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File: 1666134763581.jpg (111.95 KB, 1024x1017, 1653473234625.jpg)

 No.23563[Reply]

Fascinated by the early history of the video game industry seeing the guys who landed into it in Japan were basically failed literature students while the dudes Atari all hired were asocial STEM kids who killed cats.

 No.23564

>>23563
Wrong board go to leftypol or Siberia

 No.23565

>JAPAN

 No.23574

what does this mean



 No.23100[Reply]

I got to the last giant and after getting straight up one shotted at max health I had enough quit and uninstalled and then played cube world to calm myself.

This game isn’t hard, despite the above I don’t think the combat is deep, or difficult to understand I don’t think the AI is hard to fight against I don’t even think being at max level matters. It’s contrived as in the game has more bs to artificially raise the difficulty and punish anything that looks like aggressive play, like

>forcing enemies to respawn constantly completely incentivizing the player to constantly run past them to skip to the ending so they don’t put up with the potential for constant and stupid deaths

>terrible respawn locations that are placed often a few minutes away from boss fights or neighbouring bonfires which makes dying the most tedious shit imaginable on top of forcing your health to a minimum 50%
>one shot attacks that destroy the point of using any class that doesn’t already have a shitload of vigor, also this creates a passivity problem where every problem in game is solved with spamming parrying and running away due to the penalty for getting to close to anything
>enemies that turn around during charged attacks along with enemies that attack and defend at the same time ruining the point of approaching and parrying them so you’ll just run past them as well
And the list of garbage goes on. I just need something else at the moment that’s all
12 posts and 2 image replies omitted. Click reply to view.

 No.23464

>>23458
I didn’t ngga
I actually went out of my way to avoid spamming unless I was legitimately stuck on a region and even then that was still rare. Was it fun? No no where near as fun for me as sekiro was, not just because the sekiro was more fast paced and rewarding towards timing and precision but just had less shit to get randomly due to, like doorways that lead to cliffs, or platforms where going off stage instakills, that’s not to say sekiro never had this shit but it was so much less frequent and blatant it was hard to give a shit about and boss fights felt fair even if tough

 No.23465

>>23464
I mean fuck just look at the difference between what a game like elden ring and sekiro is like gameplay wise

 No.23474

File: 1665866646361.png (60.56 KB, 322x387, 1665606276455.png)

>>23465
>Wowie look, I played an early game boss incredibly slowly and conservatively and it was boring
<Vs playing an endgame boss placed into the beginning of the game as a narrative way to kick your ass a la demons' souls and the final boss was fun
lmao

 No.23476

>>23474
Kek stfu you no damb well how much blocking and attacking fucking suck in every souls game outside of sekiro
One blocking relies on stamina and unlike sekiro where you can block as much as you want in every other souls game you get stagger so quickly and hit again.
Two there’s literally no reward for timed blocking if not an actual punishment for it due to recovery delay on all your hits
Three outside of actually blocking elden ring enemies are aggressive as shit but the combat is still DS era being it was developed at the same time as sekiro(which explains a lot about why some enemies seemed immune to not attacking) making every fight run at a fucking snails pace due to nonexistent openings
Also the iframe dodge system is just fucking horrible. I don’t care if you need timing, it rewards spamming the dodge key because you don’t have a give a shit about where the fuck your actually dodging especially if your dodging into an attack which breeds the bad fucking habits that got DS veterans instakilled in sekiro. Coincidentally a lot of the attacks within the first souls games from demon souls to ds2 straight up aren’t dodgeable at all, most of them are flurry attacks

 No.23483

>>23476
Play blood borne man
It’s prett much the best in between of sekiro and demon souls style gameplay you can ask
Magic and bows isn’t an option that allows cheesing and most of the weapons feel unique making fights feel non static along with the fact that although blocking isn’t an option the speed of the gameplay overall makes up for it making fights feel nonstatic



 No.23302[Reply]

The introduction of the posture system pretty much gave incentive to play far more aggressively compared to previous dark souls where most time would be spent playing passive, and timing dodges properly due to how much range so many attacks in dark souls have and how many attacks wipe out all your stamina instantly

