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>updated Steam Controller
>Steam Machine
>updated Index now called Steam Frame

So they're making a console but they are calling the machine and frame "PC" because they run steam OS, and calling it an "open ecosystem."
66 posts and 15 image replies omitted.

>>44982
Most anti-cheat is complete dogshit and are just completely unable to do anything to stop pixelbots running on 5 bucks arduino boards but I think Valve could open up third party anti-cheat software like vanguard by providing ring 0 access to developers and having hardware integrity checks, making them a step above consumer PCs but a step below consoles. That's the power of OEM hardware and why Valve is trying so hard to push their steam machines.

>>44969
>>44967
>here's your controller bro

>>44991
Just buy our upcoming steam™ keyboard&mouse bro

File: 1763425360681.jpg (451.43 KB, 1920x1250, 05-l-2287703489.jpg)

You guys know that China also won the controller race right? Like you can get a 20 bucks 8bito gamepad on alieepress that will bury any american overpriced dogshit. At least steam is doing something a bit different if niche although they'll get distracted again when they realize they can do 1000x the amount of money by focusng on pushing children to the casino.

>>44995

looks chunky, has no trackpad and it probably gets recognized as an Xbox controller if you're lucky.

also i doubt it has gyro.

not saying is bad, but i picked a PS4 controller for a reason



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The plethora of choices not only story wise but the way you build your character, the exploration and amount of stuff you can colect, how sexually shameless and naughty it is, the emotional bound you make with your companions… I have never felt this way about a game since Dragon Age Origins
17 posts and 1 image reply omitted.

>>40702
Consoles cost exponentally less than PCs

>>40711
>Consoles cost exponentally less than PCs
Steam Deck.

>>40725
I am talking about building a pc compared to equivalent consoles

Only firstoids pc game

>>40732
I'm sorry to inform you that the mobile phone is the one we use, crakkka.

>>40732
all of my favorite games are cracked by russians doe



 

>two takes/rockstar fired over 40 of its employees over "gross misconduct" but also allegedly attempting to unionize since the working conditions and secrecy became too much
>due to this new shortage the game officially delayed to november 2026
>protests eruptin
i fuckin knew it
5 posts omitted.

GTA 6 was going to suck anyways

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>>44821
I think it's just hard to continue a series of games that was known to be great for satirizing, among other things, the corporate america Rockstar grew to be.

It's interesting to note that in GTA IV you murder union leaders during a mission to break their strike so you rapper buddy can do a favor to real estate pork.And of course R* made them linked to the mob and throwing racist insults at you so you wouldn't feel too bad doing it.

>>44819
Monkey want cattle entertainment, monkey disregard everything else

>>44822
>It's interesting to note that in GTA IV you murder union leaders during a mission to break their strike so you rapper buddy can do a favor to real estate pork.And of course R* made them linked to the mob and throwing racist insults at you so you wouldn't feel too bad doing it.
everyone knows in GTA you play as the bad guys

>>44822
> murder union leaders during a mission to break their strike
>And of course R* made them linked to the mob and throwing racist insults at you so you wouldn't feel too bad doing it.

There's a media criticism podcast (yeah I know, hear me out) deconstructs (haha) this

https://citationsneeded.libsyn.com/ep-164-labor-union-depictions-in-hollywood-part-i-from-demonized-to-ignored-or-mafia-plot-cliche

Ep 164: Labor Union Depictions in Hollywood (Part I): From Demonized to Ignored or Mafia Plot Cliche

"Chances are you’ve seen this storyline play out on either a big or small screen: An FBI agent investigates a prominent labor leader. Or maybe a union boss orders a hit on a recalcitrant member of the rank-and-file. Or perhaps a union president skims money off a pension fund to make an illegal loan.

Plotlines like these derive from one of Hollywood’s longstanding and most favored tropes: the corrupt, mobbed up union, and more specifically, the corrupt union boss. It lends itself to countless stories: The rise and fall of a Mafia-backed labor head, the rebellion of rank-and-file workers against their tyrannical leadership, the precarious union on the verge of implosion. Accordingly, over and over again, we’ve seen stories of labor unions entangled with extortion, bribery, blackmail, theft and murder. But, even if union bosses can make compelling characters, why is it that they must all be corrupt mafiosi? Why is it that heroism in pop culture is overwhelmingly the domain of police, attorneys and doctors and hardly ever people fighting for labor rights and the collective power of their co-workers and communities? Why, instead of highlighting the courage of labor organizers and the life-changing protections won, must Hollywood repeatedly emphasize only unions’ historical ties to organized crime and a seamy underbelly of corruption, murder and intrigue?"

One thing I wish they had gone into more was how mob infiltration and corruption of labor unions was a byproduct of CIA meddling… not to mention part of the larger process by which class conscious trade unions Post too long. Click here to view the full text.



