’s a hidden gem tbh, but it’s such a good story rich game. I laughed, I cried and felt the characters struggles. If you like story rich games/ choices matter, check it out.

dog,

I’ll add Noita to the list of hidden gems. And Baba Is You.

dog,

Interestingly, if they use UE5/6, a LOT of the growing pains of Cyberpunk 2077 are immediately solved.

They wanted long-distance, high-detail scenes, but that led to the game running like shit.

UE5+ is excellent for that. It allows for more detail than any other engine.

Essentially they can now actually focus on producing a GAME, rather than a next-gen engine + a game, as was the case with Cyberpunk 2077.

So I give them the benefit of the doubt here.

Witcher is also a world they’re highly experienced in, so they don’t really need so much worldbuilding work either.

dog,

Now if only CDPR would eliminate their crunch work environment, and release games when the DEVS say it’s ready.

If you can’t afford advertising the game prior to launch, just don’t. That’s where for example Bethesda saved a ton of money. Released “complete” games within 1-3 months of the first announcement. (Do mind I’ve lost all hope in Bethesda)

In other hand, over-promising in terms of what’s actually currently out is fine. The issue is when you …

  1. Don’t have the devtime. (Board releasing the game way before it’s ready, because marketing is so damn expensive, and the stockholders want it now not later)
  2. Don’t have the skill. (Which means re-training all your employees constantly)
  3. Don’t have the work morale. (Which leads to talent bleed, further exaggerating point 2.)
dog,

I don’t honestly get the downvotes, this is a valid point of view.

It’s not one I agree with, but I do agree Elden Ring was rushed with too much content planned.

This may however help with that.

I really hope the DLC expands and fixes core game issues, instead of thinking it has to add even more bloated areas to the game.

Like new areas are good, but don’t make them just to have more areas (I’m looking at you, swamp and dungeons).

dog,

Protip: “It gets better later” isn’t a good way to promote a game.

It has to be good from the start.

If it isn’t and it can’t hook a player, you’ve just lost a customer, who likely just refunded the game as well.

Now personally: I like terraria from start to end. It got a bit boring in the middle. I used to not be able to play it at all because /something/ about the game really triggered my migraines. It doesn’t anymore, and I can play it.

dog, (edited )

I mean it’s easy to reimplement entire games if you’ve built it modularly. Just swap your core game logic to run on another library and the game works the same it did before.

Edit: 'course, exceptions exist like if you wrote everything using their proprietary coding language, instead of using something universal.

Edit 2: It MAY still be possible that a translation/compiler exists that’ll run as a plugin in a proprietary engine, and converts it into something universal.

dog,

As I said, it depends on how it’s built. And how proprietqry the engine is.

Unity from what I know supports universal code/mesh/texture formats, but if the devs opted for the “easier to use” proprietary systems- well, that’s a problem.

Now what I don’t know is how easy are scenes to export in Unity. They’re probably built with Blender or something else though in most cases, unless Unity has drastically changed.

dog,

Depends how it’s built.

dog,

Not downplaying the effort, it still takes time. But not impossible.

How you made it all matters in situations like this.

dog,

Well I’d say that was true 5 years ago. Is it still? I’d not be so sure.

Small projects might as well start from scratch.

But projects with years of devtime are best ported.

dog,

This is true, and I vouch for gamedevs to first test other engines to see the differences.

Calculating for the future is extremely important in pretty much everything.

Also I wouldn’t say there would be performance issues, unless you somehow completely screw up coding and compiling said code.

Projects should work on top of a bottom layer, or translation layer as it’s sometimes called; game logic calls for functions from there, instead of directly from the engine. This is also important for code security.

_move_entity might be calling the proprietary unity_move_object with a different reg stack, but when compiled the performance should be +/- 0.

dog,

If you ask me engines should be free for most indies (UE, Godot?), because they’re not making millions. But yeah. I get it’s not feasible for most new devs especially, and senior devs have better things to focus on.

It’s more a code principle you’d stand behind.

dog,

Not untrue, but it helps to adapt your future projects if done in such a way.

It does require more expertise, and it takes more time, thus it’d have to be the first thing done for the project, not something you do after everything’s done already.

dog,

So you were looking for Bad Dragons and Good Dungeons, huh. Just wait, someone will mod it all in.

dog,

Probably just no more actually talented people where they were needed. Be it anything from devs to board of directors.

dog,

Owned, unless you have proof they still do.

Edit: Looked it up a bit, the shares are 70% Sven and wife, 30% Tencent. Honestly not too bad considering at the time those shares were sold, Larian was almost bankrupt.

dog,

Oh nooo! Anyway, make the best game you can.

AAA studios, you can stop crying, you’re like a master car mechanic crying because you can’t bolt down a single goddamn nut with pre-existing tooling.

Famous Minecraft YouTuber Mumbo Jumbo plays FOSS Minecraft-like; Actually super enjoys it. (youtu.be)

And today in “The Dimmest Silhouette of a Potentially Less Poop Future”, Mumbo Jumbo, the famous Minecraft redstone creator/general famous Minecraft-player on YouTube released this week what was initially meant to be a video of him just goofing around in “Minetest” a Lua-based, open-source Minecraft-like game that was...

dog,

I know I’m not the target aydience, but deer god I can’t stand minecraft channels. Absolutely obnoxious camera spanning, 95% of the video is zoomed in a minecraft characters face, obnoxious speech.

That said, I welcome new alternatives.

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