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File: 1683483674514.png (2.25 MB, 1200x1387, ClipboardImage.png)

 No.28517[Reply]

>Create a video game
>it's an RPG where you're basically a Lenin-type figure
>you're trying to lead a revolution
>the main quest is class struggle
>all the side quests and distractions are idpol and culture war nonsense, where you're trying to get people off that path and back onto the main questline
>this is the message of the game, as conveyed through its structure

good idea or bad idea?
67 posts and 9 image replies omitted. Click reply to view.

 No.28585

>>28581
wow comrade gratis digital produce is underfunded???

 No.28586

>>28585
it's not always gratis
what is a common thing is that dev offer consulting services, making the software itself a loss leader

 No.28587

>>28586
*devs

 No.28588

File: 1683520999490.png (4.43 MB, 2000x2000, ClipboardImage.png)


 No.28589

>>28583
not a bad idea. probably text would be easiest way to pull it off. maybe painted illustrations
I've had some training in what to do if you arrive at a disaster scene like a car crash. one thing people tend to do is become confused and just wander off



File: 1683003545932.jpg (108.97 KB, 1280x720, maxresdefault.jpg)

 No.27489[Reply]

What unknown games are you playing that you think are worth talking about? And I mean actually obscure not EYE Divine Cybermancy obscure.

I just finished through playing Kandria, which is a very small indie open world platformer. The gameplay is a lot like Celeste most of the time except much more difficult, and this is applied to a metroidvania like open world, except there isn't anything that unlocks new areas like that and you've got your entire arsenal at the beginnin of the game. The platforming is fun but as I said it is incredibly difficult in later areas, though in earlier areas they added a bunch of pointless underground office blocks to like make it an open world or something. Those areas are very tedious and pointless. It also has a combat system which sucks and I try to avoid it except when you can use it for platforming. The game is very open as to how you approach obstacles, there are often different ways of getting past a room or you can go a different way through the map. The most standout thing for me was the story, which I wasn't expecting to be sort of good even if the twist is predictable. It also has a good soundtrack. All in all its a heavily flawed and rough indie passion project that nevertheless managed to fulfill my need for open 2D platforming.
1 post omitted. Click reply to view.

 No.27493

>>27491
What a charming game! The visuals are beautiful, like a great children's picture book.

 No.27501

>>27493
It really is, not lying when I say it's one of the best build-your-own-car games to this day.

 No.27502

File: 1683021189480.jpg (105.84 KB, 1280x720, maxresdefault.jpg)

Since I mentioned it in another thread, I'll write a few words about the Disaster Report series.

The genre is survival. Just survival, no horror. Your character (or characters) are trying to survive natural disasters, such as earthquakes and tsunamis. There is no combat whatsoever in these games, although sometimes you do need to avoid some dangerous people. In part 2 you can combine items to make bum style coats that protect you from rain, they degrade with time too. Watching your body temperature is important, it's pretty much your life bar, although it's very generous. In part 1 you have to drink water, but the taps are everywhere, they got rid of the idea in 2. The environments break apart in real time (it's scripted), which looks very impressive, especially for the time.

1 and 2 were released on PS2 in the west. 3 was a Japan only PSP game, there's a fan translation but I don't recommend playing it, too boring. 4 is on everything, even on Steam, and it's a great game, but they changed the formula, making it more akin to Yakuza side missions that take place during an earthquake. You run around and talk to people even more than usual in 4, there's more exploration as well.

Also, in part 2 there are 6 playable characters with their own campaigns, and a bunch of endings that depend on your choices during the game. 1 also has a few endings but only one playable character.

Lastly, for some reason they made most characters blonde in 2 for the Western release of the game. Just giving them Western names wasn't enough, apparently.

 No.27508

Wooden Ocean. Found it from a few people taking about it on twitter several months ago because of a patch note detailing how walls in combat affect humidity, temperature, and clutter. Then I went to its steam page (which barely tells you what the game's about) and saw it was an rpgmaker game which piqued my interest that an rpgmaker game has combat effects that detailed. I bought since it was on sale at the time without trying to look up more about it and was expecting it to be a 4-12 hour rpgmaker game with some weird gimmick in combat regarding the environment.

It turned out to be a big and open game with systems for stuff like town management where you hire people to do various jobs that influences what goes on in the towns themselves, enemy encounters and scaling are dependent on how many "resources" they have which can be reduced by just killing regular ones a lot, bosses, quests, etc, and if it goes up too much they can attack and destroy towns you run. Combat is more straightforward than I was expecting it to be (exploit status effects and enemy weaknesses while making sure the enemies can't do the same to you easily), but it still has stuff like equipment weight affecting your speed, spells altering the environment in minor or major ways, and party members/enemies becoming terrified depending on how the battle goes.

