@gmr_leon@mstdn.social avatar

gmr_leon

@gmr_leon@mstdn.social

i ramble about video games. i like sharing & weird stuff. @ me with weird games.

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gmr_leon, to VideoGames
@gmr_leon@mstdn.social avatar

What's a game called, or what is the genre of a game, with detailed interactivity and interesting worldbuilding without RPG progression systems or mechanics? 🤔

You might say "immersive sim" but these often also have that, for me at least, RPG baggage attached. Although not always, as Dishonored arguably sheds much of that in its design.

Still, unsure how to search for these sorts of games.

#VideoGames #Gaming #AskGaming #AskGames

gmr_leon, to gaming
@gmr_leon@mstdn.social avatar

I know I'm late to this news, and not many care about this game anyway, but unsurprisingly Meet Your Maker's basically done after only a year.

I hope they make adjustments so the community can keep it going independently of them, because the basic framework is pretty fun. Part of the problem was they piled on a bunch of live service garbage progression hooks with low reward gains, poorly explained them, and made it seem more complicated than it was.

https://meetyourmakergame.com/news/whats-next-for-meet-your-maker/

gmr_leon, to gaming
@gmr_leon@mstdn.social avatar

Any time Minetest comes up, there's the usual, "It's not a game it's an engine" explainer, but I think that whiffs on its potential a bit.

Minetest, in my reading up on it and toying with its demo game (Minetest Game), strikes me as faintly akin to Roblox. An open source Roblox with the rough edges that tends to entail, but all the same.

I think if the Minetest community ran with that mindset a little more, they might tap into something interesting.

#Gaming #Minetest

gmr_leon,
@gmr_leon@mstdn.social avatar

There's already a decent start for Minetest in this direction. To start, you can download games built with it right from within the base engine/launcher.

Plus, they've a whole book on making mods/games with it and other documentation: https://dev.minetest.net/Modding_Intro

Putting some more focus toward the latter, including pointing to more open source tools, and guides to use them, to help in the creative process, I think would be another step in the right direction. Might see about that myself

#Minetest

gmr_leon, to gaming
@gmr_leon@mstdn.social avatar

I haven't played Minecraft: Java Edition in a few years now, and um...Has its performance tanked over time or something?

Playing it windowed with its default resolution (which is low! some odd resolution below 1024x768), and its performance is rough. Drawing consistently over 50% CPU, feasting on over a gig of RAM as I recall, and struggling to maintain a decent framerate on the surface.

Underground's a little better, but not by much.

#Gaming #Minecraft #VideoGames

gmr_leon,
@gmr_leon@mstdn.social avatar

I got an itch to hop into Minecraft: Java Edition after wondering how it might compare to the basic Minetest Game template, and like...Minetest Game has framerate drops as I pan the camera and move around generating/rendering the world, as to be expected, but nothing compared to present day Minecraft.

Minecraft: JE drops framerate in similar situations, again no surprises, but it drops them much harder. Given its corporate support, that part's surprising.

gmr_leon,
@gmr_leon@mstdn.social avatar

Okay, so I think I got ahead of myself somewhat here. It's been a few years since I last played Minecraft: JE after all.

I think the initial roughness I was seeing was part of dropping into a new world having to generate on the fly. Been such awhile I just didn't remember it.

However, the resource usage is undeniably still much higher. I'm looking at it sitting at 2.45 GB of RAM right now. CPU use in the already generated parts is lower than at first, but fluctuates a bunch.

gmr_leon,
@gmr_leon@mstdn.social avatar

@the10thwiz Yeah, looking at default render/simulation settings it's set at 12 chunks, and if a chunk is still 16x16 blocks, so 256 per chunk...That's trying to load a lot for sure, like 3,072 blocks if I'm calculating right

gmr_leon, to random
@gmr_leon@mstdn.social avatar

My favorite part of free software is this disclaimer: "There is NO warranty; not even for MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE."

It exists to exist, no assurance it's suited to anything, have fun with it!

gmr_leon, to gaming
@gmr_leon@mstdn.social avatar

I think some of my favorite video game cultural stories are those that occurred outside the industry, either before they were integrated by it or hobbyist projects that people made and shared with no aim to enter the industry or have their ideas integrated by it.

Somehow I never got way into the boom of flash games awhile back, but I think some of them served as an example of what I mean of extraindustrial gaming culture.

Have any you're fond of?

#Gaming #AskGaming #GamingChat #AskFedi

cadeybunny, to random
@cadeybunny@mstdn.games avatar

Weird question: Would you call Lara Croft iconic?

I would call her an icon-- in that, she's famous. If you're in gaming, you almost certainly know who she is and can picture her....
But, I don't think she has an iconic design, if that makes sense. She's no Mario, or Pac-Man, or Klonoa, or Croc, for instance...

gmr_leon,
@gmr_leon@mstdn.social avatar

@cadeybunny I sorta think this way about Master Chief tbh. I feel like if you didn't know about Halo, you could reasonably think they were part of some random sci-fi action figure line.

