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  • That would be the game designers’ and game director’s job. The listing in the article is for a VFX artist, who is working on the visual side at the direction of the game director.

    Just screaming “make the game more fun!” at VFX artists is misplaced. These people are necessary on games, but unless it’s a small/single person team, they don’t have any hand in the game design mechanics aside from implementing what is coming from the director.

    Nothing in the job listing seems like it is looking for a revolutionary destruction system. That seems like flourish added by article. It looks like a much more mundanely written job listing for destruction VFX, which is a role that shouldn’t be surprising in any way in a military shooter.

























  • SSTF@lemmy.worldtoGames@lemmy.world*Permanently Deleted*
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    2 months ago

    Fallout 1, which I’ve probably replayed about ten times more than the second game. It’s concise, with this depressing and dark world that gives a feeling never fully replicated in sequels.

    Lords Of The Realm 2, a great little strategy game with an effortlessly charming aesthetic.

    Civil War Generals 2, when I feel like really grinding out a strategy game. It has the bright colors and charming graphics which create a clear and readable battlefield that can be brutally difficult as units get ground down into ragged bands.


  • Really it just means the sorts of bugs you find with minimal QA testing combined with stilted voice acting, potentially untranslated audio or text, cultural beats that don’t quite cross over, and some game design choices that are different than how a game developed alongside western games might do things.

    If you can stand this lack of polish, these sorts of games can at least give amusement for their price point.



  • SSTF@lemmy.worldtoGames@lemmy.worldWhy So Many Video Games Cost So Much to Make
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    2 months ago

    TLDR Bloated staff sizes and poor workflow management means salary costs skyrocket while a lot of people on staff are left waiting for things to do. The article keeps saying the costs aren’t just about better graphical fidelity, but I think this issue is somewhat related because a big chunk of staff are going to be artists of some variety, and the reason there are so many is to pump up the fidelity.

    Not that it much matters to me personally. I’ve said before that games have long ago hit diminishing returns when it comes to technical presentation and fidelity. I’d rather have a solid game with a vision, and preferably a good visual style rather than overproduced megastudio visuals. Those kinds of games are still coming out from solo developers and small studios, so it doesn’t affect me one bit if big studios want to pour half a billion into every new assemblyline FPS they make.


  • In the stealth section there are static guards and patrolling guards. At the bottom of every turn the players pull from a deck of cards which says which of the patrolling guards will move and also a special event- this can be the meter towards the alarm ticking down, some of the guards reversing direction of their patrol, or reinforcements prestaging just off board.

    During stealth if a dead guard or a player character is spotted by a specific guard, it will shout alerting other guards inside a certain radius and act according to the combat logic. At this point the stealth section will likely shortly end because of all the negative stealth modifiers.

    In the combat section, enemies will move towards and fire at whatever spotted player character is nearest. The combat is very simple, which is balanced by it being very difficult for the players to survive, which means you want to delay combat as long as possible.