I don't know because I haven't played it, but it's possible that the game doubles back on itself in ways that wouldn't actually make sense if you were to pull the camera back
Like random example, iirc super metroid has some areas where rooms overlap if you try to connect all the background images together, even though when you're playing it it all feels connected logically
I don't know because I haven't played it, but it's possible that the game doubles back on itself in ways that wouldn't actually make sense if you were to pull the camera back
Like random example, iirc super metroid has some areas where rooms overlap if you try to connect all the background images together, even though when you're playing it it all feels connected logically
I dunno about Super Metroid but the original Metroid is a mess like that because the only way they could even FIT a game that big onto a NES cartridge is by reusing rooms. That's why you can sequence break the shit out of it by glitching through the doors--because the warp points for each room make no visual sense.
I don't know because I haven't played it, but it's possible that the game doubles back on itself in ways that wouldn't actually make sense if you were to pull the camera back
Like random example, iirc super metroid has some areas where rooms overlap if you try to connect all the background images together, even though when you're playing it it all feels connected logically
I dunno about Super Metroid but the original Metroid is a mess like that because the only way they could even FIT a game that big onto a NES cartridge is by reusing rooms. That's why you can sequence break the shit out of it by glitching through the doors--because the warp points for each room make no visual sense.
i wanna say super metroid is like, 90% a possible 2D space, with only a few spots where there's like a room with a really high ceiling cutting into the room located above it, that sorta thing
It's likely that it jumps you around while something in the foreground is obscuring the camera while you move between rooms
I was actually just hearing that in Firewatch, the only time they actually cheat it is when you're exploring that cave, because it's too labyrinthian to naturally take you where you need to end up, so in the middle of the "climb up/drop down" animations, they move you around
pretty much every video game cheats like hell with how it positions things, because even if it's possible technologically to do everything straight it's more efficient to cheat
pretty much every video game cheats like hell with how it positions things, because even if it's possible technologically to do everything straight it's more efficient to cheat
Yeah from a software perspective there's no actual benefit to following the rules of real world 3D space.
Making a 3D game just sounds like you have to completely break how your brain processes real space so you can simulate real space
Another thing the Firewatch commentary mode adds is it puts in some TVs around the map that let you see what your character actually looks like, and it's a monstrosity of a regular sized torso, no head, and gigantic arms and hands that are positioned incredibly unnaturally because nobody actually holds their arms like you do in first-person games
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BroloBroseidonLord of the BroceanRegistered Userregular
Making a 3D game just sounds like you have to completely break how your brain processes real space so you can simulate real space
Another thing the Firewatch commentary mode adds is it puts in some TVs around the map that let you see what your character actually looks like, and it's a monstrosity of a regular sized torso, no head, and gigantic arms and hands that are positioned incredibly unnaturally because nobody actually holds their arms like you do in first-person games
I don't know because I haven't played it, but it's possible that the game doubles back on itself in ways that wouldn't actually make sense if you were to pull the camera back
Like random example, iirc super metroid has some areas where rooms overlap if you try to connect all the background images together, even though when you're playing it it all feels connected logically
I dunno about Super Metroid but the original Metroid is a mess like that because the only way they could even FIT a game that big onto a NES cartridge is by reusing rooms. That's why you can sequence break the shit out of it by glitching through the doors--because the warp points for each room make no visual sense.
Metroid 1 actually has a perfectly cromulent map, since the grid-based way they made the game means that they can't actually make things overlap
they reuse a bunch of rooms, though, just reskinned a bit and with a few different enemies here and there, and so if you manage to clip outside the ordinary map you're out in the wild in the grid and the game tries to make sense of what's supposed to be in, say, block (19, 3) - like SMB's level -1, basically, or all the other ones where the game tries to turn junk data into a map
clipping outside the map is also interesting since you can skip the pallete-swap triggers in elevators and whatnot and thus go into Norfair with the Kraid palette or whatever
Just did he Challenge in The Witness and that was really cool. I had a lot of fun with that.
