Hi there! You can learn a bit about me, and check out my games and art on my carrd at https://rak.crd.co/

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Joined 7 months ago
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Cake day: July 18th, 2025

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  • I understand how useful it is to quickly paste selected text, and have used it frequently, but I finally had enough of it after the thousandth time accidentally pasting private information or random garbage into a new tab search, discord chats, or the middle of my code without realizing it…

    I think their proposal to make it a toggle that is off by default is the best solution. A lot more people are adopting Linux now and this will be one less point of friction for the new user experience coming from Windows, thus making it more likely they’ll stick with the OS, and old users who are setting up a fresh install will just switch it back to the previous behavior as they configure their system, and never think about it again.

    So anyway, not long ago I went searching for a way to disable it system-wide (since KDE on X11 doesn’t offer any toggle for it, at least for me) and the best solution I found is this little program that clears the middle-click selection clipboard any time you middle click so you never paste anything. Works like a charm for me.
    https://github.com/milaq/XMousePasteBlock


  • No disagreement with me there, I think the linear dungeons were a poor choice and the game would benefit from a way to track settlements by species.

    Personally I dislike boss fights in these sorts of games (the main reason I don’t like Terraria anymore is the focus on bosses, and everything you do is just to prep for the next boss), so that’s likely a big part of why the story doesn’t bother me since I just mostly ignore it or do it passively. But for someone who enjoys the bosses and seeks them out, I can see why it’s more frustrating.

    But I completely agree that the tutorial dungeon is the worst. I hate doing it whenever I play vanilla to introduce a friend to the game, and the “skip intro” option on character creation really should skip right to after the dungeon. Or alternatively it could have been designed to be more fun or interesting on repeat playthroughs


  • I think your explanation is pretty accurate and I agree with your point that it has nothing to do with graphics. however…

    there’s no reason you can’t make a game that does all of that but does actually have good polished gameplay, but so many games chasing (and catching) this trend do not.

    Any time I see someone say this, they always fail to actually provide any examples of games that fit this description. I know you aren’t defending the term but I just noticed that parallel between your description and the explanations provided by people who criticize these sort of games.

    The first time I heard of the term, and when it started getting popular, was around the time PEAK released. At first glance, it seemed like the game fit the term, but after a bit people started realizing that it actually was a fun and well designed game that has some longevity. Ever since then, people who use the term negatively always concede that their prime example doesn’t even fit their criticism, but fail to provide a list of other examples.

    It really makes me feel like it’s just people complaining about things for being popular, without any actual basis for their criticism.


  • I think the story is a point where people unfairly criticize the game, personally. After the tutorial dungeon you don’t have to engage with it whatsoever.

    The parts where you have to search for relics between each dungeon are meant to encourage exploration and remove the pressure of the story. It’s the game saying “now go do whatever and have fun!” and you make progress toward the story just by playing normally, as you come across settlements belonging to the particular species you need to scan.

    If your goal is to speedrun the story and drop the game, then yeah those parts are annoying, but if you want a sandbox game where you are free to do anything you want, then I don’t really understand why people complain so much about those parts of the main story.


  • I think you have missed the actual issue here. The issue is not whether or not the game currently contains AI assets, the issue is whether AI was used during development. Quoting the article (emphasis mine):

    “The Indie Game Awards have a hard stance on the use of gen AI throughout the nomination process and during the ceremony itself,” the statement reads. “When it was submitted for consideration, representatives of Sandfall Interactive agreed that no gen AI was used in the development of Clair Obscur: Expedition 33.

    “In light of Sandfall Interactive confirming the use of gen AI on the day of the Indie Game Awards 2025 premiere, this does disqualify Clair Obscur: Expedition 33 from its nomination.”

    The actual problem is that simply using generative AI during development disqualifies a game from being nominated, and Sandfall Interactive lied and said they did not use gen AI.


  • Rakqoi@piefed.blahaj.zonetoGames@lemmy.worldHytale can now be pre-ordered
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    2 months ago

    for the first year or two after it was originally announced, I was pretty excited about it.

    Then I learned that the entire project was started because Mojang changed their TOS to stop hypixel from preying so much on children with their in-server microtransactions… and so they decided to make their own game where they are allowed to prey on children freely.

    no wonder it fell into development hell. that’s an awful basis for a game of the scope of hytale.



  • this looks neat, clearly very motherload inspired which is very nostalgic. The automation aspects seem a bit basic since there doesn’t seem to be any logistic design gameplay like a typical automation game would focus on, which may just turn the “automation” into more like “arbitrary timer to unlock upgrades” but I can’t say for sure without having played it. I’ll download it and give it a try!

    Edit: Played it a bit, it’s fun but as I expected, the automation is very simplistic and is effectively just a time gate on resources, but that just encourages getting the upgrades to make automation faster. Unfortunately, unlike motherload, the player character has no momentum or gravity at all, so movement is pretty bland. There’s also no damage so there’s no risk, and you can just teleport to the surface (with a cooldown), so the planning, time management, and panic aspects of motherload are absent here. But that’s not necessarily a bad thing, they’re clearly going for a more comfy vibe.

    Definitely has a lot of potential!


  • Oh wow this gave me a wave of nostalgia for my first experience developing games. I took a class in like middle school for game development, and they provided the software Alice for the course.

    I fondly remember trying to make a first person, open world sandbox RPG, but if I remember correctly, the engine not being able to create new instances of anything severely limited what I wanted to do. Also, the engine had a ton of floating point precision issues and everything would be rotated in funny ways after the game was running for a long time. And I hated the visual programming and got so frustrated that I couldn’t just type the scripts instead haha… that’s when I switched to GameMaker

    Anyway, I was reminded of it because the first enemies in my game were also sword-wielding skeletons just like in the OP screenshots. I appreciate the peak into your past, and I’m thankful for that nostalgia hit :3


  • What you’re describing is very similar to how I feel, and I describe myself as sex-favorable grey-ace. I feel some sort of sexual or sexual-adjacent attraction, and don’t mind sex with my partner since it can be fun and feels good for both of us. but I’d be 100% okay with never having sex again, and I have no desire for it other than when my partner is in the mood.

    but xxce2AAb (other commenter) is spot on. labels are nice because they help you find community and describe your experiences in ways that are healthy instead of “weird” or “broken”, but they’re not necessary to fit into and are entirely a personal decision of what labels you feel like describes you best, or whether you bother using labels at all ^^

    you’re just you, and that’s awesome


  • I start with default settings, but with rail world ores. Then I bump up the water coverage a bit and tweak the scale to get huge islands. I love setting the goal of clearing my entire starter continent of biters, pushing my walls forward bit by bit until I don’t need them anymore.

    Then I eventually run out of one resource or another, and need to bridge to a new continent, and start the process all over again ^^

    Technically, this world generation is “easier” since you could just clear a continent then not have to worry about pollution anymore, but I try to minimize pollution anyway to save my forests and lakes. I actually haven’t triggered a single biter attack from pollution in my current 300+ hour playthrough…