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Primitive Society Simulator is a historical society-building game that lets players guide a prehistoric tribe from a simple communal existence to a stratified civilization. It begins in an egalitarian “primitive communist” stage, where resources, labor, and tools are shared, and there is little distinction between individuals. As the tribe develops agriculture, metalworking, and trade, it begins to produce surpluses, allowing some members to specialize as craftsmen, warriors, or leaders.

This specialization gradually introduces inequality: leaders accumulate authority, private property appears, and social ranks emerge. The game models this shift through systems like organization hierarchies, diplomacy, and class-based housing. Over time, patriarchal families, inheritance, and noble titles develop, solidifying class divisions. In this way, Primitive Society Simulator portrays the long historical transformation from communal, cooperative tribes into societies defined by hierarchy, property, and power.

https://store.steampowered.com/news/app/1876880/view/530981557607858282?l=english
15 posts and 7 image replies omitted.

>>44844
I am not talking about degree of micromanagement, but that individual NPCs are not independent agents seeking their own goals, merely drones under players control. Meaning all the "social" interactions happen between tribes, but never within them, which obviously bends the historical simulation. Its like how in Victoria 2 everybody plays as a communist by default, and why Victoria 3 gave up on implementing any sort of non-player commanded economy, because the player isnt anything that would exist in real society, you arent the ruler of a nation, but nation itself.

>Wrong.

Give me example

Oh I thought this game was a civ builder where you are all real people trying to make a tribe work

>>44846
>Give me an example.
1. Haudenosaunee (Iroquois Confederacy)
2. Akan kingdoms (Ghana) – especially Asante
3. Minangkabau (Sumatra, Indonesia)
4. Khasi (Meghalaya, India)
5. Hopi (Arizona, USA)
6. Mosuo / Na (Yongning, China)
7. Bribri (Costa Rica)
8. Nagovisi (Bougainville, Papua New Guinea)
>inb4 not real matriarchy has never been tried

stuck at a 19th century understanding of early history

>>44984
None of these are matriarchal in a sense as an counterpart of patriarchy, merely societies where power is shared between men and women.



 

New Gamedev thread. This is thread is only for people who have deved something. Don't post in this thread if you're just an idea bro who has never deved anything in their life.

The engines:
>Unreal
>Unity
>Godot
>Cocos
>etc.

Go pickup one of these engines and start deving. My advice is don't ever get too caught up with reinventing the wheel if your goal is gamedev. Even people who want to "develop their own engine" are using a million frameworks. If you're developing a 3D game, you're going to use a preexisting graphics engine instead of developing one yourself because that would be pointless. You are not going to improve on the graphics engines developed by 1000s of engineers smarter than yourself. It's a lot of advanced trigonometry, I foolishly bought a graphics programming book when I was young and dumb and overly ambitious. There's no point to it.

So basically every game engine works fundamentally in the exact same way. The only difference might be more in the realm of performance handling, but unless you're like a computer genius, that's not even relevant to you. Unreal gives you full access to the source code. If you're so smart you can decipher it and modify it to your heart's content. I recommend real. I'm no programming whiz, but what actually counts:GAMEPLAY PROGRAMMING is very intuitive. It's very easy. If you can write out the rules for a board game, you could easily write those same rules out in code. That's how simple and intuitive gameplay programming is.
37 posts and 19 image replies omitted.

>>44042
Nah several degrees more interactive then a VN.

>>44008
>>44043
Assuming renpy, don't describe, make characters talk instead, and use visuals instead of wordly descriptions. But that's assuming you have visuals to begin with

Plan out with flowcharts, i dunno. If it's twine, editor draws arrows to connected passages if those are ever mentioned in the code. Renpy works essentially the same. Maybe leave a default option for every passage that doesn't have any if elses

I wish I understood how this stuff works so I cold make a Sega Mega Drive game just because it's a cool console.

boomping with footage from the oldge project we were doing with my bf, i was doing about half the code but he remade all the code to be more modular, so the credit's for the fully functional turn system is his; we were actually doing great but half our staff, so like, other 3 people got reduced to only my bf and me again due to a couple of us calling sick a couple of times in a short span (we were actually sicklish for a bit there) but also because a couple of them were kind of young and found out this was a bit of a bigger project than they expected and since they were studying they decided to step out.

