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What is 6 - 4?

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Has Oneyplays fell off. Cause all the new videos are kinda mid to the old videos. The old ding dong and Julian videos are timeless while the new stuff is barely remember-able. They don't even have Zack. And i know he's busy with smiling friends but he's kinda of a big part of Oneyplays. Chris also hasn't made any new animations in a while. Also i know about Bolwbo and i heard it's cancelled but i might be wrong so yeah idk. But it just starting to feel alot more worse. Do you guys also feel like this?

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I don't watch their streams, I just see them occasionally and they're usually fun when I do see them.

This is probably a healthier way to engage with them. Let them cook and come back when when the fun has accumulated rather than sitting under the dispenser.

Zach is the soul of Oneyplays. It would be like removing Nick from Cumtown and only having Stav and Adam.

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Looks like the Lightbringer won this one.



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Why are gamers salesfags these days? Seems like everyone is obsessed with game popularity, like it's the only thing that matters is whether or not other people play the same games you do
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>>39252
And the Cameraman from Skibidi Toilet.

>>39253 (me)
Zero build looks interesting though, and some mechanics like vehicles and destructable walls look hella fun. So I dunno. I guess I'm not as interested in Fortnite mainly because of the building looking like jank and the eye-gouging graphics, and also due to the fact that there are other MMO shooters like Launch Royale. But Zero Build and raytracing eliminate at least two of these problems (I don't have a good PC for raytracing though). And I do wonder how satisfying the guns feel in the game, I don't want to play Overwatch 2 2: Electric Boogaloo.
>>39260
>Doesnt matter
Bruh, I still have very strict standards, it does matter. I like Project M for God's sake, Sakurai no longer impresses me with Smash Ultimate's roster. I am beyond salvation.

>>39267
>Zero build looks interesting
the whole point of fortnite compard to like PUBG is the building mechanic tho,else it's just the same game except graphically and with different vibes

>>39268
>the whole point of fortnite compard to like PUBG is the building mechanic tho
Well, I guess the game is just not for me then.

>>39223
It truely is overstimulating sometimes



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Im making a thread about VNs because there isnt one on the catalogue and i wanna talk about my experience. I just finished danganronpa 2, which im not certain counts as a VN or if it's a point and click murder mystery social deduction game, and i think im pretty confident to say that it presents a pretty interesting moral dilemma. On one hand, the hope faction is pretty clearly a technocratic organization who obsesses over "Ultimates", or people who possess immense talent in a particular field or study, for example the world's best scientist, or the world's best doctor. It is revealed in the story of goodbye despair that before despair took over, hope's peak academy created a method of artificially forcing someone to become extremely talented, which dialectically had the potential to equalize mankind and develop the talents of anyone, which would make the idea of meritocracy, or ruling over others due to better talents or knowledge, completely obsolete. Despair on the other hand spawned as a result of the mass movement of reserve students, malcontents who became disaffected with the idea that people with talent mattered more than the rest, since hope's peak academy was formed to research peoples' talents and how to cultivate them.
I think it would be pretty easy to side with the latter out of frustration, especially if you're talentless like i am, but i think the idea that talent could be forcibly cultivated out of someone who never realized it before would be the "productive forces" argument. Not to mention that junko destroyed civilization, which is dialectically bad.
Your turn to die is a great game too, very similar to danganronpa on a surface level, i finished it a while ago and im glad i played it. Free btw. Anyone got visual novel recommendations? I need a weeb fix.
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>>34467 Anon, do you actually think any dumbass that visits this site has any meaningful amount of self-respect?

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I played Shinigami no Kiss wa Wakare no Aji a few months back and I'm still processing how I feel about it. The erotic scenes were trash and I mostly clicked through them and only stopping to read if a line of text felt important, but the story itself was interesting. The twist near the end was predictable, but at the same time somewhat beautiful. The ending itself is where I'm confused on how I feel though. On one hand the ending serves as a solid way to tie up the main character's story and makes the resurrection of his childhood friend make sense. At the same time, it feels like it could've been handled better without the use of time travel and instead gave the girl a second chance at life with her new identity she'd already been given in a human form.

