Post AndjEeKo6Ee9RCo9BY by eisai@eientei.org
(DIR) More posts by eisai@eientei.org
(DIR) Post #AndjEeKo6Ee9RCo9BY by eisai@eientei.org
2024-11-02T17:56:20.372237Z
0 likes, 0 repeats
When you find out, that consoles have games besides incessant Mario karts and Resident Evil. (There’s ten times more games that I have my eye on, but I’d wish to play or at least know more about them first.)
(DIR) Post #Andjb3cYlZAOEUnRCK by iamtakingiteasy@eientei.org
2024-11-02T18:00:23.202446Z
0 likes, 0 repeats
@eisai All designed around same limited controls and lacking proper persistency system. No matter where you'd look, it will be a disappointment.
(DIR) Post #Andp5kBdZVY2hrehLE by eisai@eientei.org
2024-11-02T19:01:55.842261Z
0 likes, 0 repeats
@iamtakingiteasy No fun allowed! Naruhodo~ Well, not all games must require you to play keyboard like a piano, and I see nothing wrong with e.g. Grandia being what it is – a story and some interactions. About the controls I’d argue, because the shit Wii has put on in its Metroid Prime remake made me think hard which of the two prefer for download (this or the original GameCube version, that is). On the way I’ve found even more differences, which resulted in choosing GameCube with HD textures. Also when I learned how to play Dark Souls, the first sensible video was about playing it on the controller. There are a couple special movements that a character does, one that I can remember from the top of my head is the kick with the character’s foot. To break boxes for loot or to shove an enemy off yourself. It’s an important move, because while you can destroy boxes with the sword, sometimes you DON’T WANT to destroy what’s inside. In the fights kicking an enemy makes them stagger, or you may win some time with this, when going 1v3+ humanoid enemies. The combination for kick consists of basic controls, and it’s intended so. (Though you can make a macro with some dll hook or something, but macro’ing this and other stuff for easy combos is cheating.) Back to limited controls, doing a kick is no easier on keyboard and mouse, than it is on a controller, I remember the guy who made that video also saying “see? I don’t get it right all the time”. As for the “persistency system”, I’ve no idea what this is about. Saves are saves.
(DIR) Post #AndqdKmOdo4rhwQjNA by eisai@eientei.org
2024-11-02T19:19:12.525881Z
0 likes, 0 repeats
@iamtakingiteasy On the contrary, while searching for Metroid stuff, I’ve found one video, which can be illustrative about the Wii controls. Here they are emulated with some version of Dolphin (as I understood it). While on one hand the gameplay is more than pressing arrows/D-pad and A+B, on the other no speed or agility seems to be required, it feels like you can hold a beer bottle and just do keypresses at your regular typing speed with one hand w. Really made me remember how I was running on the verge of panic in HL: EP1, where you wait for the elevator on that completely dark floor, heh. But it’s not like Metroid Prime is really a walk in the park, I’ve seen a video where another guy teaches strafing while shooting and how to keep aim and moving simultaneously, – this doesn’t look piss easy.
(DIR) Post #AndqhwVGKMJ9rcc5NA by eisai@eientei.org
2024-11-02T19:20:03.435965Z
0 likes, 0 repeats
@iamtakingiteasy (Pleuromer can’t handle x265, but the video is there.)
(DIR) Post #AndveO2UVUlFsTHOO8 by iamtakingiteasy@eientei.org
2024-11-02T20:15:25.609760Z
0 likes, 0 repeats
@eisai Limited controls necessitate making many game-design choices with them in mind, starting with horrible UIs required to be accommodating enough for cripples without a keyboard or mouse to either type their navigation commands or point precisely where they need to; and they are going all the way down to any and all design choices on how to interact with the world, because bottom line will always be the same cripple with four buttons, four arrow keys and blurry TV ten meters away. You can't require any movement patterns that involve more than two lateral axis at a time, precise positioning or use of wide range of utility actions, or exact textual input; and instead will always be limited to relying on sequences and timing of those few inputs you can expect your bottom line to have in hope to introduce any form of variance and challenge.As for lack of persistency system, this is also a pervasive game design choice affecting many areas of what could've been a decent game otherwise. Simply because historical consoles had nowhere to persist their states (and in part because navigating proper filesystem with such limited controls would also be too much to ask, consider naming files alone, let alone organizing them in directories), it influenced many design choices aiming to make maximum use of stateless systems, that over time happened to become a convention in the genre, even long after hardware caught up; such as respawning enemies, resetting level states, stage system, shallow simulations required to be self-contained and isolated and general lack of any motivation to develop a game engine that is actually capable of saving and restoring it's state at arbitrary points of time, nevermind optimizing those operations even at few fixed checkpoints it can allow such. I was surprised myself, but after Utawarerumono, it's PS ports and backports, I can attest consolefication is capable of ruining even VNs. Simple and neat menus became a chore to navigate through, requiring many screens to lay down the same amount of options a single screen was sufficient for, which does not exclude dialogs. And naturally easily dumped VM state files were replaced with a handful of slots available only in couple of limited contexts. It also butchered all of the combat sections with unnecessary spectacle animations that are unskippble and only wasting time, but that is besides the immediate points, if we don't also want to consider generally low bar of console audience expectations, which allows such atrocities to remain financially sound in the first place.
