Earlier quoted context omitted.
This may be off-point, but are there more polished attempts at new ideas out there that are worth checking out? I can't keep up with what's worth playing anymore, and don't have time to play every game hoping that it hits the mark. Anytime I check out the top ranking games, it's new Call of Duty's, Battlefields, Assassin's Creeds, or sports (blegh) and a whole host of games that disappear as fast as they show up. I'd…
Yes. Modded Minecraft (try All the Mods 3 on the twitch client, or (formerly my modpack) Resonant Rise) Challenge Pack Modded Minecraft (Currently Popular: Age of Engineering, Forever Stranded, Sky Factory 3) Factorio Dwarf Fortress Modded Dwarf Fortress Masterwork Poschengband & Tome4 represent the pinnacle (to me) of classic Roguelike design. Risk of Rain Endless Legend Endless Space 2 (Amplitude releases a consist…
No Man’s Sky One Year Later
121–130 of 144 posts
Re: No Man’s Sky One Year Later
#122Earlier quoted context omitted.
I've never really understood some of the zachtronics games. Things like TIS-100 and Shenzen I/O confuse me. Why would I spend time learning some esoteric assembler that exists no where else, when you could take that same time and learn an actual assembler? I really, REALLY wish they had done something really clever, like targetted AVR opcodes or something for their vCPU. That'd make it so not only do you get to have…
Not to mention the huge loss of a learning opportunity to have players learn programming language basics for specific real world code
I love these games, and I can program (and have shipped to prod) in over a dozen languages including Erlang, Haskell, C++, C, Common Lisp, Java, Clojure, Scala.
What you're saying is nonsense. Practice in programming is practice in programming. If we wanted to, we could make the TIS-100 system real for embedded computing and I bet it'd be popular with some instruction extensions.
I did an annex course at a local middle school with TIS-100 to teach kids that programming is fun. It went over well.
Re: No Man’s Sky One Year Later
#123Earlier quoted context omitted.
Yes. Modded Minecraft (try All the Mods 3 on the twitch client, or (formerly my modpack) Resonant Rise) Challenge Pack Modded Minecraft (Currently Popular: Age of Engineering, Forever Stranded, Sky Factory 3) Factorio Dwarf Fortress Modded Dwarf Fortress Masterwork Poschengband & Tome4 represent the pinnacle (to me) of classic Roguelike design. Risk of Rain Endless Legend Endless Space 2 (Amplitude releases a consist…
Whoa, thank you for the interesting list. I'm excited to check this stuff out.
I have a still-relevant tutorial on Dwarf Fortress, SpaceChem, and over a hundred hours of very technical modded minecraft play.
Re: No Man’s Sky One Year Later
#124Earlier quoted context omitted.
This may be off-point, but are there more polished attempts at new ideas out there that are worth checking out? I can't keep up with what's worth playing anymore, and don't have time to play every game hoping that it hits the mark. Anytime I check out the top ranking games, it's new Call of Duty's, Battlefields, Assassin's Creeds, or sports (blegh) and a whole host of games that disappear as fast as they show up. I'd…
Try Europa Universalis 4 by Paradox Interactive. It's a strategy game.
Re: No Man’s Sky One Year Later
#125Earlier quoted context omitted.
> Virtually every open world game has the same basic loop: collect, craft/buy/sell, build. That is a massive loop though, huge, world size, not confined to a specific path. I choose my path through the world. > After that, it's just a question of how you motivate players to go through the loop Open World is about ... openness. The player gets to decide, specific motivation not required; the journey is the motivation.
The player gets to decide, specific motivation not required; the journey is the motivation. But you still need gameplay mechanics to support the user's activities. If the user is motivated by quests, you need good quests. If the user is motivated by conflict, then you need good fighting mechanics, etc. If the user is motivated by building/construction, you need strong mechanics to support that. Unfortunately, I suspe…
Re: No Man’s Sky One Year Later
#126Earlier quoted context omitted.
Cosmo was shunned because he went looney tunes in a very short timespan. For those who don't really watch speedruns, what happened to him was really fucked up. - Lost in very important tournament. - Got depressed because of it. - Girlfriend left him. - More depressed. - Suddenly, "I'm actually a girl". I feel really really sorry for Cosmo, so much went wrong in his life in a very short timespan and he snapped.
It's not "He's actually a girl." She's a woman. Use the right pronouns.
Re: No Man’s Sky One Year Later
#127Earlier quoted context omitted.
Yes. Modded Minecraft (try All the Mods 3 on the twitch client, or (formerly my modpack) Resonant Rise) Challenge Pack Modded Minecraft (Currently Popular: Age of Engineering, Forever Stranded, Sky Factory 3) Factorio Dwarf Fortress Modded Dwarf Fortress Masterwork Poschengband & Tome4 represent the pinnacle (to me) of classic Roguelike design. Risk of Rain Endless Legend Endless Space 2 (Amplitude releases a consist…
I've never really understood some of the zachtronics games. Things like TIS-100 and Shenzen I/O confuse me. Why would I spend time learning some esoteric assembler that exists no where else, when you could take that same time and learn an actual assembler? I really, REALLY wish they had done something really clever, like targetted AVR opcodes or something for their vCPU. That'd make it so not only do you get to have…
Re: No Man’s Sky One Year Later
#128Earlier quoted context omitted.
The player gets to decide, specific motivation not required; the journey is the motivation. But you still need gameplay mechanics to support the user's activities. If the user is motivated by quests, you need good quests. If the user is motivated by conflict, then you need good fighting mechanics, etc. If the user is motivated by building/construction, you need strong mechanics to support that. Unfortunately, I suspe…
"Myst" was basically all about wandering around seeing cool stuff, and it was so wildly popular that it held the "best-selling PC game" title for nine years .
Heck, if you're gonna argue this way, I'm surprised you didn't pick Super Mario Bros. After all, Mario Bros. is just wandering around and seeing cool stuff. You just to have to jump over things every now and then...
Re: No Man’s Sky One Year Later
#129Earlier quoted context omitted.
TIS and Shenzen superficially look like assembly programming, but in reality they're very sophisticated puzzle games. You basically create these networks of routines, each of which is limited to something like 9 lines of code (and labels cost a line!). All the tasks are structured so that when you try to code them the straightforward way you're always short a line or two, and then you have to sit there racking your b…
Labels and code can share a line, like this: ST: MOV X1 ACC TEQ ACC 1 + JMP ST MOV X1 X2 SLP 1 Now go back and optimize your solutions! :)
Re: No Man’s Sky One Year Later
#130Open world games are notoriously disappointing. "What is this game supposed to be?" is a great question. Are you trying to explore? collect resources and upgrade grind? build things? combat (ground or space)? By being all these things, they became nothing. All encompassing space games (for example EVE) take years to build, usually in the form of updates after release. As for the UI. It looks like its designed so the…
If you want strong direction, then open world is the wrong end of the spectrum. Give me a large world with lots of complexity and I'll entertain myself for hundreds of hours. Give me a directed plot and I'll probably stop caring in about 4 hours. It seems to me there are two very different views of story telling in games. One camp wants games to be strongly directed minimal choice stories with a very specific narrati…