My other issue regarding it being an erotic VN is just how horny the sister is for the main character. It feels like she's being a huge bitch while also coming onto the main character at random times and then all of a sudden is like "let's fuck" and all of a sudden the main character is down for it and they make that their whole thing.

Still, the sister route aside I really liked it, enough to be thinking about it months later.

I’ve been reading Subahibi and I’m probably about halfway done I’m towards the end of Looking Glass Insects and I just want to say congrats SKA-DI the h scenes are easily as uncomfortable as Full Metal Daemon Muramasa. I’d say so far a 8/10 I bet if you haven’t read Kant or even Descartes the whole phenomena vs thing in the thing itself distinction would blow your little weeb mind. The mystery seems interesting I’m looking forward to see how it pans out.

I’m also about 12 hours into Utawarerumono and the TRPG gameplay grew on me. Hakuowlo is a great MC (historically progressive bourgeois revolutionary and great manTM), Oboro the homie, and Eruruu is best girl because she’s a BL enjoyer. I heard the sequels are even better but so far 7/10.

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Anyone here plays otomes? I prefer them to male audience orientated dating games, they tend to be less outwardly coomerish while at the same time incredibly horny. And I like the look into what women find hot, and apparently we are not so different after all, just now started with Bewitching Sinners, one of the characters is literally a virgin slut, and other the first dialogue after meeting him has option to comment on his well developed chest.

>>37830
a friend of mine plays them and tells me about them, so I get my experience secondhand



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Operation Deep Sneed edition

Made a new thread since the other one is full. You know the drill folks, gather here to discuss and/or complain about Hearts of Iron 4 and all the alt history mods that make the game relevant. From green natpops to sicko mode Savinkov we've got a lot of exciting stuff coming in the next Kaiserreich update, one which will make the LKMT look like pre-rework Germany by comparison. But dont worry TNOomers, you're getting some new content too! After a year and a half and three focus trees that only last for four years, we finally have something new and that's…

…three years of fucking Antarctica
151 posts and 41 image replies omitted.

>>39296
amazing things will happen. soon. trust the plan


>>39312
I apologize for doubting you comrade

>>39312
>new update
<look inside
<still no Patriot Front focus descriptions
<still no NSM focus descriptions

>>39315
Sure, but they got plenty of new flavor events.



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Anyone else here play this kino update? It fixed alot of issues I had with the base game, like the slow combat, the story is much clearer as well and learns into the schizo visuals the first game was lacking in which was nice

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I've been planning on playing it when I have the time since I played the previous version up until a bit after the golden alpaca and tapped out. Don't know how the new combat is but surely it can't be as bad as the shit they had prior.



 

When i present furry or are seen with furry, this always be:
Fasch idiot: "Ew furries are zoophile degenerates"

Me: ζζζζφ🐾


Hehe i made it in a random anarchy minecraft server

Please, get back to your senses, comrade. You are not acting the same after that shell hit you!



 

It's one of the best rhythm games on PC, with great artstyle and music. It's FLOSS so it's blessed by St. iGNUsius and has an amazing modding support as well. What are you waiting for?

I also wanted to recommend the Funkadelix mod which features real vocals and a cool aesthetic but unfortunately it's proprietary. Maybe the devs will release the source code when the full version comes out? At least keep an eye on it. If you have a Twitter acc you can ask the devs directly.

Also recommend other FLOSS rhythm games such as Osu! and Stepmania.

>>39182
>FFN
It's a good game. Last time i playing, i got stuck at spooky month.
>Osu!
I've played it for a bit and found it to be genuinely user hostile. If you don't make an account it simply refuses to let you search the beatmap database or even just save your settings. Then if you just want to use it as a proper .osz kiosk, you need to check the osu user doesn't have file ownership, because IMPORTING DELETES FILES! And no you can't deflect this by saying it's open sores, it has all the signs of a shitapp: saving user data on their servers, frequent updates, deprecating older versions and actively hounding users to make an account.

This song is a banger.



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After the Activision buyout, Blizzard’s leading game designers would go on to ruin AAA gaming for millions of people. Personally, I think blizzard’s mentality for accessibility is what caused the problems.