Can't say much for the story (because I spent most of my time I did play it trying to figure out where to go because I kept wandering into giant dungeons that seemed to lead into several different areas including other giant dungeons) but between the intro and the game starting it's a weird tonal shift. The intro's tone is what I was expecting going into it but the moment it's over it nearly 180s and goes from being dreamlike and horrifying to weird and comedic. Not sure if I'd call it a hidden gem until I've seen more of it but it's a really obscure and interesting game.

 No.27609

File: 1683381271562.jpg (112.18 KB, 877x493, 102e47193d.jpg)

Does World of Horror count as obscure? I don't think so, but it's not a smashing hit either. Something in the middle. In any case, it's a great game, you should play it.



File: 1683263962371.png (215.39 KB, 500x508, ClipboardImage.png)

 No.27554[Reply]

kriselle is based and you cant change my mind

 No.27555

a thread died for this

 No.27591

File: 1683330705354-0.png (Spoiler Image, 262.36 KB, 684x887, 91c75c040bec7246e99584a4cd….png)

File: 1683330705354-1.png (Spoiler Image, 4.54 MB, 2400x3000, 4b79dac7b21908f0c3d660db37….png)

I wanna rail Ralsei's sissy goat ass.

 No.27592

File: 1683331079344.png (93.84 KB, 347x521, stacked.png)

Noelle wants to be in a poly lesbian relationship with their childhood friend and their teenage crush



File: 1683263279277.jpg (33.75 KB, 600x699, 118608_24707611.jpg)

 No.27553[Reply]

why do we call them video games?
Theyre not video, theyre realtime graphics. Video is something thats playing prerecorded.
6 posts omitted. Click reply to view.

 No.27564

>>27563
this thead
BOTTOM TEXT

 No.27565

Other than Fear and Hunger, What vidya let's you get raped? aSking fur a fren

 No.27570

File: 1683290088626.jpg (146.75 KB, 1600x920, gaem.jpg)

>>27562
Nah, video since electronic would include all the niche ones like picrel

 No.27578

>>27565
FEAR 2: Project Origin

 No.27581

why do we call it video conferencing if it's real time



 No.27534[Reply]

Seriously why was it so bad on release? Oh wait I figured out why it was both made on unreal instead of bethesdas creation engine and also only had 2 years of development which for a modern game is satirically low when you need typically 4 - 6 years of development time just to finish anything.
4 posts and 3 image replies omitted. Click reply to view.

 No.27549

>>27540
They also made deathloop a rougelike castlevania type shooter that did its job of being fun pretty well and even got a perfect from ign in terms of game design and it was pretty fun for me. This game was supposed to be a lot larger but for arkanes development cycle 2 years isn’t gonna cut it

>>27547
I don’t think you realize how hard it is to make AAA games. Outside of marketing budget shenanigans you literally make these games by throwing more people at these projects otherwise you get management issues out of them. Elden ring was developed in 4 years and was under supervision by a high class studio called Bandai Namco and still had issues with content and a boring world. Most modern cod titles including the black ops games take 4-5 years to make but have to be handled by different teams. Tlou2 is a marvel of gaming tech and animation but took nearly a decade to make for only 12 hours of content just do to the sheer manpower and time it took to polish out each and every level on top of working with havok and engine upgrades. I could keep going but you get the point. Games like red fall aren’t games like Celeste, they need time to be fleshed out, alot of time

 No.27550

>>27549
Sorry the campaign is 20-30 hours for tlou2

 No.27551

>>27534
why are western aaa covers so shitty

 No.27561

>>27551
They mostly hastily put these together in the final days of a game's production cycle. In Redfall's case its even worse because the whole thing was hastily put together over the course of like 2 years on a seemingly abysmal budget.

 No.27567

Deathloop was already very bad and now this. Oh well, I liked Arx Fatalis, Dishonored and Prey, but the people that worked on them are probably long gone now.



 No.27509[Reply]

Who is your favorite civ leader?

 No.27514

GILGACHAD

 No.27515

File: 1683096558275.jpg (51.62 KB, 639x400, 1683096551889.jpg)


 No.27528

civ 5, Japan
civ 6, Scythia
their buildings and units aren't the best but i don't give a shit

 No.27530

V: Wu Zetian
VI: idk Trajan I guess

 No.27548

Nuclear Ghandi, for he is the True Posadist of Civilization series.



 No.27428[Reply]

I miss tie-in videogames
Sure, shallow porky merchandising

But man, there was always potential for fun
Has there ever been a rom com tie in videogame?
4 posts omitted. Click reply to view.

 No.27470

I remember playing the hell out of the LoTR Two Towers game as a kid and finding it really epic. I thought Isildur's armor looked badass and was so excited when I found out you could unlock him as a playable character. One of my favorite things to do was camp by the pit monster in the forest (Fangorn?) level, kick orcs into it one by one and watch their blood splatter out.