(DIR) Post #AneEvdJQsBCtIa8neC by eisai@eientei.org
2024-11-02T23:51:25.467701Z
0 likes, 0 repeats
@iamtakingiteasy > horrible UIs required to be accommodating enough for cripples without a keyboard or mouse Okay, show me how to turn around this quickly on mouse and keyboard, while maintaining the ability to stop at any instant and attack to any angle, like this dude does on 0:43 – https://youtube.com/watch?v=rpNc1yj5am4 On keyboard and mouse it’s possible to do an instant 180° flip, but when the whole scene changes before your eyes, you can’t aim precisely right away, it takes a few trial strikes for the brain to get a grip on the changed surroundings. Being able to turn smoothly is like a gift in the case you need to block an attack from someone, who’s behind your back, and not necessarily directly behind your back.> …to either type their navigation commands or point precisely where they need to; Yeah, I agree, that navigating in 3D is more comfortable with a keyboard and mouse. For me, at least. But there are games where this is not as important, like those 2.5D RPGs and fighting games.> and they are going all the way down to any and all design choices on how to interact with the world, because bottom line will always be the same cripple with four buttons, four arrow keys and blurry TV ten meters away.Hey, I’m not trying to make you play DMC here.> precise positioning or use of wide range of utility actionsHave you played an mmorpg? It’s as meddlesome to take a proper position for your skill to hit a distant target properly and those plenty of utilities get you back into typing commands mode. Google says that there are people who are playing GW2 with a controller. (You don’t have to tell me how GW2 is shit, it was mentioned as an example.)> or exact textual input,Oh, you too like to type mocking poems in the chat to make fun with incapable teammates? Yeah, I presume on the controller any sophisticated form of trolling is reduced to changing your nickname to “U SUCK” and, sadly, that’s all.> those few inputs you can expect your bottom line to have in hope to introduce any form of variance and challenge.Besides the input there’s also the world, the atmosphere, the story, the items. And I’m saying this as someone who has dropped NieR: Automata on PC after the NG required to solve shitty shotapuzzles obviously made for a controller.> As for lack of persistency system…> such as respawning enemiesI think where they should respawn or not, depends on how the levels are built. If it’s Half-Life-like, with a “chapter”, when you have a secluded world, which may contain several maps, and you can travel back and forth between the entrance point (“point A”) and wherever-your-progress-to point-B-currently-is, then indeed, monsters shouldn’t (normally) respawn (because it’s quite irrational, unless it’s a Alien Shooter type of world, where monsters come from all sides without a stop). But I say “normally”, because I clearly remember, that in HL you /would/ sometimes be occasionally greeted by monsters spawning on an already cleared path, as you go back. This is scripted, indeed, and evidently, a conscious design choice to step aside from the general paradigm (that monsters shouldn’t respawn), when needed. But in games with an open world, where you aren’t locked in any part between points A and B while you make progress in the game, is seems natural, that when you leave an area, it’s closed, and if you return, it will be back to its natural state. When back in the day I was playing Borderlands, around mid-game I felt nostalgic about the first levels and wanted to return, to have glimpse. But when I got back there, there was nothing to do. I would expect that the game won’t adjust my level, and that there probably won’t be any challenge, but I just wanted to see some local action, like it was in the beginning. But… there was nothing. Just dust and tumbleweed. Why do these maps stay open then? It’s like staring at a corpse of a dead game level, feels inappropriate.> shallow simulations required to be self-contained and isolatedNot sure what this is about.> and general lack of any motivation to develop a game engine that is actually capable of saving and restoring it's state at arbitrary points of timeI understand why game developers would like this feature, but ordinary people don’t really care. At first I thought to say “nobody needs this, except people, who play on someone else’s save game files, but that’s blatant cheating”, but I remembered Torchlight II, which had this checkpoint system, and compared it to King’s Bounty: Armoured Princess, which I played not long ago. In KB: AP you can save at any moment, and I used this feature to save before each battle. It’s really convenient. But at the same time, when I was in the final stages, I caught myself on the thought, that I abuse saves too much. Half the game becomes fiddling with the menus, including the daily necessity to clear up space from the recent 20–30 save files, that are no more needed. The game would be more fun, if I hadn’t have the ability to save at any moment, because I wouldn’t have to be fiddling with those saves. But as they are present, it’s too tempting to use a save “just in case something goes wrong”. But it’s okay, if something goes wrong! Replaying a level was normal some years ago! If the progress would be staggered for a day, I wouldn’t mind, the matter is whether the time spent playing was enjoyable, be it smooth or ridden with failures. Failures make you learn, so that in the future you’d think better, having learnt from past mistakes. And while the game isn’t played on some nightmare-veteran-don’t-forget-to-collect-your-bones-at-the-exit, i.e. if you have a margin for some errors, it stays enjoyable.> I was surprised myself, but after Utawarerumono,Ha-ha, gay! *points finger*> it's PS ports and backports, I can attest consolefication is capable of ruining even VNs. Why not? On the other hand, consoles gave much to PC games and retained some fun, that vanished on PCs. Getting to know Dark Souls has made me think about differences between PC and console approach at length, and I collected my thoughts somewhere in a sort of essay. There was one idea, that PC games made people relaxed. A PC gamer (like yours truly) takes the game at face value. If we speak of an FPS game, or an Action/RPG, then he expects all the stuff to be plain and that what he sees should already be enough to understand, how to deal with this type of enemies, with this boss helicopter, with this pit. He perceives new danger like “I try that – it fails – I try something else”, but that “something else” is still among the first things that come to mind. Solving troubles should be intuitively easy. If a Combine’s flying paratroop ship shoots your shed in HL2, you hide behind the metal parts of the walls (while they stay strong), then you shoot while peeking from any opening in the wall, that seems suitable. Simple as that. Intuitively understandable. But this approach won’t work on bosses in Dark Souls, the hard ones, whom you must study, get to know their types of attacks, which move develops into which, and where you should get accustomed to them. This requires a console approach, like in the 2D platformers, back from the NES era: you don’t move wherever it seems like a good move, you estimate, where you may go (several ways), you remember, how the boss reacts to each of the ways, then you slightly progress on your strategy step by step, like chalking a graph on bluepaper, from point A₁ to B₃, then C₂, then D₄… it’s not done by the hunch, but rather by methodically bruteforcing the solutions, first chalking the possible routes for the next step, then trying to go by a step. It takes countless retries, but that was what platformer games were about in the NES era. Also those console games often implied, that you use a guide book, or read one at your friend’s place, because otherwise it is hella hard to understand how things work. (Indeed, the reason at the root, causing this, was that famicoms and arcade machines being not so capable as to have introductory stages to get your around the game.) When PC games became popular, walkthroughs were popular, but later they ceased to be: PC games became self-explanatory. (Think of Half-Life, The Thing – how it was – and, say, Far Cry or F.E.A.R., which came out later.) The possibility for the game developers to introduce something /not obvious/ was frowned upon, while in console games this was allowed, simply because the “buying a guide” culture hasn’t gone anywhere. And this is the reason, why Dark Souls, the game “that you’ve bought, but might be not able to kill the first monster” caused so much anger: by that time PC gamers didn’t remember about bruteforcing or needing a walkthrough. This was abandoned with the era of 2D quests, pinballs, Quake and Half-Life. So if you’re going to continue on “console bad” route and paint it all dark, I can place some street lamps there. Returning back to the original question, namely “consolefication”, I think that trends are just catering to those people who are lazy and who like to solve problems by paying to somebody. By coincidence, these people think alike independently of whether they prefer playing games on PC or on console (often they would own both and some gadgets too). And they prefer that lazy gameslop. Though the emergence of what you call “consolefication” has probably taken root in the console world, it developed hand in hand in both PC and console gaming. If consoles had some time alone on the this route prior to PC joining it – I believe that this time was short. Within 0,5–1,5 years. Once the term “gaming PC” came about, and they started to put neon lights in it, those lazy ones with free money to spent, have been alerted of the presence of a new interesting thing that they can own, and wasn’t long till the game industry managers catching up on that. (Probably, it was them who have forseen… [1/2 lol, where has my nice and big character limit gone?]
