That’s like any FPS game ripping off any other FPS game.
Fight, capture, tame, train, breed animals.
Base building, research tree, enemy raids.
Exploration, resource gathering, survival.
I don’t think Nintendo has a monopoly on enslaving animals.
I know what you mean, tho. It’s always described as “Pokémon with guns and 3xE gameplay”.
But does Nintendo actually have a case that will hold up in courts?
Pocketpair seems confident they can defend against it. So either they have done their research and are up for a fight. Or they (think they) are calling Nintendo’s bluff.
But Nintendo has a whole pack of lawyers.
Unfortunately there are no details on what the patents being infringemed upon are, just that they relate to “Pocket Monster”.
Discarded cards can’t be played again until the next round. Essentially destroying them for that round.
Hitler is fairly well known for blaming Jews and working on their genocide.
It is a reach. But I saw the castle painting in The Gentlemen series, and thought it looked familiar.
Unless there is something else about the word castle, or that artwork that is relevant? Considering how on point so much else of the artwork and names are
I think the Castle joker ( https://balatrogame.fandom.com/wiki/Castle_(Joker) seen in the trailer) resembles Schloss Neuschwanstein ( https://en.m.wikipedia.org/wiki/File:Adolf_Hitler_-_Schloss_Neuschwanstein.jpg ). Painted by Hitler, the whole discarding cards to gain more power takes a bit of a sinister turn.
Any older disk based console also required a memory card.
Pretty sure the controller was the first to have an analogue joystick.
I think a lot of the quirks of the N64 were because they were essentially first drafts. A lot of first, a lot of ground breaking tech.
Nobody knew what they were doing, at that time: nothing was wrong
I use jerboa and it is working (I used the toolbar to generate it, but had to fix it because my mobile keyboard is a massive PITA for any corrections and I haven’t had time to find something new).
Anyway, looks like sync and boost are not lemmy-markdown-compatible
nasty things people do with AI [trigger warning]> “I went on to this stream because somebody gave me a heads up and I went on and heard my own voice reading rape porn. That’s the level of stuff we’ve had to deal with since this game came out and it’s been horrible, honestly.” Amelia Tyler.
I cannot imagine going into a stream of someone playing a game you have poured your heart and soul into for years, and hear you own voice reading stuff like that
Addicting, fun, loads of builds/options.
I do wish the early game was a bit more reliable. You can get stuck always playing catchup if you dont get a scoring joker in tge first couple shops
Factorio’s FFF blog posts have always been amazing.
From deep dives into development, their automated testing systems, terrain generation, and hyper-fixation (in a good way) on optimisation and QoL, through to more meme-ish and lighthearted things.
Im sure there is a great story of an indie developer making the best/funnest production optimisation games out there, all in the FFF blog.
Im so glad they are writing them again, even tho im not playing it at the moment
Proceedurally.
So, “hands are supposed to be here” and the arms figure out the rest.
By the time add in “finger pointing at this” combined with spells to make your thumb big (or whatever, ultimately everything is made at a base level to allow for a lot of creativity further up the stack) means the finger might drive the scaling of the arm.
Same with the strange jumping. Body “jumped” in a downwards direction, and the feet animated correctly in an upwards direction. Ends up with a body doing a strange wrap around itself as it figures out how the feet can be above the torso.
Walking books might be a really easy way to animate a book flying around, have physics and a health pool without having to create a whole new object/entity class (just inherit all the features and disable the standard person/object body).
The faces-talking-out-the-head thing is animation data imported with the wrong scaling. Some parts can just move to where the animation says they are, others warp the geometry of the rest of the model.
Remember that a lot of the models and animation will be made with no idea how they end up being used, at the same time as they are actually programmed into the game. There might be some iteration, but its not like they know the end result, make the models, make the animations, make the game. All this happens at the same time, and any iteration might set multiple departments back days or weeks.
So, super flexible APIs, models and animations are designed at the start in a way that allows for a small amount of specialisation and iteration, but the rest is all “bodge what you have available”. Ultimately if it isnt flexible enough early in development then its going to cost a lot to fix
Ahaha! Yes. So annoying!
I seem to recall navi being mostly skippable. But the owl having to say everything. But you would still button mash to try and skip, then end up having to see it all again
I didn’t understand it the first time I played it (I was quite young). But I loved the music, the environment, the aesthetics, the architecture.
If you like Myst, but found Firmament missed the mark (I feel like it was “follow the wire” and “look for hard to see thing” instead of myst puzzles of “information way before you need it”, or “puzzles way before you have information”), check out Quern: Undying Thought.
It nails the Myst experience, imo.