Not coincidentally, the mechanics utilized in those puzzles were not of the varieties that I felt were the most BS.
The most BS were sound (the second version of which was not given a proper tutorial like the initial version) and color (the broken/damaged panels were dumb and basically require you to screenshot them, no good way of working it out mentally)
The challenge was the best part of that game because it was a natural progression of difficulty (with some luck in certain sections) and not straight up dumb like some of the regular puzzles. It took me a lot of tries, a "I give up!" moment, and then got it fairly easily the next try.
Making a 3D game just sounds like you have to completely break how your brain processes real space so you can simulate real space
Another thing the Firewatch commentary mode adds is it puts in some TVs around the map that let you see what your character actually looks like, and it's a monstrosity of a regular sized torso, no head, and gigantic arms and hands that are positioned incredibly unnaturally because nobody actually holds their arms like you do in first-person games
Making a 3D game just sounds like you have to completely break how your brain processes real space so you can simulate real space
Another thing the Firewatch commentary mode adds is it puts in some TVs around the map that let you see what your character actually looks like, and it's a monstrosity of a regular sized torso, no head, and gigantic arms and hands that are positioned incredibly unnaturally because nobody actually holds their arms like you do in first-person games
yeah it can get kinda silly
I would play a game as Orangutan Adam Jensen.
They could do a Planet of the Apes cross-promotion. Deus Ex: Simiankind Divided
I don't know because I haven't played it, but it's possible that the game doubles back on itself in ways that wouldn't actually make sense if you were to pull the camera back
Like random example, iirc super metroid has some areas where rooms overlap if you try to connect all the background images together, even though when you're playing it it all feels connected logically
I dunno about Super Metroid but the original Metroid is a mess like that because the only way they could even FIT a game that big onto a NES cartridge is by reusing rooms. That's why you can sequence break the shit out of it by glitching through the doors--because the warp points for each room make no visual sense.
i wanna say super metroid is like, 90% a possible 2D space, with only a few spots where there's like a room with a really high ceiling cutting into the room located above it, that sorta thing
I think the only time they bend stuff in super Metroid is the elevators, which don't align perfectly in all cases?
I don't think there are any rooms which cut into each other
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MaddocI'm Bobbin Threadbare, are you my mother?Registered Userregular
Making a 3D game just sounds like you have to completely break how your brain processes real space so you can simulate real space
Another thing the Firewatch commentary mode adds is it puts in some TVs around the map that let you see what your character actually looks like, and it's a monstrosity of a regular sized torso, no head, and gigantic arms and hands that are positioned incredibly unnaturally because nobody actually holds their arms like you do in first-person games
The literal actual best thing about Dead Island was that it modeled your character, and then ALSO generated your shadow based on that, so watching your shadow as you moved around was a complete horror show
Fuck all those zombies, you are the craziest thing on that island
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StraightziHere we may reign secure, and in my choice,To reign is worth ambition though in HellRegistered Userregular
Making a 3D game just sounds like you have to completely break how your brain processes real space so you can simulate real space
Another thing the Firewatch commentary mode adds is it puts in some TVs around the map that let you see what your character actually looks like, and it's a monstrosity of a regular sized torso, no head, and gigantic arms and hands that are positioned incredibly unnaturally because nobody actually holds their arms like you do in first-person games
The literal actual best thing about Dead Island was that it modeled your character, and then ALSO generated your shadow based on that, so watching your shadow as you moved around was a complete horror show
Fuck all those zombies, you are the craziest thing on that island
There was also, apparently, a secret cheat code to go into third person, so you can see how this sort of thing actually looks to cause this:
Making a 3D game just sounds like you have to completely break how your brain processes real space so you can simulate real space
Another thing the Firewatch commentary mode adds is it puts in some TVs around the map that let you see what your character actually looks like, and it's a monstrosity of a regular sized torso, no head, and gigantic arms and hands that are positioned incredibly unnaturally because nobody actually holds their arms like you do in first-person games
The literal actual best thing about Dead Island was that it modeled your character, and then ALSO generated your shadow based on that, so watching your shadow as you moved around was a complete horror show
