This one offers daily trading cards for finishing a discovery queue, and stickers for following a “browse by category” link on the main page and clicking the “claim” button.
Looks like the site is overloaded at the moment. Some things are not working quite right.
We’re writing in Markdown here, so 4+ spaces at the beginning of a line triggers code formatting. It breaks line wrapping, so many readers are forced into a lot of horizontal scrolling back and forth if they want to read your text. It sometimes also breaks color schemes, burning dark-mode readers’ eyes with blocks of bright white.
Back to your request…
Your description reminds me of bits of Cyberpunk 2077 and Overwatch, but I don’t think it’s either of those. It doesn’t exactly match any games I can think of right now. Good luck. :)
I think that kernel version should handle it, as long as the hid-sony or hid-playstation module is being loaded. (Some 6.7 and early 6.8 kernels had a relevant bug, though.)
It’s hard to say regarding the bluetooth adapter. The branding and price don’t matter; my cheap old no-name dongle worked great. It’s really about whether the parts used inside happen to play well with the other device.
Another thought: Is it possible you have the old version of the DS4, rather than the DS4 v2? If I remember correctly, the light bar is visible through the touchpad only on the v2.
DualShock 4 and DualSense controllers have official drivers built-in to the linux kernel, including support for the touchpad and motion controls. You probably don’t need something like DS4Windows.
It’s pretty easy if you use a launcher that can manage Wine, DXVK, and the like. Lutris is good for that, and even has its own database of games with ready-made install scripts. I’m told Steam can register non-steam games and handle it, too.
One nice thing about GOG (in addition to being DRM-free) is that you can download games with a web browser. There’s no need to install their store app, ever.
I think of it as a pool from which to draw and connect story elements, rather than rigid canon. If good writers were given the chance, I think they would find plenty of material to work with.
You can’t just stomp a new game engine out of the ground
I don’t know what you mean by that, but creating new game engines and migrating from one to another have both been done before.
Is either of those tasks fast or cheap? Of course not.
Are they worthwhile? Sometimes.
Are they possible? Absolutely.
especially not […] if you want it to be as moddable as their current one.
Well, I can understand why you might assume that if you don’t have a lot of experience in software development, but it’s just not true. Making an engine that allows for very moddable games is mainly about planning for it during the design, and either building good tools for the game data or publishing the specs so other people can. It’s not arcane magic.
(And for what it’s worth, while Creation Engine is quite moddable, it has enormous room for improvement in that area. Actually working with it can be a very frustrating experience.)
I’m not suggesting that a big budget alone is sufficient to make a good game.
However, enough budget to keep the team employed (note the many gaming industry layoffs lately) and appropriate budgeting (in terms of both money and time) affect things like code, art, and writing quality. It’s kind of important.