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Since a lot of time has passed since the old thread was made and all the old servers apparently got nuked by the hosting service, I have decided to create a new one on the Aternos account that I have registered back in the Bunkerchan days. Just like the previous one, it runs on one of the newer versions (1.19.2) of the game with a simple custom modpack that contains tech mods like Mekanism and the Thermal series, as well as some that add new elements to the game world as a whole such as Biomes O' Plenty and Aquaculture. Some previous additions like Pam's Harvestcraft and Chisel had to be pruned however due to lack of a 1.19.x version or being too resource extensive.

Instructions on entering the new server:
>Download UltimMC https://nightly.link/UltimMC/Launcher/workflows/main/develop
>Download the modpack https://dataism-x.com/en/9CWhhbQkwZ5DYFS/file
>Extract the UltimMC archive anywhere you like
>Launch UltimMC
>Create an account record in the UltimMC accounts section in top right (no Microsoft account required)
>Install the modpack through Add instance > Import from .zip
>Launch the newly "LeftyCraft" created instance
>Add “leftycraftreborn.aternos.me” into your server list and join the game

To start up the server in case it is down:
>Log into aternos.org with account “leftypoluser” (password: solidarityforever)
>Press the “Start” button
Post too long. Click here to view the full text.
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Does anyone have a naked Steve skin with the goatee? I want a more immersive survival


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It has recently come to our attention that the users of /games/ are seeking a reliable method of communication for online play and general conversation about games. I am unsure if anyone is aware, but, there currently exists and unoffical matrix room specifically for this located at: https://matrix.to/#/#leftypolgaming:matrix.org

Leftycraft community ( >>25060 ):

If anyone is interested in gaming discussion, or, online discourse please feel free to join. That is all. Thank you~

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 No.3729[Reply][Last 50 Posts]

Tabletop Games / Traditional Games
Wargames, Roleplaying Games, Board Games, Card Games, Drinking Games, and so on and so on.
What are you playing/running/home-brewing? What do you have to recommend or criticize?
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Now that I think about it,faerie creatures already are like that in pathfinder,they also lost empathy because they're immortal and unaging,so think murder is a fun side activity. (they just respawn in the fae world,unless killed there in the first place,then they're dead)


>Come to think of it, how would you present a race that's above capitalism, feudalism, communism
They never developed a class society or developed something different. For fantasy races it makes the most sense to do this based on the aspects that make them different.

Elves live forever so the original elders hold onto power indefinitely. Instead of producing heirs they just keep having offspring, who they keep loyal to them. Controlling reproduction is still important but for different reasons - only the elders get to reproduce, because the more generations removed you are the less loyal you are.

Dwarves are so focused on crafting by nature that they don't need class to emerge for them to start producing a surplus, and because they all bond over their common drives to mine and craft, they naturally lean toward a planned economy accumulating treasures and devices. Their greed might make them vulnerable to the kind of people who became early capitalists in human society, but without an already-existing feudal state to seize, the wannabe capitalists lack the power to do primitive accumulation or to proletarianize other dwarves, making capitalist production at most an oddity on the periphery of dwarven society. Through their tendency to tinker and dig, they are most likely to start burning coal and to develop the steam engine, leading to steampunk communism. However, they also tend to be insular and knowing the kinds of things that the capitalist dwarves get up to, are extremely protective lest early industrial technology proliferate among other races who lack the worker-centric ethos of dwarven society.


>who they keep loyal to them

By means of?


That's up to them, but probably the least resource intensive is infantilizing the kids emotionally and making them desperate for parental approval that motivates them. Maybe that's why elves reach maturity at a much older age, too. The more kids you have the more they have to compete for attention but also the more opportunity for rebellion, so there would be a balance to strike.

The thing about being immortal is you have plenty of time, and you don't need to have a high birth to maintain your population because nobody dies of natural causes. So the leaders of the society can personally keep raising a new generations of mommy's boys and daddy's girls as necessary. You don't have to rely on some ideological apparatus or state institution if you can personally raise your people the same way generation after generation. Elves would have the least dynamic society by far, and probably be continuously speaking basically the same language and holding the same ideology with thousands of years of continuity.