Fuck all those zombies, you are the craziest thing on that island
There was also, apparently, a secret cheat code to go into third person, so you can see how this sort of thing actually looks to cause this:
Making a 3D game just sounds like you have to completely break how your brain processes real space so you can simulate real space
Another thing the Firewatch commentary mode adds is it puts in some TVs around the map that let you see what your character actually looks like, and it's a monstrosity of a regular sized torso, no head, and gigantic arms and hands that are positioned incredibly unnaturally because nobody actually holds their arms like you do in first-person games
The literal actual best thing about Dead Island was that it modeled your character, and then ALSO generated your shadow based on that, so watching your shadow as you moved around was a complete horror show
Fuck all those zombies, you are the craziest thing on that island
There was also, apparently, a secret cheat code to go into third person, so you can see how this sort of thing actually looks to cause this:
Making a 3D game just sounds like you have to completely break how your brain processes real space so you can simulate real space
Another thing the Firewatch commentary mode adds is it puts in some TVs around the map that let you see what your character actually looks like, and it's a monstrosity of a regular sized torso, no head, and gigantic arms and hands that are positioned incredibly unnaturally because nobody actually holds their arms like you do in first-person games
The literal actual best thing about Dead Island was that it modeled your character, and then ALSO generated your shadow based on that, so watching your shadow as you moved around was a complete horror show
Fuck all those zombies, you are the craziest thing on that island
There was also, apparently, a secret cheat code to go into third person, so you can see how this sort of thing actually looks to cause this:
wasn't that game a mostly multiplayer game though? like, did they just have different models displayed?
It had co-op but I believe when you were playing it with folks their models were different.
Yeah, and that's how every fps since they started showing more of the player's body works
Most "immersive first person" mods in Bethesda games slap a camera to the third person model and while that can be neat it's not really a good way to play a game
A friend of mine has gone hard into Rocket League. It's the only game he plays now, replacing Destiny. He switched to the PC version - he actually bought a PC specifically to play the game at a much higher framerate
Did you know Rocket League added blind boxes? They really are everywhere now
Rocket league drops random items after a semi-random amount of matches. YOu can combine like-rarity items for a random item of a higher rarity.
On a completely seperate drop rate you also get Crates. You can only open crates with $1 keys. But you can A)Trade items and crates, and Turn off notifications that you've received crates.
It sucks but it also doesn't suck. They also release new DLC cars for around 3 bucks a pop on the regular and I LOVE THEM. Plus free maps.
They kind of had to rethink their monotization plan after a ton of people got the game for free on PSN.
They were paid for those copies.
Sure, but was that a flat sum rather than per download? Either way, I imagine it put them into a completely different different financial situation than they expected, where they had a much bigger playerbase than they anticipated, but not necassarily at a similarly increased rate of revenue that would normally entail.
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yeah that's the one
I played it for awhile, I felt like the combat lacked depth
which sounds like a joke given that it was literally two-dimensional but whatever
I distinctly remember filling my offensive roster with rocket tanks and annihilating an enemy base
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Twitter (mean leftist discourse)
I feel like that game actually has no hard cuts where you jump from one area to another
so I feel like it should be possible to make one long, continuous map of the actual area you traverse
haven't been able to find anyone who's done that, though
Like random example, iirc super metroid has some areas where rooms overlap if you try to connect all the background images together, even though when you're playing it it all feels connected logically
http://www.audioentropy.com/
I dunno about Super Metroid but the original Metroid is a mess like that because the only way they could even FIT a game that big onto a NES cartridge is by reusing rooms. That's why you can sequence break the shit out of it by glitching through the doors--because the warp points for each room make no visual sense.
i wanna say super metroid is like, 90% a possible 2D space, with only a few spots where there's like a room with a really high ceiling cutting into the room located above it, that sorta thing
http://www.audioentropy.com/
I was actually just hearing that in Firewatch, the only time they actually cheat it is when you're exploring that cave, because it's too labyrinthian to naturally take you where you need to end up, so in the middle of the "climb up/drop down" animations, they move you around
http://www.audioentropy.com/
Yeah from a software perspective there's no actual benefit to following the rules of real world 3D space.