(DIR) Post #AneGkOLGONbLajlTay by eisai@eientei.org
2024-11-03T00:11:50.224764Z
0 likes, 0 repeats
@iamtakingiteasy [2/2 |000|z] …who have forseen that coming and facilitated the emergence of the “gaming PC” phenomenon swimmingly into reality.) > Simple and neat menus became a chore to navigate through, requiring many screens to lay down the same amount of options a single screen was sufficient forI don’t see how the consoles are to blame here. It’s not like every piece of software, that was written for PC is an example of excellence in terms of UI and comfortable use.> And naturally easily dumped VM state files were replaced with a handful of slots available only in couple of limited contexts.I’m not sure I understood you correctly, are you really using VM dumps as a save game feature? Why? The only thing, that I can think of, is the game having multiple routes, but there’s no way to start from the middle. But this is a shitty game design, not your problem. I personally wouldn’t even bother with other routes, if only there was something really really attractive there, that would make me go all the way from the beginning again. But that’s indeed, if this all is about routes. So what is it?> It also butchered all of the combat sections with unnecessary spectacle animations that are unskippble and only wasting time, but that is besides the immediate points, if we don't also want to consider generally low bar of console audience expectations, which allows such atrocities to remain financially sound in the first place.Seems like you’re angry with an update/port to other platform? Then just play what you like. Torrents are free. I despise the later version of Wesnoth, and that’s why I keep my precious v1.14 around as a standalone installation. It runs fine and no one can mess it up. Humu** TN: Humu means “that’s all”.
(DIR) Post #AneahmRaK79QYaknZo by iamtakingiteasy@eientei.org
2024-11-03T03:55:27.062820Z
0 likes, 0 repeats
@eisai > Okay, show me how to turn around this quickly on mouse and keyboard, while maintaining the ability to stop at any instant and attack to any angle, like this dude does on 0:43 – https://youtube.com/watch?v=rpNc1yj5am4 Same way it is done here, by having an inertia of movements, then your W-A-S-D should be sufficient to have exact same circular movement. Alternatively, you could also have a rotational shift to interpret mouse axis change as a rotation value. With another shift, mouse axis can be interpreted as lateral movement as well, just like it was an option in doom/build engine games. Personally, I prefer strict first-person perspective. > Besides the input there’s also the world, the atmosphere, the story, the items. If something is ruined to accommodate console limitations, I see no reason to care, it would still be too revolting to engage with anyway.> I think where they should respawn or not[...]I'm talking more of saving and reloading at arbitrary points of the same level, which is not even included within the realm of possibility of most consolefied engines because levels in most part are expected to remain stateless and are affected by checkpoints at the most. > is seems natural, that when you leave an area, it’s closed, and if you return, it will be back to its natural state. It is not natural at all. Natural would be something like stalker or X does, a simple overworld simulation which cover entity migration over sectors which can become fully simulated, down to physics, once player enters.> Not sure what this is about.Which is incidentally just that, a simulation not isolated within just one level and not without a state.> Half the game becomes fiddling with the menusPressing quicksave should not require any menus.> The game would be more fun, if I hadn’t have the ability to save at any moment, because I wouldn’t have to be fiddling with those saves. Which is why quicksaves normally are rotated, often at a configurable number. > Replaying a level was normal some years ago! If the progress would be staggered for a day, I wouldn’t mind, the matter is whether the time spent playing was enjoyable, be it smooth or ridden with failures.I'd prefer to be the one making this choice, not the developer who doesn't feel the need to care about implementing proper save system because console audience is not used to it anyway. > On the other hand, consoles gave much to PC gamesYeah, that AIDS is primarily why I find consolefication so detestable. An attempt for developers to cover larger markets, but at expense of reducing everything to lowest common denominator. TES would be a glaring enough example of how that went, and the process of cutting down started with Morrowind. > This requires a console approach, like in the 2D platformers, back from the NES era: you don’t move wherever it seems like a good move, you estimate, where you may go (several ways), you remember, how the boss reacts to each of the ways, then you slightly progress on your strategy step by step, like chalking a graph on bluepaper, from point A₁ to B₃, then C₂, then D₄… it’s not done by the hunch, but rather by methodically bruteforcing the solutions, first chalking the possible routes for the next step, then trying to go by a step. It takes countless retries, but that was what platformer games were about in the NES era.This could be fine, but again, without engine supporting saving and restoring state at arbitrary times, it becomes just an unnecessary waste of time to repeat all parent permutations all the time. And reliance on bruteforcing overall is a poor substitute for making a logical framework within which an efficient path can be deductively inferred. > Returning back to the original question, namely “consolefication”, I think that trends are just catering to those people who are lazy and who like to solve problems by paying to somebody.Not quite, I was referring solely to design choices dictated by limited input devices and general acceptance for lack of persistable states.> I don’t see how the consoles are to blame here. It’s not like every piece of software, that was written for PC is an example of excellence in terms of UI and comfortable use.They absolutely are, if menu is made to be navigatable with directional controls across multiple screens when previously it was just a single screen with multiple buttons you could point and click on. What caused this is too obvious. > I’m not sure I understood you correctly, are you really using VM dumps as a save game feature? Why?Utawarerumono does have some turn-based combat sections too.> Seems like you’re angry with an update/port to other platform?It is just a very illustrative example of how VN got degraded into a mush too repulsive to touch from mere contact with consoles. Again, prior to that I had little idea it was possible to screw even a VN to this degree.