Coupled with the time block mechanic encouraged not just more timing but also a mix of both blocking and dodging. Just look at gameplay of sekiro and games like blood borne together and you’ll notice blocking, reads and attacking being used far more often. Don’t get me wrong you can play aggressively in other from software games but you’ll get hit so easily and the penalty for blocking attacks over dodging them, along with the recovery frames on most attacks is so heavy it’s not conventional

Outside of encouraging blocking and playing aggressively more it’s visibly a lot more fast paced, enemies were much more prone to use flurry attacks more consistently, some of which couldn’t just be dodged away from due to iframes being heavily nerfed meaning you had to account for spacing and be ready to charge in the moment their actions were done unless you wanted to get hit again

Anyways that’s my take on things

 No.23310

>>23302
For me it's the sound.

 No.23361

>>23310
For me it’s the times block mechanic
Before in dark souls blocking would always stop damage now there’s a level of precision involved and timing correctly feels good every time you land it

 No.23477

Sekiro is literally the best game ever made. At least in terms of how satisfying the combat is.



File: 1665853043943-0.mp4 (2.83 MB, 1280x720, ZuckLegs.mp4)

 No.23463[Reply]

Has Zuck never played VR? In his recent Meta announcement he said they were the first to do legs when legs have existed all the way back with Dactyl Nightmare from 1991 and of course all the competing platforms (VRChat, Neos, ChilloutVR and Helios) had legs from day one.

 No.23467

>>23463
you can just openly lie to journalists faces and they will reprint whatever you want, it's fine

 No.23468

File: 1665857584551.mp4 (825.76 KB, 854x480, zucc.mp4)




File: 1663634107176.jpg (150.05 KB, 1280x720, legion.jpg)

 No.22565[Reply]

legit question, and who is the better choice for the wasteland?
i>inb4 ncr
gtfo
54 posts and 11 image replies omitted. Click reply to view.

 No.23428

>>23423
yeah I know hes a cunt and I have my reasons for wanting me dead but its hard to do if you roleplay. I have many reasons to kill him, my character usually doesn't.

 No.23429

>>23428
wanting him dead*
god I can't spell today.

 No.23433

>>23422
Basically the less capacity for ambiently growing food puts increased pressure to where you can grow food to be centralized, centralized agriculture produces food surpluses which allow for the creation of the division of labor, and the division of labor is generally the point of what we think of as "society" starts existing as more people pursue tasks which are not just finding food to survive. There is a balancing point where food needs to be naturally scarce but somewhat easily farmable to incentivize this growth quickly, and California could fit the bill with year-round growing seasons and plenty of decent bodies of water and aquifers to farm with.

 No.23436

>>23433
Thanks for clarification, realized I've always assumed in my head people just flocked to areas with agricultural potential instead of those where food was readily available first. But I think many of the river basins in the post-apocalypse could fit this category of ready food and growable food since fallout has that sweet everything slightly hot is now a radioactive desert thing going on.

 No.23466

>>23421
>Jokingly



 No.23389[Reply]

There are no unique actor models. If you’ve played new Vegas and fo3 you know what I’m talking about because they’re the only fallout games that had all of their human enemy models dictated by an algorithm that shuffled between the ingame race options

It’s the same thing in Skyrim, all anthropomorphic enemies outside of giants all use this same dumbass system which is why I started noticing after the 50 hour mark how similar most enemies ingame were. I guess I didn’t realize this immediately because I’ve played every tes game outside of arena and eso that all did have unique NPC models but only after playing dark souls 2 and hopping back into Skyrim again did this shit become more obvious

 No.23453

What are you talking about? Morrowind npcs literally have premade face meshes, and there are only 4 body types. Daggerfall npcs are a collection of sprites. Fallout 4 has multiple npcs with unique faces. Are you faceblind or just lying what the fuck?