Blizzard used to keep world of warcraft (WOW) easy. Old WOW used to be simple to learn and simple to play. The progression system was easy, so was the combat, and the quests were simple to understand. For most players, the game wasn’t too competitive and it was easy to make friends.

Milsims like Arma and Squad still have that “easy to learn, easy to make friends” kind of appeal. Even the early soulsborne series had that “simple in design, easy to find fun” appeal despite what the masochists claimed about the souls series. Most AAA games released by blizzard and other high-ranking studios abondoned this approach to game design.

Blizzard catered to the hardcore players too much and made WOW hard. I’m glad that the devs are going back on most of the changes, but the damage and legacy is all still there. Multiplayer shooters are worse than ever. It’s basically impossible to get into any new multiplayer game without being bombarded with endlessly convoluted systems and a hardcore player-base. Gaming is so much harder now. Even games that should feel easy like path of exile 2 play as if I need a manual again to understand what’s going on.
7 posts omitted.

>>39286
>Catering to hardcore and making things difficult is a method of whale hunting
I don't think catering to a hardcore audience and adding bullshit mechanics and grinding are the same thing. It used to be that if you were a hardcore gamer you just liked to die a lot in video games due to the enemies and level design. I don't even like complex mechanics, I think the modern controls in Street Fighter 6 are cool. I'm a strong advocate of "easy to learn, hard to master" (unless it's a racing sim or a flight sim).

>>39295
>Nope. More to learn harder to play period
No. Not harder to play, but harder to start playing. "Hard", in terms of video games, refers to overcoming gameplay obstacles, not fighting with shitty UI design and unhelpful tutorial. Steeper learning curve.

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>>39297
Yeah games used to be a lot simpler, but a hell of a lot harder because they came from the arcade tradition where the game is designed to punish you into dropping a million quarters into the cabinet.

>>39298
>harder to start playing
I’d also throw in “harder to continue playing.” The game does get considerably harder if you decide to take a break and have to adjust to an entirely new season.

>>39299
it's also because those games were like 30m-1h if you never die.



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Post any free games.
14 posts and 4 image replies omitted.

>>39147
So is multicrew tank combat vro

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<Pioneer is a space adventure game set in our galaxy at the turn of the 33rd century. The game is open-ended, and you are free to eke out whatever kind of space-faring existence you can think of. Explore and trade between millions of star systems. Turn to a life of crime as a pirate, smuggler or bounty hunter. Travel through vast territories of various factions, experience beautiful scenery, be the first to witness foreign stars being eclipsed by alien worlds. The universe is whatever you make of it.

https://pioneerspacesim.net/

<Starshatter (2004) and Starshatter: The Gathering Storm (2006) were military space combat simulators in distant future. They allowed players to command all kind of ship sizes and all kind of ship groups putting the players anywhere in the regular military chain of command. Starshatter: The Open Source Project is a legacy of this series and intends to maintain, polish, and extend the game. Just like before, the goal is to let the player experience the ultimate space combat, from planet surface to interstellar space, from piloting the smallest ships to commanding entire armadas.


https://nthirtyone.itch.io/starshatter-open

<Masters of Orion fan remake, Remnants of the Precursors


https://www.remnantsoftheprecursors.com/

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>>39193
>sure until you have to be on their team
Sabotage them.

ET:Legacy
Basically a modern fan fork of the Wolfenstein: Enemy Territory game without Punkbuster. Works like a charms on modern systems.
https://www.etlegacy.com/

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If you like arena shooters, this 1v1 shooter called Straftat came out recently. I've been having a lot of fun with it playing with friends.



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Again, same guy editing new Vegas. I discovered this shockingly common design flaw after observing how raiders fight in desert and urban environments.

I found that NPCs in most games tend to fail at finding cover in natural environments.

For context, game developers assign certain objects marks that tells an NPC “hey you can take cover here.” In gameplay, these markers allow NPCs to hide behind crates, cars, doorways, and other man-sized objects.

Now with terrain, normally there are plenty of hills, rocks, and depressions available for NPCs to take cover from. In Arma, players (hopefully) take advantage of these aspects to conceal and cover themselves during combat and patrols. In real life, there are entire systems dedicated to using terrain to cover oneself from enemy fire.