(DIR) Post #AneutFN76nmyXmPKRE by eisai@eientei.org
2024-11-03T07:41:36.347268Z
0 likes, 0 repeats
@iamtakingiteasy > Same way it is done here, by having an inertia of movements, then your W-A-S-D should be sufficient Ho-ho-ho, I’m not buying it. > Alternatively, you could also have a rotational shift to interpret mouse axis change as a rotation value.Have you actually tried this?> Personally, I prefer strict first-person perspective. That would help with controls, provided that you can do precision rotating up to 180° FPS-style, but the first person look take away the ability to see what’s at the back, while in third person it’s faster to notice. Would you go with the first person view, knowing, that your opponent may use that disadvantage? having noticed once, that you don’t see behind your back, he will be putting pressure there over and over again. > If something is ruined to accommodate console limitations, I see no reason to careWhat’s ruined, exactly? And where?> I'm talking more of saving and reloading at arbitrary points of the same level, which is not even included within the realm of possibility of most consolefied engines because levels in most part are expected to remain stateless and are affected by checkpoints at the most. Humu humu> It is not natural at all. Natural would be something like stalker or X does, a simple overworld simulation covering entity migration over sectors which can become fully simulated, down to physics, once player enters.Please read again. It was about what’s natural to expect, and not about any “natural world” (the phrase didn’t appear above). A game is an abstraction of sorts, and players agree to abstractions based on what they’re going to do. You probably wouldn’t agree to be cleaning the insides of your AK for 25 minutes before taking it outside? (bonus quest: find a clean enough piece of cloth and a rod, because you bought your AK without one). Making a large area both “physically correct”, “like nature” and keeping it entertaining to be in, are two tasks whose ways split at the porch. It must be something SO HUGE, that your actions as a player can never bring enough devastation to the world (but who’s going to make such a huge world? and how many time would that take? even if you’ll be supervising an AI, any gamedev team would count the time and money and choose to go with a route with an abstraction that would be clear enough for the players and complex enough to keep them busy there). Also what about designated farming maps? Would you send the player on Kino’s Journey, because they have exhausted resources in the vicinity? After all, games are different, Stalker and X (whatever it is…) aren’t what every game needs. > Which is incidentally just that, a simulation not isolated within just one level and not without a state.Ah. It’s just “shallow simulation” sounded like it might be a term for some second level abstraction introduced because somebody couldn’t handle all eggs in one place w > Pressing quicksave should not require any menus.Okay, I’m going to bring this discussion to a new level of autistic resentment, feel the enerugi biki biki biki bikiAhem. I find quicksaves evil, because when saves are present, you grow to be relying on them and even overuse them. If you then stick with quicksaves, it becomes too simple to invoke a command. So after some hours of playing (not on the very first days, obviously, but later), you press the buttons lazily, without thinking much. And if you’re using quicksave tied to two buttons (one to save and one to load), you can accidentally load the game, discarding the progress made, or save, when you should be loading, thus breaking the line entirely. (Hope, that you can restore from an autosave then.) With menus it isn’t this simple, and, while it requires more keypresses, it also washes away the neglect – any menu makes you a bit more serious. (When there’s no menu, the world takes most of your attention, and the thought about saving or loading may be processed at the back of the mind and won’t go through enough consideration.) With a menu there’s a possibility to mistake saving window for loading, but thanks to it being a window and capturing attention on itself, it’s not hard to make oneself look at the window title first. I’m speaking from experience with KB: AP, by the way.<enerugi vanes: biki biki bi…>> Which is why quicksaves normally are rotated, often at a configurable number. It is autosaves that are rotated, the quicksave is just one slot. Perhaps some games would allow writing a save file with a key press, but I can’t name even one from the top of my head. From the developer point of view, allowing user to do this smells like an anti-feature: with the easiness to write a savegame file, it may and, probably, will be abused, leading to some users complaining how they run out of space and blaming the game for it. That’s probably the reason why the quicksave is always[citation needed] given just one slot.> I'd prefer to be the one making this choice, not the developer who doesn't feel the need to care about implementing proper save system because console audience is not used to it anyway. When I played Torchlight, never once the idea of checkpoints being “not useful” or “wrong” or “a console thing” crossed my mind. Why shouldn’t they be there, if the game is built so, that is, to come to a level and clear it? Anyhow you sound like you were deliberately chewing on a cacti. Or was locked in a room with nothing but Super Smash Bros for half a year, and a version yet in development at that. > Yeah, that AIDS is primarily why I find consolefication so detestable. What AIDS? Man… Look up, most of the stuff, that I made the OP post about, is from pre-2005. Retarded journos haven’t discovered games yet, and media outlets haven’t hired them. Now I come here, saying “look, I’ve found some old games, that are worth checking out”, and instead of speaking about what’s good about them, it turns into a run of the mill “consoles bad” opinion thread. > An attempt for developers to cover larger markets, but at expense of reducing everything to lowest common denominator. TES would be a glaring enough example of how that went, and the process of cutting down started with Morrowind. I don’t care about TES, I’m a Gothic fan *shrugs*> This could be fine, but again, without engine supporting saving and restoring state at arbitrary times, it becomes just an unnecessary waste of time to repeat all parent permutations all the time. Remembering how I was stuck on Ornstein and Smough for a month’s worth of time, savegames wouldn’t help me there, hehe. To think of it, they would probably indulge into attempting to go forth from an already unfavourable position, instead of starting over and trying something new. Like, what’s the point thinking how you can leave the nearest column without dying (being on low health), when you have no estus left. Theoretically, you can still win, but it’s a nigh impossible chance, while by retrying and learning, you can eventually come to this position – and further – with more health and estus. Possibilities open, when you have resources (enough health, for starters), and just by dying a lot on low health, because you believe in this one savegame file, that by chance, has lead you somewhat farther than usual… you can’t learn much from that. > And reliance on bruteforcing overall is a poor substitute for making a logical framework within which an efficient path can be deductively inferred. You’re just insisting on going with the hunch. There are times in real life when this is a wrong approach. Have you ever been selected for participating in math or informatics olympics as a student? I was often. Can’t really brag, because I really sucked on the second level already. I was trying to find a solution by going with what my brain can come up with, but this would either lead me astray or wasting too much time on the solution. While the guys who went with checking the possible ways and probing next steps – I knew some of them – would end up better. DS has really brought me back to those days with its bruteforcing, which I haven’t mastered since then and up till coming against DS bosses. It definitely seems counter-intuitive and weird at first, but the more complex the task before your eyes is, especially, if it seems unfeasible, the more probably trying to be smart around it will smash you. In other words, the more is something hard to understand, the more diligent and primitive should be the approach. This gives a solution faster. The lack of action is compensated for with memorising and documenting the problem. In situations like that this is the first step before any action can take place. Think of the Asians, how they are generally attributed with having a high IQ. But at the same time, like e.g. Kanazawa writes, they yield to Europeans in creativeness, the breadth and span of thought, which makes inventors, designers and scientists who are able to discover something new. When I’m looking at an IQ test, I unconsciously begin to analyse it as a whole, to get the general idea from looking at a test as a whole. But it isn’t about that. It’s about meticulously spotting details, sequences, alignment. I believe, that Asians have a mind that’s set up for this by default, hence the famous Chinese students representing every country as math olympics.Do you find that this answer went astray? That’s because I went with a hunch while writing it w> Not quite, I was referring solely to design choices dictated by limited input devices and general acceptance for lack of persistable states.If anyone told me, that middle management at a game development company sees input devices and the lack of persistable states as a goal in itself, which further dictates how the game is played, I’d smirk and ask what would the goal be, if one day the production didn’t allow the currently made input devices and the game engine deny having non-persistable states? I think that [1/2 not again, are you kidding me?..]