To your question though, I kinda agree about Lara Croft not having a particularly iconic design. Maybe an iconic outfit though?

gmr_leon, to VideoGames
@gmr_leon@mstdn.social avatar

Working with a game engine a little has made me want to search up videos on how horribly wrong or surprisingly well importing models made for other game engines can go.

gmr_leon, to random
@gmr_leon@mstdn.social avatar

Removed character model specific code from Kenney's 3D platformer template, and combined with the camera code I found and adjusted, I now have a working base for simple third-person navigation.

From here I can fool around making 3D places to run and jump around in. Gives me more incentive to better learn my way around 3D modeling, as now I could really run around whatever I might make.

gmr_leon, to gaming
@gmr_leon@mstdn.social avatar

Interesting game design video regarding how progression in games may be viewed/experienced.

I'm still very mixed in my opinions about progression in games after multiple occasions of finding it more bothersome than satisfying.

https://www.youtube.com/watch?v=f9hoPTOSByU

gmr_leon, to gaming
@gmr_leon@mstdn.social avatar

I know some of it's nostalgia, but there's something about the old low poly style of some PS1 games, like Spyro and Mega Man Legends, that I still think holds up fairly well to this day.

youronlyone, to Discord
@youronlyone@c.im avatar

If you do not like the changes happening on #Discord, then it is time for you to finally check #Guilded. I dare say, you'll never regret it.

=> https://www.guilded.gg

#Chat #Communities #Gaming #Games

gmr_leon,
@gmr_leon@mstdn.social avatar

@youronlyone Another option to look into might be Revolt, depending on one's preferences:

https://revolt.chat/

gmr_leon, to gaming
@gmr_leon@mstdn.social avatar

This is an unfortunate read, but it's another signal of how dependence on near monopolistic corporations continues to harm independent websites. If it wasn't Google here it would be some major social media company. They have no interest in coordinating with the wider web.

https://retrododo.com/google-is-killing-retro-dodo/

gmr_leon, to gamedev
@gmr_leon@mstdn.social avatar

Have run through some revisions on the camera code I'm working on, but I'm still running into the same sort of bugs...So I've not pinned down the issues yet.

At least it looks kinda interesting.

gmr_leon,
@gmr_leon@mstdn.social avatar

I ended up using this template as a base to work from, as it was a little closer to the control configuration I was after.

I'd probably save myself some trouble if I'd work with the controls of Kenney's template, as it already has direct camera control & zoom, but I had more difficulty figuring out how to best rework it to my tastes.

https://godotengine.org/asset-library/asset/2191

gmr_leon,
@gmr_leon@mstdn.social avatar

Hmm, so I revisited Kenney's template and basically copied over the code I'd worked out on the other, and...

Positives:
It works!

Negatives:
It exhibits the same bugs, unsurprisingly!

Tried some more things to try to "polish up" the code a little, but none of them have resolved the bugs. Some simply introduced new ones (to be expected as I didn't fully replicate their setup).

I have a vague idea of what the issue is, but not sure of terminology to research solutions. 🤔

gmr_leon,
@gmr_leon@mstdn.social avatar

Did some more research and think I've found the solution staring me in the face. Have to adjust what I've found a little and give it a try and see if I'm correct.

Had overlooked these as up to now several were seemingly mouselook only configs, or model & camera movement linked together.

gmr_leon,
@gmr_leon@mstdn.social avatar

Finally got back around to this awhile ago, and after some small adjustments (integrating code from prior research), I have what I was after!

The solution I found was in the link below, and note you'll likely need to add a ready function to capture the mouse input for it to work properly, and may need to rename the $InnerGimbal if you named your 3D nodes differently.

Past that it's some other tweaks to fit your project:
https://kidscancode.org/godot_recipes/4.x/3d/camera_gimbal/index.html

gmr_leon,
@gmr_leon@mstdn.social avatar

There's some other adjustments I should probably make to it like adjusting functions to receive keyboard input by default or another way to catch mouse input or the like, but I'll get to that later.

For now I'm happy to have found a solution that does the trick, and that my other research gave me the other details needed to get it working more or less as I'd been working toward.

gmr_leon, to gaming
@gmr_leon@mstdn.social avatar

Stop Killing Games is a good movement, even if the naming may be overdramatic imo. The basic idea is right though, businesses should stop removing purchased content from consumers and ensure it remains usable in some capacity even as they eventually wind down official infrastructure.

Nobody wants to be perpetually dependent on a business, and no business wants to be obligated to perpetually perform maintenance. The best for both is the ability to separate.

https://www.stopkillinggames.com/

gmr_leon, to gamedev
@gmr_leon@mstdn.social avatar

A bunch of fumbling around with a Godot third-person platformer template later & I have something resembling a clunky controllable third-person camera with zoom via the mouse.

Originally it captured the mouse in the window & used mouse movement for camera controls, which was okay, but not my preference. Plus it lacked zoom, which I like to have in third-person games.

I picked up camera code from a different project & adjusted for direct control, but zoom took picking through docs.

gmr_leon,
@gmr_leon@mstdn.social avatar

I'll probably have to rework the zoom altogether, as it's really buggy at the moment. For whatever reason it tends to move the camera off-center from the player model and lowers it.

Also if you zoom the camera while the front of the character is visible it tends to flip the world space, kinda inverting some colors and controls. While it's definitely a bug, if the controls wouldn't flip it might make for a fun low effort odd flipped world feature.

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