Now with most shooters, this basic feature is no where to be found. Yeah, even in milsims, I was surprised to find NPCs failing to recognize objects as simple as rocks as useful things to hide behind.

Why isn’t this something that is fixed in milsims right now. I can understand why this pathfinding feature may not be as common in arcade shooters, but for the more realistic games, missing something like this is a massive mistake.
11 posts omitted.

>>39175
>(exposure × eyeball compass score) / (health × armed level +1) = hiding action score (HAS)
The core idea is fine but the way you get the values could be optimized.

You could get an exposure value from the raycasts.

The eyeball compass can be derived from the player's average rotation, which you could just update each frame according to a rolling average calculation, like multiply previous value by 0.99 and add current value * 0.01 or whatever ratio you want. Realistically modeling this sort of thing is more where you'd use the screenshot type of method, to figure out what areas are exposed to the player character at their location, like a point light projecting outwards. This could also be baked into the level so that there are zones that have an associated "mask" applied to the navmesh to highlight optimal placement.

Health and armed level could also be modeled in a more dynamic way without that much cost, pretty hacky methods like average time between the player popping up to shoot. This would also mean that suppressing fire matters (especially if you incorporate location data for where the bullets are going), and would contribute to more ebb and flow in the combat pacing since you can help control when the NPCs are going to move.

>>39171
>Doom, Quake, etc are all challenging and interesting games despite the enemy AI in them basically being "if you see the player move towards them and attack
The single-player campaigns were like that, but the deathmatch bots got pretty sophisticated. When Quake III Arena came out in 1999, that game was only deathmatch and capture the flag and its bots were "aware" of weapons, ammo, health and could communicate through chat with you. See pdf.
>because most of the enemies has a unique purpose that creates interesting situations you have to figure out when you mix them together
Right. For instance, there can be different "magic skills", basically cheating to create crude models for guessing where the player is when out of sight:

1. Big Bubble: We draw a big sphere around the player actually is and randomly choose a point inside the sphere as the guess.

2. Slow Telepathy. We use rather accurate location data, but we delay the transmission to the AI.

3. Evaporating Trail. We put in a slowly evaporating trail that is following the player. It's invisible to the player, but the AI can "smell" it when standing inside of it.

If I had to choose only one of these, I would strongly prefer Big Bubble. That's because Slow Telepathy is thwarted by moving around and Evaporating Trail is thwarted by camping. Big Bubble looks robust. But a mix of some bots having the "magic skill" Slow Telepathy and others Evaporating Trail would also work.

Hmmm, what would a Pac-Man clone with these three AIs feel like?

>>39176
>The image analysis method is extremely overkill especially since the game should know where all the opponents are.
I said it's for single-player and was thinking about NPCs against the player only and not each other and only using the method for those NPCs registered in the pseudo screenshot. I don't believe that would be hard to do on hardware from twenty years ago. Maybe it's overkill in the sense of annoying to program rather than in the sense of eating much processing power.
>it would make more sense to do a separate low-res image for each of them aimed in exactly their direction
I agree with that low-res image is enough, but I do think that where the player looks should have weight. Remember I said the pseudo-screenshot would be broader than the actual POV of the player, so the approach isn't as limited as one might expect.
>give the NPCs "foresight"
They already have a tiny bit of foresight just because the pseudo-screenshot uses the broader POV, so they can also react to almost being seen. I admit this is not for foresight in the sense of planning something that takes more than two seconds to execute. It's barely more than a reflex.

I believe the most elegant way of NPC punishing both camping and "anticamping" (I mean running around a lot) would be directly scoring the player's behavior and shrinking or expanding the fuzzing factor applied to the player's actual location when generating the location guesses for NPCs to follow.

The area gets a virtual tamagotchi-resolution map that is initially grey. Over time, the pixels turn more and more pale. The pixels visited by the player turn black. This map's average brightness is the camping score. The brighter, the err campier.

NPCs tasked with punishing camping get less fuzzy location data of the player the higher the player's camping score is. NPCs tasked with punishing anticamping get less fuzzy data the lower the player's camping score is. NPCs that are jacks of all trades get less fuzzy data when the camping score is either very high or very low.

Somebody ought to make a shooter with a twist, where you wouldn't see much less defeat most enemies, to fuck with player.



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