(DIR) Post #AneyG7V0qQlqeNhUf2 by eisai@eientei.org
2024-11-03T08:19:22.597412Z
0 likes, 0 repeats
@iamtakingiteasy [2/2 I hate the Antichrist! I HATE THE ANTICHRIST!!] …the playerbase would demand some new solution, which would inevitably evolve into a new kind of problem. Or problems. Inputs are just a consequence of what people think they should use, and blaming the controls themselves is like blaming the pen for awry handwriting. Neither controls nor the support of persistent states can be thought of as bad per se, because consoles are just a different platform, and the game developed on it are different. Some games heir from PCs, some from consoles, it’s indeed wrong to sew something alien to a game on the platform, where that piece never belonged and never seemed fit, but the borders are getting vague sometimes. Like with Torchlight that I mentioned. So, there’s a way for experimentation. What does matter at the end of the day, is whether the game is a whole product and how well parts are fitting to each other.> They absolutely are, if menu is made to be navigatable with directional controls across multiple screens when previously it was just a single screen with multiple buttons you could point and click on. What caused this is too obvious. Not all ideas are good ideas. Some particular devs may be awful bootlickers. But if someone copies another thing, and it turns bad, is the original thing at blame for simply existing?> > I’m not sure I understood you correctly, are you really using VM dumps as a save game feature? Why?> Utawarerumono does have some turn-based combat sections too.So… it’s for combat sections, because… the game itself provides no save feature?It’s time to post something, that brings joy. (Sorry, it’s x265 again.)
(DIR) Post #AnfKEwyGhUcghSERbk by iamtakingiteasy@eientei.org
2024-11-03T12:25:39.328925Z
0 likes, 0 repeats
@eisai @eisai > Ho-ho-ho, I’m not buying it. Then you haven't ever been bored by inertial animation.> Have you actually tried this?Yes, it is very easy to implement; just apply translation from local point of origin first, apply rotation second.> but the first person look take away the ability to see what’s at the backAt FOVs below 90 maybe. A properly intensive FPS starts at FOV 110-120 and all the way up to what arc you need to be aware of. You aren't supposed to be standing still either way, rather bunnyhop and wall/rocket jump at maximum speed throughout the level, if we're talking the arcady deathmatch, or listen carefully to noise your opponents are making if we're talking about something more tactical. > What’s ruined, exactly? And where?The choices at any given moment would be obviously limited to four, controllable parameters are limited to two, there would be no inventories/menus more complex than a linked list. It is quite glaring when game was designed with those limitations in mind.> Please read again. It was about what’s natural to expect, and not about any “natural world” Exactly. It is not conventional for PC games to have such reductive stateless designs, it's from the realm of consoles. Heretic and Hexen already had state persisted in each level across the entire hub player could travel over. So did everything that came after that had free travel between levels; at least before the taint of consoles started to spread. It's not about being physically correct, it's about maintaining the object permanence that most toddlers get used to at first two years of life; But> cleaning the insides of your AK for 25 minutes before taking it outside? (bonus quest: find a clean enough piece of cloth and a rod, because you bought your AK without one). A fully disassemblable and servicable guns down to individual manipulation of every pin and screw, manual lubrication and filing sounds very fun, if not isolated within a dedicated Gun Mechanic Simulator $currentyear, but a part of larger world. Naturally, you would need to also find a safe enough location to not become an easy target for local fauna throughout this time. I liked where stalker anomaly were going with this, but it also had somewhat simplistic mechanic in that regard. > Also what about designated farming maps? Would you send the player on Kino’s Journey, because they have exhausted resources in the vicinity? Naturally. If we're talking about any form of shooters though, you weren't supposed to exhaust them in the first place, and any production-heavy game like factorio, X-universe series or any of 4Xs make it core expansion mechanic to travel somewhere else.> you can accidentally load the game, discarding the progress made, or save, when you should be loading, thus breaking the line entirelyOnly if game's rotation of quicksaves is limited to modulo 1. You also seem to somewhat contradict yourself, on one hand you say that lack of quicksaves promotes responsible choices, but not before about complaining how accidently pressing a button might load the game. Personally I am of opinion, that should be player choice how to play. If you don't want quicksaves for whatever reason - simply unbind them.> It is autosaves that are rotated, the quicksave is just one slot.No, most older games just had quicksaves rotated at modulo one. Most never ones allow to configure the number of quicksaves to rotate after. > Perhaps some games would allow writing a save file with a key press, but I can’t name even one from the top of my head. Virtually all of them, so long those were not designed for consoles. Quicksaves are regular saves, just bound to quickly accessible shortcuts. It was conventional to have ever since same doom-hexen-heretic-quake-half-life-fallout-deusex, modern engines/source ports just make it more convenient by expanding quicksave rotation beyond single one.> leading to some users complaining how they run out of space and blaming the game for itSaves only supposed to record cumulative difference from initializing point, but I understand if console games have not bothered doing anything other than dumping the entire memory. A suitably lazy approach for something as foreign to them.> When I played Torchlight, never once the idea of checkpoints being “not useful” or “wrong” or “a console thing” crossed my mind.You are clearly more tolerant of console nonsense. But either way, I am not a fan of hack'n'slash genre.> What AIDSReductive design patterns. Since a game is supposed to be portable to many platforms, it must be brought to lowest common denominator across them all, which happen to be consoles, to avoid doubling/trippling development time and resources. But to paraphrase, make something even a console gamer could use and only a console gamer would use it.> I don’t care about TES, I’m a Gothic fan *shrugs*Well, Gothic was designed with distinct reductionism and third-person perspective from the get go after all, I am not surprised. > You’re just insisting on going with the hunch. There are times in real life when this is a wrong approach. Have you ever been selected for participating in math or informatics olympics as a student?No, but I had my fun with Euler project, and I can be certain that bruteforcing the solution is generally a poor choice. You are supposed to build up on all techniques available to you to avoid waste of time and resources.> If anyone told me, that middle management at a game development company sees input devices and the lack of persistable states as a goal in itselfFor games that primarily targeting the consoles, it's more of a limited perspective thing. Developers hailing from console peasantry got used to how certain things are done and simply do not bother expanding beyond established conventions because it would not be possible with console limitations either way. They are in their own bubble, I am only complaining when there is a prospect of interacting with it or it's influence in any way.> Not all ideas are good ideas. Some particular devs may be awful bootlickers. But if someone copies another thing, and it turns bad, is the original thing at blame for simply existing?I would blame an obvious console-centric interface for being console-centric. By extension, I would blame consoles for existing, yes, should it not been the case, the problem would've been averted. > So… it’s for combat sections, because… the game itself provides no save feature?The game is a VM (even if only state-wise), which have saves implemented as dumping the cumulative difference of a state, unless it's done lazily and simply dumps all of the memory region.