Also i got diagnosed with John Romero syndrome and i moved the goalpost so further away that we decided to CAN THE PROJECT AGAIN
and we gone back to the first project we had already canned

we will come back to this idea for a classic Fallout inspired project once we have more resources and we will probably salvage a lot of code if not all the code from this previous project but right now we will be doing a pvp game instead.

a part of this was also one of the reasons why we jumped from Godot to Unity and it's mostly because Godot is easier to code but it's harder to get the proper documentation at times and the Discord is kind of full of weird nerds who sperg out when trying to ask for help from them with literally anything, so support is kinda subpar for an engine at the moment and Unity is more documented and big enough for tutorials and probably with a smaller ratio of weird nerds looking for a reason to get upset to normal users community; we can't share much of the old project atm but i can show you a little playtest i did for something that i'd use for a grenade throwing mechanic.

also an animation of Tariq who was gonna be one of the protagonists his gun and a drawing of him (i made the drawing in 20 minutes before having lunch).

we wanna come back to this project but since we got left alone again we'd decided it's best if we do something more grounded for a 2-3 people team first; of course anyone is welcome to join us.

>>44988

a bit more little thingies about the project
we were gonna do simulated voxels til we made the calculations and realized having this many slices of sprites simulating voxels was probably heavier than just using low poly models again and that made me sadge.

so instead i decided to grab the original low poly models of the fishes instead and made a shader and script to randomize the instanced fish colors, it was fun.

can't wait to get to that again, but my bf recently got into a software development job for school practices and he's been showing me how to properly set up and start a project so we can get to our first prototype with everything properly documented and a clear scope of the goalpost so i don't move it again which is a good thing in these early stages of development.



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> yeah bro, my games universe has magic, paranormal stuff, and mysticism that normal people interact with daily
> oh but magic, yeah that’s some elite stuff that only a conveniently select few type of people know about

i'd like a game that has magic, but only those trained on it since childhood can master it.
like it would take time to learn a single spell.

kinda like how Wizardry has spells fizzle and backfire if you're not trained on magic enough.

>>44981
Nice for not describing any TES game then



File: 1763174998561.png (182.61 KB, 861x435, vic3.png)

 

so is vic 3 finally dead. Looking at the player count, things aint looking good

The body was too short The body was too shortThe body was too shortThe body was too shortThe body was too shortThe body was too shortThe body was too shortThe body was too shortThe body was too shortThe body was too shortThe body was too short

if the body was too short why not take that as a hint you're making a dogshit thread?

game runs like shit. when it first came out i could barely run it on my 10 year old shitbox. with every update the performance has gotten worse.

I am guessing EU5 release is the final nail in the coffin.

>5k players is dead
most fighting games would kill to have that amount of players daily

It crashes my computer when I play as the UK/India because it's doing too much at once and I have an i9 CPU with 32GB RAM.



File: 1745546110405.png (370.72 KB, 381x482, sowna.png)

 

Anyone still playing the game? For me swiftplay kinda saved it. Only fun mode to play right now, wish they would just return twisted treeline.
What champs and modes do you guys prefer?

Anyway, alk about the game
8 posts and 3 image replies omitted.

>>42100
I used to play adc Lulu top in ranked and I always left the chat on because I wanted wholesome interactions and then got flamed so badly every game I would cry after every time.

I'm glad I stopped playing.

>>42875
>got flamed so badly every game I would cry every time
woman moment stay out of our games if you can't handle the banter

>>42897
League chat is not banter

Playing ranked for the first time in years and having a blast. Currently gold 1, praying my Lulu can get me into plat where I can maybe play engage supports again

>>42010
i only care about the shortstack porn with the yordles.



 

How are we feeling about it?

I am cautiously optimistic from the all the gameplay footage released. It genuinely looks like it will be a fun multifaceted game.
64 posts and 4 image replies omitted.

OP here.

So I played a bit nyself, and I want to echo >>44766 : The UI is horrendous. I think probably the worst offender are (in no particular order) road building, buildings interface, goods balances & production methods.

Its a nightmare trying to figure out what goods are used as inputs for what outputs for instance. And you have to click and drag to build roads every time you want to connect to a different adjacent province (instead of having a (number of adjacent roads build)/(number of possible total adjacent connections) ratio.

Definitely could also use a vicky 3 style building list for the country, to keep track of how many of a given building type of built in each location.

I honestly think, beside bug fixing, the ui needs the most work, even ahead of balancing, accuracy* & content. (*Like communal lands giving 20 decentralization but no progress towards communalism. Extremely wierd)

>>42775
Is too complicated and made to cater to turboautists, I'll stick with eu4

>>44847
I also don't think most states at the time period were micromanaging every single exchangeable product

>>44937
I like this complexity, so this is okay.

i will wait for playable ainu



 

There's going to be a turn-based, text-based simulation of the world starting at the beginning of January 1981. To quote from the rules, "Players join as countries, parties, cabinet members, army officers, guerrillas, individuals, or most any other position they can think of."

Here's a link to the thread explaining how it works and what roles are currently taken: https://eregime.jcink.net/index.php?showtopic=21199

>discord
just why?



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