Another thing the Firewatch commentary mode adds is it puts in some TVs around the map that let you see what your character actually looks like, and it's a monstrosity of a regular sized torso, no head, and gigantic arms and hands that are positioned incredibly unnaturally because nobody actually holds their arms like you do in first-person games
yeah it can get kinda silly
this remains a favourite, though
Metroid 1 actually has a perfectly cromulent map, since the grid-based way they made the game means that they can't actually make things overlap
they reuse a bunch of rooms, though, just reskinned a bit and with a few different enemies here and there, and so if you manage to clip outside the ordinary map you're out in the wild in the grid and the game tries to make sense of what's supposed to be in, say, block (19, 3) - like SMB's level -1, basically, or all the other ones where the game tries to turn junk data into a map
clipping outside the map is also interesting since you can skip the pallete-swap triggers in elevators and whatnot and thus go into Norfair with the Kraid palette or whatever
now Metroid 2, on the other hand
boy that sure is a map
https://i.imgur.com/NDDJs9Z.mp4
The challenge was the best part of that game because it was a natural progression of difficulty (with some luck in certain sections) and not straight up dumb like some of the regular puzzles. It took me a lot of tries, a "I give up!" moment, and then got it fairly easily the next try.
I would play a game as Orangutan Adam Jensen.
They could do a Planet of the Apes cross-promotion. Deus Ex: Simiankind Divided
I think the only time they bend stuff in super Metroid is the elevators, which don't align perfectly in all cases?
I don't think there are any rooms which cut into each other
The literal actual best thing about Dead Island was that it modeled your character, and then ALSO generated your shadow based on that, so watching your shadow as you moved around was a complete horror show
Fuck all those zombies, you are the craziest thing on that island
There was also, apparently, a secret cheat code to go into third person, so you can see how this sort of thing actually looks to cause this:
https://www.youtube.com/watch?v=hXmZX8iz2SE
Hey you weren't lying, it was great!
PSN- AHermano
wasn't that game a mostly multiplayer game though? like, did they just have different models displayed?
Steam // Secret Satan
It had co-op but I believe when you were playing it with folks their models were different.
Yeah, and that's how every fps since they started showing more of the player's body works
Most "immersive first person" mods in Bethesda games slap a camera to the third person model and while that can be neat it's not really a good way to play a game
3DS: 2019-9671-8106 NNID: RamblinMushroom
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More than Battlefield and Call of Duty, more than Minecraft, more than GTAV
Most downloaded
It was never available for free last year
Did you know Rocket League added blind boxes? They really are everywhere now
PSN: Robo_Wizard1
barf
Rock Band DLC | GW:OttW - arrcd | WLD - Thortar
Rock Band DLC | GW:OttW - arrcd | WLD - Thortar
I think they still give out stuff like at launch
But they have chests where you can buy keys to unlock them now, if I understand correctly
They were paid for those copies.
On a completely seperate drop rate you also get Crates. You can only open crates with $1 keys. But you can A)Trade items and crates, and Turn off notifications that you've received crates.
It sucks but it also doesn't suck. They also release new DLC cars for around 3 bucks a pop on the regular and I LOVE THEM. Plus free maps.
Steam ID: Obos Vent: Obos
PSN: Robo_Wizard1
Sure, but was that a flat sum rather than per download? Either way, I imagine it put them into a completely different different financial situation than they expected, where they had a much bigger playerbase than they anticipated, but not necassarily at a similarly increased rate of revenue that would normally entail.