(DIR) Post #AngbjfS9m4orj0PAKe by eisai@eientei.org
2024-11-04T03:16:23.953149Z
0 likes, 0 repeats
@iamtakingiteasy > Then you haven't ever been bored by inertial animation.I’m not making games, only playing them.> Yes, it is very easy to implement; just apply translation from local point of origin first, apply rotation second.Yes the mousefix dll hook doesn’t use this. Curious.> At FOVs below 90 maybe. A properly intensive FPS starts at FOV 110-1201) The video, the discussion of which continues here, was from Dark Souls III, which, to my knowledge, isn’t an FPS.2) You’re free to implement first person look there first and make whichever FoV you seem to be appropriate, however, this won’t fix the issue for everyone else.3) The current line of thought has begun with you saying “horrible UIs required to be accommodating enough for cripples without a keyboard or mouse”, and I think that providing an example where the controller does more than keyboard and mouse (in a game that’s made with a controller in mind, duh) is a valid counter example. I don’t know what’s more there to discuss, unless we’re going to delve into controls of every existing game.> The choices at any given moment would be obviously limited to four, controllable parameters are limited to two, there would be no inventories/menus more complex than a linked list. It is quite glaring when game was designed with those limitations in mind.This fills for the question “what”, and only “where” remains. Allow me to wind the topic up. Is it about Utawarerumono? If yes, that’s bad; but that was the choice of developers for one particular game, and it wasn’t even among those that I made the OP post about. If my attention isn’t required (and I really don’t see what I can do here), I’m not interested in continuing this topic. I agree, that simplification for the portability’s sake is retarded, but I think the the first ones to blame are the developers of the PC version, who weren’t willing to go the PC way. If you have a friend, who has a neighbour, that is a skilled carpenter, and said neighbour made himself a long table, sturdy and neat, then your friend to makes one too, but it turns out to be a GNU/table, and you’re invited to a birthday party of this friend, and get seated at GNU/table, and it crashes on guests, would you also blame the neighbour for doing what fits him?> Exactly. It is not conventional for PC games to have such reductive stateless designs, it's from the realm of consoles. Knock knock, anyone home? It depends on the genre, not the platform. It’s reasonable to say, that fighting games or platformers (as genres) stem from console world, like that FPS stems from real computers. (Action/)RPGs were developing in both. The original Torchlight wasn’t released on consoles, but it had a checkpoint system, because on a diablo map you do killing and collecting loot. It’s natural for the genre. Vice versa, Automata is initially a console release, that did have states (you can’t kill a monster twice, and basically any noticeable change in the world is scripted). Because it is this kind of an RPG. But it also has the checkpoint system (you can’t save and quit the game and then load it and find yourself where you were: you respawn at the camp). So is stateless or not? From the player’s point of view, it’s not really different, whether the gates shut forever behind your back in Half-Life, or when a hole appears in the middle of the Ruined city in Automata after you complete a certain mission (that also changes the world forever). What’s actually noticeable is whether the whole world (or most of the world) stays open and free to make a choice where to go next, or it pushes you through the game’s gut with the only way being ahead of you. Should a particular boar in Gothic 3 or a vortigaunt in HL2 stay exactly where you have seen them the last time is unimportant. Unless you’re in a bind. But then it’s a question, which is better: state-preserving or stateless – from the point of gameplay. For example, if you find yourself in a bind, and would wish to escape, then restarting from a checkpoint (stateless) might be a life saviour. Though, on the other hand, I remember reading about anon’s trouble in Dark Souls, where he was running away from a knight to a bonfire, but the knight somehow kept appearing right beside him. (Maybe this was a joke post, I don’t know. But it seemed honest. DS1 itself is a game, that doesn’t retain world states, obviously.) Funny, but the state-persistent world in KB: AP blocked an island for me for some time: The islands are separate parts of the world, which you teleport to (“sail” on your ship). Some islands have pirate ships in the waters, and the game remembers the position of each ship when you leave. I once teleported to the island, but didn’t notice, that a pirate ship is approaching me, and in the last moment I teleported out of there. But then I couldn’t return back to that island, because that strong pirate ship was still there, and a moment away from attacking me. The island itself was already half-explored, so I had quests hanging there until I beefed up the main girl to be able to clear the waters there. Considering, that enemies won’t respawn, there is a limited choice of who you can go against. And if there weren’t enough approachable foes elsewhere, this island blocking could be a real problem, putting a cross on the whole playthrough up to this point. (But thankfully, KB: AP had many islands, and is generally a game that doesn’t intend to punish you, so there was no problem. But not any game has the same intentions and not any game is as bugless and providing a way to breeze through difficulties like KB: AP.)P.S. ― Captain, how long till the character limit? ― We’re only halfway through this post, heh.> Heretic and Hexen already had state persisted in each level across the entire hub player could travel over. You know, I’ve actually loaded the original Heretic 1.3 in DOSBox and played it. Because from my memory, you can’t “travel” there. I’ve loaded an old save, and there was indeed no option there to show the world map or travel (duh). I’ve started a new game just to check, how the transition from map to map occurs, when you finish a level (maybe you’re allowed to go back from there?), and it doesn’t allow you to choose the next map. I’ve tried arrows, WASD, mouse – nothing does work. It just marks the current map as finished after some timeout, and then waits for a key to be pressed, then loads the next map in the clip. If it’s not possible to go to previous maps, there’s nothing to talk about. What state, when there’s no map? Now my eyes hurt from all the flickering.> So did everything that came after that had free travel between levels; at least before the taint of consoles started to spread.So, apparently, Torchlight and any MMORPG is a consolefication somehow. Hm hm. What if I told you, that in some games Monsters respawn in place just after a timeout (several seconds to several minutes, before you can leave the map? And I’m not talking about 360° meatgrinders like Alien shooter, where there’s nothing else to do but to shoot? They are /designed/ to reappear to make the level more interesting. For your information: https://en.wikipedia.org/wiki/Spawning_(video_games)#Enemy_respawning> It's not about being physically correct, it's about maintaining the object permanence that most toddlers get used to at first two years of life;You’re forgetting something: - a video game is not a real world; it’s a bunch of abstractions; - toddlers cannot comprehend abstractions; they cannot comprehend even their own being; - video games are made not for toddlers, but for people who indulge in their desire to manipulate abstractions; - depending on their experience and desires, people find appealing different sets of abstractions, that are slapped together to shape a video game. If it annoys you to see things change their whereabouts while you’re not looking at them, then how do you look in the window every morning? Things constantly change there.