Elves tend to me more magically inclined as well, which means the elders would have more time to master magic than entire civilizations of other species. They wouldn't even need mundane psychological abuse. They have charm spells and such. In a really extreme version (like the drow perhaps) they might dominate person so much that younger generations don't even form individual identities and their society is more like an ant colony than a human-like culture.


In Spirit Island, does the fact that we play as wondrous spirits, as opposed to the island's inhabitants proper, detract from the anticolonial struggle?


They’re functionally too big to actually create

When I say that I don’t mean in the sense that someone can’t just create a map for players to relax in I mean in the sense that creating all the levels and ways for players to interact in every sector of the map on the scale servers provide is functionally impossible for any modern sized team to accomplish

Reasons established in post 2


>reason number one there’s too many players to account for

In nearly all games level design is the largest task to fulfill because it consistutes most of the content in a game along with having the largest flowchart of steps required for a level to be fully fleshed out in comparison to asset creation. Levels in MMOs need to be designed to account for all of the mechanics present in them along with needing enough levels so that every player within a server can have a level of enjoyment present in them while accounting for the reality that several players can be in the same place at the same time

This is terrible on the developer end both because it means the amount of time spent constantly designing things like structures, hubs, dungeons, monuments, special locations, secret areas, while taking into account things like
<the cohesion of colours and objects present in each set to make sure levels feel unique but like they’re all working together to suggest an idea about a certain game location and not just randomly stitched together zones with goofy transitions seen in WOW or even games like dark souls 2. Or even worse games with little variety in their world and level design leading to boring gameplay experiences seen in BDO, and well most MMOs today for that matter
<all of this PER PLAYER PER SERVER. Something like this in your standard open world game or even linear title would already be a disaster to work with but when taking into account how many players are expected to be in a server for games like these the amount of effort needed to provide the things in the last point just becomes unrealistic to any studio with at least hundreds of millions and several years to just casually blow for anything even resembling finished to come out


Because of the above points most modern MMOs have defaulted into reducing server sizes to ease the developer end of level creation and because of this we’ve gotten games like warframe, destiny, and fo76 that have a visibly increased level of quality both in gameplay mechanics and world design when compared to the main figures of this genre of gaming and just goes on to highlight how difficult overcoming this actually is not to mention

>reason number two. Group based activities

Designing an experience multiple players can take part in and enjoy without the experience feeling sterile, or too easy for anyone to look back at their companions and feel proud of. It’s not easy to pull off just look at the old raid design of WOW, most raids take several dozen members several hours for minuscule rewards at the end in dungeons that feel like labyrinths to explore through due to how much effort these levels were given from their developers. Obviously it’s very hard to go through these in any party for any member but when these raids works at their best, they feel fun and like every member is equally useful to the group they were in it’s also why veterans going on mythic raids have some of the most dedicated to an almost cult like extent members because everyone knows what they should be doing. This is one of the best aspects of WOW, one of the only intact considering how much more barren and isolated attempts outside of pvp content can be to bring people together in WOW, and one of the hardest things to replicate in most other MMOs of its type.
Imagine having to design these kinds of mechanics for everything else in these games that amounts to more than just single player content with co op elements.

Really consider it


I don't think so. It's not so much that MMOs are too big to work so much as that they make themselves too big to work by trying to appeal to everyone. You take what is already recognized as the most difficult genre of video game to make, and you add on a few more Herculean tasks, like trying to create "action combat" for MMOs, and you stretch your resources thin, and then you put in features that directly undermines your content, such as LFG teleports and flying mounts, to essentially appeal to people who don't even like MMORPGs, and you've turned the creation of a satisfying MMO into a Sisyphean task.


