@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 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, 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.

gmr_leon, to random
@gmr_leon@mstdn.social avatar

One would think by now I'd learn to stop diving right into the deep end of kinda complicated stuff, but I keep on doing it. This time it's programming yet again, because I can never seem to bridge the space between the beginning elements to their more involved applications.

Spent a few hours awhile ago trying to splice together some scripts that I just know if I'd bother to learn fundamentals it would probably be straightforward, but I'm ridiculous like this. 😑

gmr_leon, (edited )
@gmr_leon@mstdn.social avatar

Part of why I end up doing this is that each time I've tried to learn the fundamentals, it's been written in a way that I can never figure out how it extends past the basics. Following that I dig into the documentation, but it's often written with a more technical understanding than I have yet and either without examples or only with narrow examples, neither of which helps much.

So I say screw it and try to cobble what I can together through clumsy trial and error.

gmr_leon, to gaming
@gmr_leon@mstdn.social avatar

Kenney is too good. I dunno how I missed these third-person and first-person starter kits for Godot coming out, but I'll have to play around with them!

Cheers @kenney!

https://godotengine.org/asset-library/asset/2208
https://godotengine.org/asset-library/asset/2120

gmr_leon, to games
@gmr_leon@mstdn.social avatar

Suggestions for a non-survival building game with a similar scale/level of detail to Lego Worlds?

I've found myself with this interest once more, and looking about, it seems like there's still not much like ol' Lego Worlds.

However, I'm hoping I may be overlooking something right in front of me, and no, from what I've seen, Lego Fortnite is not that option. Non-generated world I think, different building style, simply a different sort of game despite the same branding.

@games

gmr_leon,
@gmr_leon@mstdn.social avatar

Thanks! I have them, but the scale of the pieces isn't similar, albeit the perspective is kinda close.

gmr_leon, to gaming
@gmr_leon@mstdn.social avatar

A GDC talk I'd really like to see would be how the devs behind Lego Worlds worked out their world generation from, if memory serves, like 1x1 stud plates to layers of Lego plate terrain. At least, you could break parts of the environment down to that scale.

It's bizarre to me that even at the time it released that didn't seem to stir much conversation simply for the tech. Was it doing something that's dead obvious to those that know more?

gmr_leon, to gaming
@gmr_leon@mstdn.social avatar

With some games I'm super easy to please. Give me an interesting place to look around, some interesting characters to talk to, decent movement speeds, and I don't necessarily need complex gameplay.

However, please don't tease me with places I cannot go, or actions it sounds like I could do but cannot.

Keep my expectations within your game's scope and we're pretty good! I'm appreciating your work, and you've made someone happy.

gmr_leon,
@gmr_leon@mstdn.social avatar

It's games that tease more interesting places, more compelling gameplay, and raise my expectations only to fall short of them, that tend to disappoint and sometimes frustrate me the most.

I remember when I finally got into Morrowind awhile after first hearing about it, reading through the books in the game, and soon realizing...Oh no, this game won't allow much of that. Some of the places they mention, I can't go to, or don't exist. What they describe doing, I can't do.

gmr_leon, to gaming
@gmr_leon@mstdn.social avatar

Is there a...Not exactly a game, but sort of a digital/software toy, that one might dabble with that doesn't have one get into the weeds of code to roam around custom 3D environments/models and place 3D assets around that one's made?

The closest I've found so far is Minetest, but I'm interested in something that would allow for non-blocky environments as well.

gmr_leon,
@gmr_leon@mstdn.social avatar

The more games I've played, the more I come back to the basic ideas that drew me to them to begin with.

Visually striking spaces and the ability to roam about and in many cases, do simple things.

A simple base with which to load in custom 3D environments I make or others have made, and place simple objects (i.e. without interaction other than to place and not fall through world), and that aren't strictly made of blocks, would be a fun toy to me.

gmr_leon,
@gmr_leon@mstdn.social avatar

This basic idea was a big reason I was drawn to Dreams, despite it being an exclusive, and the shortlived Project Spark.