> A fully disassemblable and servicable guns down to individual manipulation of every pin and screw, manual lubrication and filing sounds very fun, …until you have to do it routinely every day, because your rifle is 150 years old and any part can break at any day. And you have to fix this shit on a tree stump with a kitchen knife, while living among rat people who often steal your stuff. Yeah, sounds fun. Realism, though.> Naturally. OK.> Only if game's rotation of quicksaves is limited to modulo 1. Not far from the place you cited, I wrote about cleaning savegame files – for there are multitudes of them being made – this includes old autosaves. They may be not present for various other reasons too, ranging from user disabling them (because the game creates them, but doesn’t rotate), to the autosaves simply not working (because of a bug, or the disk getting full during gameplay). The main reason would be manual cleaning, though. However, this here we’re discussing a particularity within a third-degree afterthought of a third-degree afterthought.> You also seem to somewhat contradict yourself, on one hand you say that lack of quicksaves promotes responsible choices, but not before complaining about how accidently pressing a button might load the game. It seems so to you, because you call quicksaves and autosaves the same thing.> No, most older games just had quicksaves rotated at modulo one.Yes, and then evolution happened, and game developers thought, that if people would press F5 every five minutes without the save file rotating, it will be troublesome for the game to simply show the “Load from a file” window, lol. Hence they invented automatic saves, that are rotated, and user’s personal quicksave file, which simply gets overwritten, because the devs fear that it will be used beyond any measure otherwise. [1/2 :majsoul_hag_knife:]
(DIR) Post #AngmahGEmbKgDlkr3I by eisai@eientei.org
2024-11-04T05:18:02.500682Z
0 likes, 0 repeats
@iamtakingiteasy [2/2]> Most never ones allow to configure the number of quicksaves to rotate after. I’ve never seen rotating /quicksaves/. Quicksaves in plural, actually, too. If only we’re not speaking of those simple save files in old games, which were called so, because you could write one with a single button. But those weren’t rotating, obviously. But the meaning of a quicksave has long changed since then.> Virtually all of them, so long those were not designed for consolesYou got even me confused, citing only the last part! If you read that from the start, it’s clear what I meant: writing a /normal/ save game file with a key press (like the one you would write via the Save game menu) instead of a quicksave (single file, which gets overwritten every time you press the key). I really can’t remember a game, which would just dump file after file if you press, say, F5. Half-Life, maybe? But if I remember correctly, this game already had the division on normal slots, autosave and quicksave. About other old games I can’t say, because I weren’t replaying them so often as to remember trivial mechanics. It isn’t what you focus your attention on, after all. > Saves only supposed to record cumulative difference from initializing point, And a thumbnail! (w)> but I understand if console games have not bothered doing anything other than dumping the entire memory. Speaking of disk space, I actually had PC in mind…> You are clearly more tolerant of console nonsense. Lol, now tell me that Diablo is a console game.> But either way, I am not a fan of hack'n'slash genre.That’s a more correct way to settle this.> Reductive design patterns. Since a game is supposed to be portable to many platforms, it must be brought to lowest common denominator across them all, which happen to be consoles…That question above was a rhethorical one, but okay.> Well, Gothic was designed with distinct reductionismYeah, “Nameless hero”, “not speaking a word”… (←sarcasm)> and third-person perspective from the get go after allIneed. Because PC never had third person RPGs like HoMM, King’s Bounty, VtM: Redemption and Neverwinter. So there was absolutely no reason to make an RPG in a 3D world with a third-person view, except for bowing to the console market. Who could believe, that it may be interesting and fun to observe, how the character in the game rests at a bonfire, pulls levers, avoids arrows shot at him or get smashed by a huge boulder, with his body flying on a parabola and landing far behind. Yes, every massive multiplayer online game confirms that first person look is just ideal.> I am not surprised. Now be.> No, but I had my fun with Euler project, and I can be certain that bruteforcing the solution is generally a poor choice. You are supposed to build up on all techniques available to you to avoid waste of time and resources.Congratulations, you’ve made it to step two. Now you have to choose which method (or their combination) would be suiting best for a particular task by estimating the potential of each combination in your head within a short time span. The task is not one that you can see marked with a star for hardness in a text book. It’s a specifically prepared one, whose correct, real solution being above your current level of knowledge, but there is one way of solving it with the means available to you. And this is the solution which you are expected to come up with. It’s not obvious, it has many steps – the length of the solution is an easy means for the examiners to test how quickly you can think, how deeply you can estimate, which of the possible means to combine and which route to go – usually you can think of 3–4, but you never have time to start over with another, if you end up in a dead end with one. (*cough* Here’s the game guide, btw. Only $89.99. It doesn’t have a ready solution, but makes things much clearer for you. If only you don’t suffer from brain dysfunction, this should be enough for you to make progress.)> For games that primarily targeting the consoles, it's more of a limited perspective thing. Developers hailing from console peasantry got used to how certain things are done and simply do not bother expanding beyond established That’s a more rational way to put that. Why not just say so clearly from the start, without making it look like controller evolution is somehow at fault?> I would blame an obvious console-centric interface for being console-centric. > UtawarerumonoErm… uhuhu… The Japanese, you know… they’re all like… they like consoles.> By extension, I would blame consoles for existing, yes, should it not been the case, the problem would've been averted. If consoles never arrived, the “gaming PC” still would. Also portables.> The game is a VM Ah, in that sense. You could have started with this, would save some paragraphs typed in vain.I’m tired and annoyed. So it’s my last post itt. Good morning and bye.