 No.23454

File: 1665823281210.jpg (10.37 KB, 250x250, autismcat.jpg)

>>23453
As weird as it sounds, Skyrim's facegen is watered down compared to Fallout 3 and Oblivion. You cannot tweak a character's temples and forehead, their eye shape outside of premade morphs and height-width, their overall face shape will always be somewhat boxy rather than have some variation of round, boxy and diamond-like face shapes. It is also quite impossible to make an intentionally very ugly character, which kinda sucks.
>4 body types
Not even. In vanilla Morrowind, all humanoid races just share 1 body mesh in MW, with Orcs just having their body mesh stretched at the side axis in a quite ugly way. Oblivion is even worse in this regard, with basically every race sharing one body mesh with the only difference being textures that are not even blended with the head texture.

 No.23457

>>23453
Initially assumed this wasn’t the case in morrowind due to how many body types were immediately obvious to see in morrowind like this little fella or ildegesto compared to oblivion and Skyrim whom nearly everyone ingame looked the same



File: 1664927252574.jpg (27.47 KB, 474x379, symmetra.jpg)

 No.23093[Reply]

overwatch devs made a character explicitly autistic and the masses rejected it wholesale because western developers cannot grasp the concept of moe
12 posts and 3 image replies omitted. Click reply to view.

 No.23252

File: 1665223401162-0.jpg (66.7 KB, 695x900, EaRmy9SX0AAyRNA.jpg)

File: 1665223401162-1.png (638.73 KB, 698x1280, Sword_Shield_Nessa.png)

>>23250
you're thinking either of shelly or nessa

 No.23261

>>23248
Wew, thats an awful design. Nothing really tells they are a bartender except for the subtitle, and that hairstyle combination does not really fit the minotaur's overall face structure and build well. Even considering the whole trans thing, the character looks as if someone took their sweet time thinking about how to make it look as paradoxically both awful and boring as possible.

 No.23450

What the fuck made Symmetra autistic? The fact that she's stoic?

 No.23451

>>23450
Noise sensitivity. >>23111

 No.23455




 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.

FREE, OPEN SOURCE, EASY SOFTWARE I RECOMMEND

>Modelling

Blender: https://www.blender.org/
>Painting
Kritas: https://krita.org/en/
>Game Development
Godot: https://godotengine.org/
242 posts and 42 image replies omitted. Click reply to view.

 No.23415

>>23399
Is this your game anon? I may try it out.

 No.23434

>>11723
for most retro systems up till maybe the SNES era? yeah probably
if you're doing DOS, C with the Open Watcom compiler is better

 No.23445

>>23415
yeah i made it with no talent/skill/experience in art, music, game design or programming
always wanted to just make something unified and big

 No.23446

>>23445
Looks like it has potential. I'll try and play it later. I don't usually play these kind of games. I played Omori for a little bit because the art looked kinda interesting and all the hype. I thought it was kind of meh even tho I played it for awhile. Not a tumblrista so I probably wasn't the target demo. Your game looks like it could be quirky and funny but can't really tell from the vid. Is the vid you? I thought all that like and subscribe shit at the beginning was serious until I went to the page and saw there was only one video. I think you were pretty funny and your delivery was excellent, but it was kind of too much shit up front when the reason I'm clicking the video is because I want to see what the game looks like.

 No.23447

>>23446
thx anon, honestly i wouldn't say my games anything like undertale or omori or whatever. haven't even played another rpg maker game before i was just making shit me and a friend saw in nightmares and dreams or whatever we thought would be a laugh
vid was voiced by a friend but i wrote the "script" LOL, ur probs right abt the vid, shitposted a little too hard which probably scared off some people
cheers anon, have a good one



 No.23366[Reply]

>note I’m speaking about tekken 7

I think it’s way to easy to preform combos in tekken
way to easy, yes I’m used to platform fighters like smash than the closed off arenas of a traditional fighter but I feel as if more time is spent mashing buttons in hopes of pulling off flashy combos in tekken more than other stuff like learning to space people out, mastering movement to counter both aggressive/passive players or timing things like blocks due to the stun lock thing youll encounter when stuck in a true combo.