Feature creep tends to be a bigger problem among older mmos than it does newer ones
Take wow compared to new world. Wow has flying, pets, god knows how many races and classes at this point, an entire branch of gamemodes aimed at pvp. The base game ignoring expansions feels like a theme park meanwhile new world is pretty basic and only has community events at its core. Doesn’t even have mounts



Slow progression in older games feels way less brutal than in contemporary ones and I finally understand why. It’s diablo 2s fault, and the reason is balance. Progression based off understanding vs progression based off a players stats is what makes grind feel terrible, in the case of the former the effect is far less severe as you can still progress through the game you play without interruption but for the ladder suddenly the gear you have on you, or your items, or your team if your playing a turn based games becomes everything about the games progression itself and suddenly when that gear isn’t constantly coming the game feels like shit

Diablo warrior didn’t have this problem despite progression being even slower and more painful because it was closer in its setup to a classic rpg, diablo 2 made the original generally more casual and soon after it caused hordes of titles inspired by it to emerge including the even bigger grind fest that is d3 and this cancerous component of game design that used to be ignorable is now what greedier game devs abuse to push micro transactions in the form of boosts and p2w bs in their games


Played this shit for years when I was a kid, only got like lvl 96 max I think. I also made fake websites to download "dupers" which were just Subseven trojans so I could steal people's CD keys/clean out their accounts/format their hard drives. Good times.


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No it didn't, look at early MMOs like Ultima Online or Everquest for example. Everquest took xp from you when you died and Ultima Online was like the wilderness in Runescape except (originally) it covered the entire world so you could just get randomly shit on by some super powered player and lose all the stuff you grinded hours for. And there were a LOT of really shitty RPGs in the 80s/90s that took unreasonable amounts of grinding to beat.


Diablo 2 was the shit, I loved playing it.


No idea what you are talking about.
Even more popular rpgs from the 90s like final fantasy 6 could get kind of grindy.

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>Create the Disco scenes of your dreams.
>Introducing Collage Mode: the new functionality that gives you the creative freedom to stage just about anything in-game.
lmao ZA/UM usurpers come up with worst possible choices for the franchise now that they kicked out the creators and have become just an Amazon subsidiary now, expecting to see Disco Elysium NFTs soon
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To put it in absolute terms; a majority shareholder owns the majority of the company, therefore they can do whatever they want with it (as long as they don't intentionally destroy the business), minority shareholders don't make management decisions (unless they group together to make a majority) or are on the board, etc



it's a fitting end for Disco Elysium ig


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>so fun guys please don't talk about the fact that the corporate far right scumbag of estonia have purged the team


Is it? Last I heard they got all replaced by a bunch of Americans and Europeans.


there's literally nothing worse than an estonioid


Name a game where the following isn’t a problem
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>real life isn't balanced


Ah, i misinterpreted "the following"


Monster Hunter pre-World. Ranged weapons (mainly bowguns) are powerful but you really need to be able to manage your ammo and make sure nearly all of your shots hit the right hitzones to get the most out of them.


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And Pong


I just finished this game and holy shit the historical revisionism in here was insane. While I love the setting, the whole thing with the assassin's was so horribly done. Remember when the assassin's actually had an interesting philosophy and didn't pick any side of the christian vs muslim conflict and instead assassinated those who they perceived to be actual bringers of war only to realize that the Templars wanted something similar to the assassin's just going about it a different way. But in this game, or at least with the later games you actually are fuckin picking sides like Connor siding with the Patriots or Bayek and Aya siding with Cleopatra despite the fact that the Ptolemies were colonizers. They act like Cleo was this "true Egyptian" what the fuck? I remember this one side quest where there's this woman fighting because of Greek colonizers and you don't get any choice but to kill the Egyptians fighting to decolonize Egypt, a Medjay of all things. Also Medjay disappeared after the New Kingdom fell a thousand years before. Wouldn't it had made sense for Bayek to be an anti imperialist as well?