(DIR) Post #AnhCTRu456mhN5aXMO by iamtakingiteasy@eientei.org
2024-11-04T10:08:04.175995Z
0 likes, 0 repeats
@eisai > I’m not making games, only playing them.Being subjected to inertial animation as a player is boring enough, you will try that exact same circular motion sooner or later.> Yes the mousefix dll hook doesn’t use this. Curious.It must be done at MVP matrix construction time, and you need to know what local origin of an object is. It's something game developer should do most of the times, but I suppose it is not impossible to monkeypatch at runtime either, all necessary information should be somewhere anyway.> 1) The video, the discussion of which continues here, was from Dark Souls III, which, to my knowledge, isn’t an FPS.What "opponent" that "may use that disadvantage" then you are talking about? I though we were past that game in this respect.> 2) You’re free to implement first person look there first and make whichever FoV you seem to be appropriate, however, this won’t fix the issue for everyone else.I wouldn't be able to stomach prolonged exposure to a console title.> 3) The current line of thought has begun with you saying “horrible UIs required to be accommodating enough for cripples without a keyboard or mouse”, and I think that providing an example where the controller does more than keyboard and mouse (in a game that’s made with a controller in mind, duh) is a valid counter example. I don’t know what’s more there to discuss, unless we’re going to delve into controls of every existing game.And as shown above, that example is no different than WASD, because animation in that game is inertial.> This fills for the question “what”, and only “where” remains.Within context of dark souls and nier automata, "where" seemed redundant.> Knock knock, anyone home? It depends on the genre, not the platform.Same genre on one platform can be substantially different from the very same genre on another platform, because of that platform's conventions and limitations, unless you start including the platform spectrum into genre designation, such as "console RPG", "computer RPG", "console FPS", "computer FPS" and so on. You probably notice that there is a lot of differences between e.g. halo and half-life, chiefly dictated by what inputs corresponding platform had, what hardware limitations they were faced with, and what design conventions each platform had developed due to first two factors. > So is stateless or notIn the context of engine saving level states - no. If you can't save mid-fall and retain at least XY coordinates after loading, it is definitely not persisting the level state properly. > For example, if you find yourself in a bind, and would wish to escape, then restarting from a checkpoint (stateless) might be a life saviour. We have a tool for that, it's called saving. The point is to give control to the player - so he can save as often as he wants to be able to backtrack to, rather than making decisions for him with fixed checkpoints.> You know, I’ve actually loaded the original Heretic 1.3 in DOSBox and played it. Because from my memory, you can’t “travel” thereRight, for heretic hubs only were added in Heretic 2, but then I should've mentioned Q2 which also had persistent hubs. Hexen did have them though prior to both.> So, apparently, Torchlight and any MMORPG is a consolefication somehow. Yes, reliance on stateless level design here does originate from same limitation as it is on consoles and must be acknowledged as such. Procedural generation is always a better, but a more complex approach to the same gameplay problem, that does not need to sacrifice object permanence within already determined regions of the world.> If it annoys you to see things change their whereabouts while you’re not looking at them, then how do you look in the window every morning? Things constantly change there.There is always a cause for every change. Nothing disappears from existence simply because you averted your gaze for a second.> …until you have to do it routinely every day, because your rifle is 150 years old and any part can break at any day.Yes, this incentivises you to procure better equipment. Such full-fledged mechanic would be a great addition to aforementioned stalker anomaly. You already have to clean and repair your equipment regularly there, but it's just a couple of clicks and resource expended. A more involved operation would give an actual value to camps as relatively safe places to do the maintenance.> It seems so to you, because you call quicksaves and autosaves the same thing.I didn't, I said that quicksaves are just saves. Qucksaves, autosaves and named saves are all - the very same saves. The only difference between them is what triggers the save, there is nothing "quick" about quicksave other than it being bound to a shortcut and most of the resources it makes use of already cached. Hence, most sensible engines allow you to configure rotation of quicksaves as well as autosaves (if those are even present). And those that do not have a built-in configuration, will rotate quicksaves at fixed number, most often 1.> I’ve never seen rotating /quicksaves/. Quicksaves in plural, actually, tooFrom top off my head: gzdoom and openmw have full-fledged configuration for example. Underrail have fixed two.> You got even me confused, citing only the last part! If you read that from the start, it’s clear what I meant: writing a /normal/ save game file with a key pressQuicksave is a normal save, just with naming scheme that allows rotation (e.g. fixed, in case of modulo one). In some older games like original doom or build engines - the normal save name you choose to be used as a quicksave.> And a thumbnail! (w)It could, but thats optional. Either way, it should be a dozen of kilobytes at most.> Speaking of disk space, I actually had PC in mind…Given the current state of things, you are not safe from console developers on PC.> Lol, now tell me that Diablo is a console game.At least you could call it that in same capacity you can call it an RPG. It does borrow certain design choices conventional for domains it does not strictily belong to, resulting in hack'n'slash abomination. > Ineed. Because PC never had third person RPGs like HoMM, King’s BountyThose are top-down strategy/tactical games. Unless you meant Might&Magic series (the one HoMM is spin-off to), which was actually first-person.> Neverwinter.Also top-down, and more of a table-top session visualization software than a game.> VtM: Redemption Was designed with consoles in mind, even if they didn't actually end up making the port due to content sizes.> Congratulations, you’ve made it to step two. Now you have to choose which method (or their combination) would be suiting best for a particular task by estimating the potential of each combination in your head within a short time span. The task is not one that you can see marked with a star for hardness in a text book. It’s a specifically prepared one, whose correct, real solution being above your current level of knowledge, but there is one way of solving it with the means available to you.If we're still talking about projecteuler problems, and you do not know a good approach to efficiently model the data, you start by reading whitepapers on the related subjects. Naive brute-force solution would typically take orders of magnitude more time and resources than constraints would allow, so it is almost never an option, at least not without heavy statistical sampling and heuristics.> Erm… uhuhu… The Japanese, you know… they’re all like… they like consoles.Yeah, just like Japanese web design, Japanese gamedev is a sorry place to find yourself at.> Ah, in that sense. You could have started with this, would save some paragraphs typed in vain.Given most reusable engines are either extensible FSMs, or full-fledged VMs, it did appear obvious.> I’m tired and annoyed. So it’s my last post itt. Good morning and bye.Sounds like baseline condition, but okay.
(DIR) Post #AnhH2cdoY8qccu0y3M by menherahair@eientei.org
2024-11-04T10:59:15.855758Z
0 likes, 0 repeats
@eisai @iamtakingiteasy >Diablo is a console game.this but unironically