• 0 Posts
  • 40 Comments
Joined 3 years ago
cake
Cake day: July 5th, 2023

help-circle
  • While I don’t think it deserves the win over Blue Prince, it does have some interesting gameplay innovations compared to others in the genre, as well as some interesting tech.

    In particular, the included PvE element, as well as the sorter session and decreased death penalty makes the game much more accessible. It also helps offer an incentive to not shoot-on-sight, as the bots serve as a common enemy and shared threat. Its a difference between games like PUBG where games are tense, hour-long affair, and something like Fortnite where its colourful, easy to get into, and despite still being competitve, filled with other diversions for those who won’t win.



  • Basically, how much of the world is interesting/fun.

    For example, Fallout 3 doesn’t do a great job of this, as much of the world is baren with no story or gameplay. Half of the world feels like it could be cut out without much loss. The Yakuza games on the other hand, have smaller worlds but they feel massive and fun because there’s always something to do moments away.

    The work-around is to make travel fun, so the “empty-space” is just more gameplay. The Just Cause games are the perfect example of this. All the movement mechanics are quick and satisfying, from the grapple and parachute, to the driving, to the OP wingsuit.








  • So far as I know, there aren’t a lot of 8-player local multiplayer games. The only obvious answer is the Jackbox games, using your phones as controllers.

    Beyond that, I did find this Steam curator, who seems to specialize in 8-player games. From thier list, I recognize Gang Beasts, and Pico Park: Classic Edition. Party Golf, Screen Cheat, and Cobalt also all looked interesting, but I’ve never seen anyone play them.











  • The comment, for convenience:

    In my opinion Luanti is a living proof that top-down extensibility aka “we make monolithic engine in C++ and then provide some APIs for scripting via bindings for some scripting language on the side” doesn’t work well. You can’t change main menu, you can’t fix player controller (and the default one sucks), you can’t write your own renderer, etc. Because developers didn’t imagine someone would want that (actually they probably did, but they simply don’t have capacity to provide this). Good extensibility/modability should be automatic, on binary level. Like what you get by developing in bytecode/JIT-compiled languages like Java/C# or in old Unreal Engines where everything was done in bytecode-(de)compilable special language called Unreal Script.