I don't know what you expected honestly, any game that dives neck deep into conspiracies comes out reactionary in the end


This game was made by my fellow Canadians as a casual pass time for people that liked AC and East African aesthetics. Don’t expect a super political dive into the plot it’s meant to be enjoyed for the emotions it inspires and characters in it not on its commentary of the time it’s setting takes place in


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Isn't it alt-history tho? I haven't played it since AAA stuff tends to bore me, but from what I've seen it's not trying to be accurate, it's playing with historical figures like dolls to tell it's own story.


The first Assassin's Creed actually did have interesting things to say about philosophy and human society and especially did commentary on the time period which was the Third Crusade. It's one of the first games that got me into history and politics and philosophy. AC Origins had a huge opportunity to actually tell an interesting story about Egyptians fighting a losing battle having long lost its "greatness".


>The first Assassin's Creed actually did have interesting things to say about philosophy and human society

I don't exactly remember it that way personally lol

Though I did think the concepts were vaguely interesting, I would have been more inclined to see a 'modern assassin's creed' where you actually fight the Templars IRL.

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Which console is better if im looking into getting a gaming console?
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I have a PS3 that I still use because it has custom firmware and a ton of PS3/PS2/PS1 games and roms/emus from older consoles and arcade games on it. I find it pretty convenient and easy because I enjoy playing old games but hate having to sit on my computer.


I used to use steam link to stream games from my computer to my macbook air, the only detail is that i need to manually add the shortcut for ps2 games, but i see your point


naw its all of the world


Switch, but if you have to get one then I guess Xbox because it has better backwards compatibility and GamePass is pretty nice.


PC is the way to go, especially if you were considering Xbox vs PS5 either …
>Build or buy a new one yourself for gaming
This will be perhaps the most costly, but will give you the most sustaining power over time and of course. Either build one yourself ,buy a reasonable pre-built, or get someone else to buy/build one for you. Using discounted, used, or other high quality parts on sale can help get the best value
>Upgrade an existing one for gaming
Depending on how old and what form (ie if its a laptop things will be harder), you may be able to simply add a handful of components, notably new GPU, RAM, and SSD and make your computer way more gaming capable. This may or may not be worth it compared to a new core build, but its worth a shot
>Steam Deck + Deck Dock
If you want something "easy to use" console like, inexpensive, but NOT locked down, look into a Steam Deck. A solid value, well supported, and you're supporting Linux, openness, and generally not being a shit.

 No.290[Reply][Last 50 Posts]

So I'm not an experienced game developer or anything, but I figured we should have a general dedicated to this sort of thing, especially since I'm interested to hear peoples' ideas on lefty-orientated videogames that would be cool for me to make.
I've been using Blender since I was 11 or 12 years old (I'm 20 now) so I'm pretty much at a level now where I can model any game asset I want. I'm also in school for Computer Engineering, and have been a hobby programmer since I was around 14 working with Python, C, and GLSL shaders, so I can script pretty much anything as well. I would say my main weaknesses when approaching a task like this are Sculpting, Spriting, and Painting, so to any drawfags/artfags with skills: I invite you to contribute on whatever projects we end up embarking on.



Blender: https://www.blender.org/
Kritas: https://krita.org/en/
>Game Development
Godot: https://godotengine.org/
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More to the point, let someone else pay for you to learn the trade (if you can)


Do you really think they're going to hire some random dude on the basis of him solely being an idea guy? At the very least he'd probably need a Computer Science or maybe some sort of Design degree, though that might be a stretch. But more than likely he'd need a portfolio to get hired in which case he's going to need to learn gamedev himself anyway.
Besides, even if they do hire him, they're not going to let the new guy create his dream game right off the bat.
My point here is, to everyone: just like make game.


Well IDK how the business really works but does everyone involved in gamedev really have a full CS degree? Isn't there some entry level way to get in and learn on the job like QA?


Well I'm not too versed on how the gamedev industry works either, I'm just sharing what I've gleamed from people who are, or at least claim to be.
You may be able to get in through a QA position I suppose, that I'm not sure about. But it'll probably take a while if you can.


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>Idle/clicker game based on the "Billions Must Die" meme
Would this be even worse than the Kyle Rittenhouse game?

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