kuberoot

joined 2 years ago
[–] kuberoot@discuss.tchncs.de 2 points 20 hours ago

As far as I know, if you go that way, you'll find yourself fighting the engine as all the other tools are being adjusted to fit nanite+lumen+TAA, and you'll still get bad results. That's on top of them just not developing solutions that work without that whole stack.

[–] kuberoot@discuss.tchncs.de 21 points 1 day ago (5 children)

Unreal, latest and greatest? Hah, good one! It might be latest, but Lumen can go die a hole, and fuck every single technology forcing more reliance on temporal accumulation. Also fuck screenspace reflections, those are basically designed to look good in specific cinematic shots while causing artifacts all over the place while actually playing.

Unreal these days is more like making the game run 10x worse and take up more space while looking better in specific cases.

I definitely agree with having more people try Godot, especially if they're willing to contribute when they run into roadblocks they have to fix.

[–] kuberoot@discuss.tchncs.de 4 points 3 days ago

The optimistic approach is that they have a unified VR runtime that is straight up missing features on Linux, so hopefully they'll fix that up and improve it to work better.

[–] kuberoot@discuss.tchncs.de 2 points 4 days ago (1 children)

Ended up ranting about metaprogression, oh well.

I appreciate games that know what they want to be, and have an intended difficulty for you to experience/master (I also have nothing against adjustable difficulty and/or accessibility options, but I like knowing what the devs expected). I also appreciate roguelikes' uncompromising approach, with the original concepts like non-modality, and expecting you to face challenges to get rewarded instead of bypassing them.

Metaprogression... Goes three ways. There are games which get easier as you upgrade across runs (which either get easier than they should or start too difficult), games where beating them at a difficulty unlocks harder difficulties (love that, as long as there aren't too many things to separately unlock, since it lets you ramp things up to your comfortable difficulty while providing a ultimate challenge to reach), and games where you unlock content as you play (can be good for easing players into the game, but take it too far and you're back to having to put X hours into the game to get the full experience)

Slay the Spire, Dead Cells, Luck be a Landlord do the second (StS has ascensions, Dead Cells has IIRC boss cells, LbaL has floors), but they do things differently in other regards. StS has you unlocking content based on accumulated score across runs with a specific character, but it doesn't take too long. It also has a true ending that you can't do on your first runs. Dead Cells seems to have a ton of content and upgrades that take a long time to unlock. LbaL doesn't have any other metaprogression IIRC, but it does lock at least two important mechanics to specific floors (and up).

[–] kuberoot@discuss.tchncs.de 4 points 4 days ago

Heaven's Vault.

I gave the game multiple tries, because I love the idea of a language puzzle game where you have to figure out the language bit by bit, based on context, environmental clues, and similarities between words. I also like the story and lore I've seen so far, and would like to see more.

But I just can't get past how the gameplay is built. It feels like the game is trying to do multiple things at once and failing at all of them. Every part of the gameplay is slow, with long animations and slow cutscenes everywhere.

While playing you get dialogue opportunities with your robot, but taking them means you need to either stop what you're doing or risk missing things, or even interrupt them through an arbitrarily placed cutscene/dialogue trigger. And if you don't take them, you don't know what you'll miss.

Traveling between locations in your ship looks fun, but it's also slow, while also having dialogues happen during it. It also has the option to have your robot take over steering, skipping the navigation sending you to your destination... An option that shows up according to the developers' whims, so you don't know how long it might take to show up.

On my last playthrough I decided to try using a mod, I think it was called RuinVault, which speeds up animations and dialogue, lets you skip navigation immediately, and even has a button to straight up speed up time - and what killed that playthrough was when I was leaving a location and my character went "Hmmm, I think I have some of my translations wrong", and straight up forced me to pick a different option for some of my translations. It made me realize the game is basically forcing me to get the puzzles done "on time", instead of letting me actually figure them out. I thought I was playing a puzzle game, but if the game decides you're having trouble with a puzzle, it slowly forces you into the correct solution?

In the meanwhile Chants of Sennaar came out, and while it seemed simplistic compared to Heaven's Vault's language, it also felt like an actual puzzle that the game let me solve, and it could still tell a story through both environments and the text I had to translate.

I reckon I might just need to find a playthrough video to watch because playing the damn game is just endlessly frustrating.

[–] kuberoot@discuss.tchncs.de 2 points 4 days ago

Huh, it's been a long time since my playthrough, but I feel like the game was very "emotionally engaging", what with the struggles of all the characters, both the Hearthians you can talk to and the Nomai whose writing you get to read. I found the story really moving, and the nonlinear way it's told and the way it's weaved with the progression to be amazing.

[–] kuberoot@discuss.tchncs.de 4 points 4 days ago (1 children)

I'm going to say yes, but if you just can't enjoy the "proper" experience, but you enjoy it with the slight "cheat", then that could be better than not playing.

Worth noting is that the time it takes to start raining varies, food respawns, creatures move around. If you can't make it to the next shelter and die, you restart the cycle in the same way - but if you grab enough food to hibernate and go back to the same shelter, you might find it easier to progress on the next cycle.

[–] kuberoot@discuss.tchncs.de 1 points 4 days ago

That's funny, I like Terraria, but I kinda feel the opposite way, because building stuff serves little to no purpose, progress is generally dictated by going to specific places and talking to specific NPCs, killing specific bosses, finding/grinding specific items. It all feels relatively on-rails, whereas in Factorio everything I build has a purpose and no predefined way I have to do, and there are a lot of choices and optional things I can do.

Of course I'm not saying that to dismiss your opinion, just wanted to share my side.

[–] kuberoot@discuss.tchncs.de 9 points 1 week ago (1 children)

A bit of the second one, but not fully? I don't think using "female" as a noun when talking about a person sounded good, but it's appropriate for animals. I imagine incels chose that because it wasn't the way people spoke, but was only weird at worst, so it wasn't that suspicious initially.

[–] kuberoot@discuss.tchncs.de 7 points 1 week ago

It kinda makes me unable to properly focus on a word due to the visual noise of the next words fighting for attention, kinda glazing over and jumping ahead without having processed what I'm reading properly, having to go back and focus on each word individually.

[–] kuberoot@discuss.tchncs.de 2 points 1 week ago

I'm going to call out rEFInd for dual booting, since it doesn't require you to configure anything and finds and recognizes bootable partitions at boot time. Less stuff to mess up, less work when you want to add/remove an OS.

view more: next ›