It also doesn’t help to add in special attacks or finishers as I’ve always had that problem when smash started implementing them after ultimate came out as essentially those kinds of attacks take the concept of memory, timing and practice out of learning flashy moves and just lets the game play itself, maybe this would appeal to casuals but for me it makes matches feel cheap at times

Maybe if there was more recovery frames on combo starters learning input reads would become a priority hence the skill curve would increase, or place some sort of timed block mechanic that causes a stun frame to register would provide a reason to use the damb thing, or just lower the stun max time to promote reads even more would all change up the way people play but for now I’m just stuck in a sea of mashing atm.

 No.23379

It's only easy because there are so many combos that whatever inputs you enter will end up being a combo.

 No.23381

>>23379
This post right here is why auto combos in general should just be removed from fighting games entirely. Already made a thread on this it man knowing this shit really makes one realize how little skill these games actually require when compared to platform and 3d fighters where concepts like spacing and movement actually matter

Also fuck dbfz

 No.23390

>I think it’s way to easy to preform combos in tekken
way to easy, yes I’m used to platform fighters like smash than the closed off arenas of a traditional fighter but I feel as if more time is spent mashing buttons in hopes of pulling off flashy combos in tekken more than other stuff like learning to space people out, mastering movement to counter both aggressive/passive players or timing things like blocks due to the stun lock thing youll encounter when stuck in a true combo.
Tekken 7 combos aren't that bad to pull off but not because of what you said. In Tekken 7, combos aren't usually made up on the fly, but serve a purpose similar to that of platform fighters, although their conditions and outcome are different. It isn't just a single canned string you autopilot into (outside of like, day 1 "I just picked up a new character" play). You might execute a combo that costs a character specific resource but deals the most damage. You might pick a combo that goes into less damage but allows for more favorable oki (the equivalent of tech chasing in Smash). There are characters who might have to build up a resource in order to perform other moves and might use a specific combo to build that resource and cash out later. There might be a specific sequence that only works on a small amount of the roster, but you might only have to open up someone twice instead of three times if you can land it. Or you might think "I can't hit this specific combo today" and default to something that might be less rewarding but more consistent.
Movement in Tekken is also very complex, you're expected to take advantage of 3D movement and there is wavedashing, backdash cancels, an air game (even if a lot of the roster isn't goof at it) that heavily dictates the flow of a match.

>It also doesn’t help to add in special attacks or finishers as I’ve always had that problem when smash started implementing them after ultimate came out as essentially those kinds of attacks take the concept of memory, timing and practice out of learning flashy moves and just lets the game play itself, maybe this would appeal to casuals but for me it makes matches feel cheap at times

They fill the exact same role combo finishers in Smash do, I'm not really sure what you mean by this. There are tons of flashy moves, even in Melee, that like other fgs require you to set up a scenario in which they'll land, and in exchange you Post too long. Click here to view the full text.

 No.23400

>>23390
>combo starters are usually unsafe
Like in every fighting game in existence who could’ve thought…
>auto combos aren’t used competitively
Then don’t fucking add them to start. It makes casual lobbies feel like a fucking cheese fest, ffs injustice 2 solved this problem ages ago

As for the movement in tekken I guess that’s a fair argument



File: 1665574595918-0.png (968.96 KB, 2000x1366, ClipboardImage.png)

File: 1665574595918-1.png (189.48 KB, 955x326, ClipboardImage.png)

 No.23342[Reply]

Inspired by the wave dash thread: >>23316

What games have you cheesed through?
5 posts and 2 image replies omitted. Click reply to view.

 No.23362

>>23348
never understood people that play in ironman as well,actual crazy people.

 No.23363

>>23351
Play oblivion

 No.23364

>>23362
Ye, it's pretty painful, I tried to get through XCOM 1 on ironman but way too hard. And xpiratez is like 100s of hours long so it's even worse.

 No.23365

>>23363
Yeah I think I'll mod it someday, been planning to do so for a while.

 No.23393

File: 1665675317708.png (5.93 MB, 1920x1080, spookyskelies.png)

>>23363
>>23365
>Play oblivion
I second this. Just be sure to use Maskar's Overhaul.



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