

Oh wow, so it’s kind of suffering from success, in that you might have understood it better, if it didn’t have a translation for your native language… 😅
Oh wow, so it’s kind of suffering from success, in that you might have understood it better, if it didn’t have a translation for your native language… 😅
Hmm, is there a way to improve that, like a different word that’s normally used? I could probably contribute a fix for the translation to the project…
There should be a menu-button with which you can open the inventory:
Yeah, the wording is confusing. A long time ago, there was no paid software, there was only software where you got the source code and other software where e.g. it was pre-installed on some hardware and the manufacturer didn’t want to give the source code.
In that time, a whole movement started fighting for software freedom, so they called their software “free”.
Non-gaming anecdote: Colleagues wanted to build a Rust application for different platforms. (Save for scripting languages, Rust has some of the nicest tooling around that.)
Building for Windows:
cross build --release --target=x86_64-pc-windows-gnu
Building for Linux:
cross build --release --target=x86_64-unknown-linux-gnu
Building for macOS:
Uh, you need some signing key or something like that? I believe, they had also concluded that you’d need to use a Mac to do the build, rather than being able to cross-compile from wherever.
In the end, they decided not to support macOS…
Well, the unfortunate part about Metal is that it’s incompatible with the rest of the world, too. They could’ve integrated Vulkan and chose to do something slightly different instead, because that’s the way the Apple crumbles, I guess.
There is MoltenVK, which is a compatibility layer to be able to run Vulkan games on macOS. Maybe they’ll integrate that. But well, it wouldn’t be on-brand, and it certainly still doesn’t make it easier for gamedevs looking to support macOS.
I don’t have much experience with IPv6 yet either, but as I understand, the primary benefit is that you can get rid of a lot of the crappiness of IPv4, which you might just deem ‘normal’ at this point, like NAT and DHCP. It does happen quite a bit, for example, that we’d like a unique identifier for a host, but with IPv4, you need to store a separate UUID to accomplish that.
A few years ago, I would have fully agreed with you, but having tried my hand at (hobbyist) gamedev broke those rose-tinted glasses for me. It’s just extremely hard to curate gameplay mechanics.
The only real way to know whether a mechanic works in your game, whether it’s fun, is to implement it. That means you’ll be programming for weeks and at the end of it, you might end up deciding that it actually isn’t fun, so you get to rip it back out.
This is also a somewhat linear process. If you think of another mechanic at a later point, you’re not going to re-evaluate all previous mechanics to see whether a different combination would’ve been more fun. Instead, you just decide whether this new mechanic adds fun to your mechanic-soup or distracts from it.
Point is, even as a hobbyist and idealist, with theoretically infinite time, I quickly learned to swallow my pride and appreciate when something just adds fun, whether it perfectly fits in or not. You’re just not going to create the perfect game. And a game that’s a sum of inconsistent, fun parts is still more fun than a coherent game that doesn’t exist.
Of course, this does not mean, you should include mechanics even though they’re overused. That seems to rather be a result from long development cycles, where games decide to include the mechanic when it’s not yet overused, e.g. when a popular game featured that mechanic, but once the game comes out, then a whole bunch of other games have come out before, which had also decided to include that same mechanic.
I think, part of it is also that it’s a rather isolated feature which is fun on its own. You don’t need multiple systems working together to make parrying fun. Instead, you just react in the right moment and there’s your endorphins. Pretty much the hardest part about implementing it, is to make enemy attacks readable, which you likely need for dodge rolls, too. And then especially for AAA titles, which can’t afford to experiment much, such an isolated feature is just a no-brainer to include.
I mean, yeah, but if Proton is doing an absolutely flawless job, then it has 0 performance penalty compared to Windows. All the actual gains still do come from Linux having less overhead. So, both are true, that Proton is killing it and that the gains come from Linux.
But do they also randomly explode all over the place when you enter a room?
Problem is that it’s also an impossible equation to expect customers to keep paying higher prices despite inflation nixing their wages. I really don’t know what they expect to happen. Many people will simply wait until it goes on sale.
I guess, it’s a way to squeeze the day-one rich kids a bit more? But at the same time, you’re cutting down sales when the hype is biggest. And if two people spend $60 each, that’s more money than if only one of them ends up buying your game…
Yeah, Bethesda loves to ruin their game worlds with weirdly repetitive additions. Morrowind constantly spawns assassins on you, Oblivion does the Oblivion gates, Skyrim has the dragons. In the latter two, I think, it’s best to just not start the main quest, which prevents the Oblivion gates and dragons from appearing, at least if you replay the game.
Well, as the others already said, it’s a matter of taste and different factors play into it, but your argument with the AI is precisely why I find this decision so jarring: You don’t need nor want unpredictability in a skating game.
It’s not a competitive genre where the unpredictability makes it interesting. And I remember watching a video of a guy playing Skate where NPCs would constantly walk into his path and it was the most infuriating thing. If there would’ve been no NPCs, no unpredictability, the game would’ve been better.
Of course, with an MMO, other players will probably have no collision. But if you can still see them where you’re skating, they’ll still get in the way of you seeing what you’re skating on, particularly if you run into trolls.
I’m not completely negative to the MMO concept. Maybe it is fun to see just the sheer chaos of hundreds of others skating in the same place. Maybe they have some sort of idea to actually make interaction with other players relevant in some way. Maybe it’s kind of cool for folks to log into the Skate MMO and just hang out. Or maybe it’s only an MMO hub-world and you don’t have to see other players on the individual courses. But yeah, I’m just not holding my breath.
People expect something different, because the Skate series was different up until now. They should’ve branded it differently, if they didn’t want fans asking for singleplayer.
The problem is that no one asked for an MMO. The game series always offered singleplayer. The gameplay is likely made worse by being an MMO. People who are not fans of the series can just skip this game, but those who are fans of the so-far-singleplayer series are those who are asking for a singleplayer experience.
¯\_(ツ)_/¯
suddenly found myself in the Realm of Zot.
Yeah, when I got there the first and only time, I was also surprised how little separates you from Zot once you’ve made it through the Dungeon and the rune branches. Far too many of my characters have died on the final stretch…
I agree that the default isn’t great, but from the link that @tal@lemmy.today had posted, there is actually a way to move the inventory button to where you want:
https://samsinventory.docs.luanti.org/files/videos/touchscreen-editor.mp4
So, they go into the menu, then press the “Exit” button.
Unfortunately, that video is already out of date again, as there’s now a general “Settings” button where the “Touchscreen Layout” button was. But in those settings, you can select the “Touchscreen” category and then that button is near the top.
Then it works like in the video again, by pressing “Add button” and so on.