A couple of slight problems with both was that they overshot the complexity a bit, and more importantly to their corporate contexts, they didn't have much of a clear direction for monetization that wouldn't fundamentally break them.

gmr_leon, to VideoGames
@gmr_leon@mstdn.social avatar

I've mostly moved on from No Man's Sky as it was clear what I wanted from the game had drastically diverged from where the developers were taking it, but I still check in on it each update. Not since Atlas Rises or Next has that divergence been made more apparent than with the latest update called Orbital.

Zero problem with starship customization, while the change in station aesthetics and lie about their interiors is disappointing and frustrating.

gmr_leon,
@gmr_leon@mstdn.social avatar

No Man's Sky's station aesthetics are personal preference, but I honestly think they continue to polish away some of the game's identity with each move to greater detail and fidelity. That's the aesthetic of nearly every big space game for whatever reason.

The lie about the station interiors "now being procedurally generated" suggests they're ashamed of their initial efforts. I made mods for the game, I can tell you those interiors have always been partially generated.

gmr_leon,
@gmr_leon@mstdn.social avatar

Another detail that disappoints with the No Man's Sky Orbital update is how small of an update it is to the fleet gameplay. It's slightly less of a tacked on idle game now, from the sounds of it, but you're still not being given more active uses of your fleet and direct commands to augment your regular gameplay.

There's a lot of busywork with crafting and trade that fleets could reduce, among other things, and yet...

orangeglowgames, to gamedev
@orangeglowgames@mastodon.gamedev.place avatar

Been thinking about the "optimal" amount of max save files in a game. It highly depends on the game + genre, but does this number exist?

I feel like 1 is too few, but anything over 25 seems overwhelming... What do you think?

gmr_leon,
@gmr_leon@mstdn.social avatar

@orangeglowgames The amount a player will have to handle ends up being up to them, so I think a high maximum may be kind of negligible, but it really depends on the type of player.

More than the quantity of saves, I think metadata is where it becomes most important when permitting a large amount of saves.

Save renaming, timestamps, and if relevant, a snapshot of the scene/situation saved in, all make even a vast amount of saves more manageable. Tbh kinda wish save systems had built-in notes.

gmr_leon, to gamedev
@gmr_leon@mstdn.social avatar

For any game devs or voxel software devs out there, what particular reasons are there for often opting for larger cubes for voxels?

My rough understanding (as I've found it tricky to find more accessible technical info on voxels), is that they don't necessarily even have to be cubes at all.

Setting that aside though, I'm mainly interested in the scaling question, as I know smaller cubes can & have been used occasionally.

gmr_leon,
@gmr_leon@mstdn.social avatar

@beeoproblem Hmm, that's what I suspected may be a primary factor. It makes me even more curious how games like 3D Dot Game Heroes and Lego Worlds tackled this challenge.

Will have to try to run some searches for any sort of dev talks their teams may have given

gmr_leon, to random
@gmr_leon@mstdn.social avatar

I'm obligated to boost and share any sort of media that describes itself with: "cute cannibal lesbians"

Honestly almost anything that puts cute and cannibal together is funny enough for me to share.

gmr_leon, to VideoGames
@gmr_leon@mstdn.social avatar

I've gotten to a point where I almost write off all major corporate Japanese PC games because more often than not they tack on Denuvo.

Yes they may eventually remove it, but they need to stop screwing their customers like that.

Buying digital media with DRM is buying media with an intentional defect imo, and should be avoided as much as possible. If you can't, you should still be critical of it.

gmr_leon,
@gmr_leon@mstdn.social avatar

@ThatOneSeong wow, and I thought it was bad that a game like Left Alive of all games still has it 😬

gmr_leon,
@gmr_leon@mstdn.social avatar

The sad part is, those preyed upon aren't always necessarily well off enough to afford it.

It's one of those situations where either the microtransactions are in fact small, so the low costs add up over time before the victims realize it, or they're set up to pressure people into multiple rapid transactions, and so they either exploit some people's poor impulse control or gambling addictions, or more often than not, both.

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