 No.27518

File: 1683162354844.gif (49.97 MB, 614x346, 1477535783389.gif)


 No.27519

Plenty of anime have video games.

 No.27529

>>27519
What are some good anime-based games you would recommend? Heard the Evangelion ones are pretty good, but haven't played them yet.

 No.27535

>>27518
>50mb gif
are you out of your mind



 No.21975[Reply]

You know how some games separate interior from exterior world spaces so games run better hence why there’s random loading screens when you enter a building or some new zone?

Yeah why not just load in all that information based on the players position and not off some trigger for the purpose of keeping the player immersed in the game world? I don’t think it’s hard to implement as it would prevent instances of players being stuck on loading screens, sudden crashes or lag spikes being attributed to suddenly unloading and reloading shitloads of assets all at once in one area, issues with dynamic entities like ai or physics being reloaded upon entering a scene then list of shit wrong with the standard loading system goes on for me

 No.21976

Depends on the engine. Sometimes it would just be too much work to implement that. There are also often cases where spaces are kept separate because they aren't actually consistent. A lot of the time buildings are bigger on the inside because if they weren't it would be too difficult to move around (often because your movement speed is inappropriate indoors, or because of collision issues) or the buildings would have very large exteriors that would make it more tedious to move around outside.

You could still get around this by having the spaces be separated and putting a portal on the doors (as Valve did a lot in Portal 2), but that is a lot more effort and introduces additional problems.

Probably the smart fix for this is better character movement. Simplest thing would be to change the character behavior depending on whether they are inside vs outside or whether combat is happening, etc. A really good solution might involve a simple AI that recognizes obstacles near the character and steers them away and maybe toward interactable features. Lots of games have adopted a "cinematic" interactivity with physical spaces that characters move through. They are usually "baked-in" in the sense that they have specific preset animations and a limited number of known locations that allow the devs to debug them. However, you could definitely implement a more dynamic version of this, so that for example you have a wide open exterior with features inside of that flagged for specific types of "terrain" and then have various objects flagged for different types of reaction. Furniture and doors could trigger specific interactive behavior using the movement/behavior engine. Hazards could trigger an avoidance behavior, from a basic animation to altering the character's path etc. NPCs could trigger more careful movement weaving between them.

Some AAA games have done these kinds of things to different degrees. Assassin's Creed, Red Dead Redemption, the recent Tomb Raider reboot series… just some examples. But the point here is that you could probably design the movement system so that the characters can move through consistently sized interior spaces. It does pose a problem for action-oriented games, though.

The other really big problem with this is the camera. It's difficult to have a controllable 3rd person camera in an interior space. This isn't limited by the current tech either, because you have to find something that works betweenPost too long. Click here to view the full text.

 No.27533

>>21975
No
Depends on how the ingame world is designed. In Bethesda games interiors are separated from exterior spaces for the sake of performance while rockstar and naughty dog use camera tricks to hide assets loading between levels and environments



 No.27486[Reply]

I misread the title, thought the game was a remaster or sequel of sim city 4. Realized what it was and frowned :|
2 posts omitted. Click reply to view.

 No.27523

>>27522
Yeah when they fix the infrastructure to population ratio first and make building space efficient cities more rewarding

 No.27524

>>27523
you may seethe, but you know deep inside sim city is dead, and city skylines is the only future left

 No.27525

>>27524
Yeah cuz ea fucking killed it by preventing the modding community from adding any replay ability to the games. Something that didn’t occur to skylines. Outside of that I still occasionally play 4 and love it more than skylines just because of how much more you can build in the base game without as many restraints seen in skylines that tries to hard to be realistic with its roadway system that I personally couldn’t deal with

 No.27531

>>27525
yeah which sucks but what can ya do

 No.27532

>>27523
Babe it's 50 000 population, time for your 3rd hospital and yet another highway entrance



 No.27445[Reply]

What should I expect from veteran difficulty from both of mw and mw2?

 No.27459

Modern CODs on veteran are piss easy. You just inch forward 2cm, kill all the soldiers you see, then inch forward another 2cm, etc.
COD Veteran campaigns are more like hide and seek than an FPS. It requires no real strategy, just an awareness of where the enemy is coupled with abuse of cover.

 No.27462

>>27459
Not really. One old respawning is infinite and where enemies are is influenced by your companions positions aswell which adds a layer of rng meaning unless your playing a level like mile high club it’s unlikely that youll do well in veteran without reliance on peeking and your marksmanship skills. Cod single player content doesn’t play like doom, you have to play a lot more carefully and prioritize your aim and your position relative to the bots a lot more than you would in a game like ultra kill where projectiles are slow enough to be dodgeable

 No.27507

>>27445
Waw has the hardest campaing if u think you got what it takes, go for it



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