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Search - "overpowered"
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Big title games
Console to Mobile: redesign the game to make it easy to play
Console to PC: just port the game, keep the console keys but remap them... randomly so it makes no logical sense and is impossible to remember or easy to press when needed (at least to me)
I guess ditching games on PC years ago was the right move but now I have A way overpowered computer... (Gonna take a while to get around to that ML stuff I had planned... Prolly taking a React/Native die first and maybe do some also for interviewing)8 -
My plan to become rich:
1. Create a library / framework that's really just an easy wrapper for other libraries.
2. Write a bunch of books / courses online teaching this "new" library
3. Market it to overpowered but impressionable PM's who'd fall for anything with the word "inovative" in it6 -
Headsup: if you're making a game, or want to, a good starting point is to ask a single question.
How do I want this game to feel?
A lot of people who make games get into it because they play and they say I wish this or that feature were different. Or they imagine new mechanics, or new story, or new aesthetics. These are all interesting approaches to explore.
If you're familiar with a lot of games, and why and how their designs work, starting with game
feel is great. It gives you a palette of ideas to riff on, without knowing exactly why it works, using your gut as you go. In fact a lot of designers who made great games used this approach, creating the basic form, and basically flew-blind, using the testing process to 'find the fun'.
But what if, instead of focusing on what emotions a game or mechanic evokes, we ask:
How does this system or mechanic alter the
*players behaviors*? What behaviors
*invoke* a given emotion?
And from there you can start to see the thread that connects emotion, and behavior.
In *Alien: Isolation*, the alien 'hunts' for the player, and is invulnerable. Besides its menacing look, and the dense atmosphere, its invincibility
has a powerful effect on the player. The player is prone to fear and running.
By looking at behavior first, w/ just this one game, and listing the emotions and behaviors
in pairs "Fear: Running", for example, you can start to work backwards to the systems and *conditions* that created that emotion.
In fact, by breaking designs down in this manner, it becomes easy to find parallels, and create
these emotions in games that are typically outside the given genre.
For example, if you wanted to make a game about vietnam (hold the overuse of 'fortunate son') how might we approach this?
One description might be: Play as a soldier or an insurgent during the harsh jungle warfare of vietnam. Set ambushes, scout through dense and snake infested underbrush. Identify enemy armaments to outfit your raids, and take the fight to them.
Mechanics might include
1. crawl through underbrush paths, with events to stab poisonous snacks, brush away spiders or centipedes, like the spiders in metro, hold your breathe as armed enemy units march by, etc.
2. learn to use enfilade and time your attacks.
3. run and gun chases. An ambush happens catching you off guard, you are immediately tossed behind cover, and an NPC says "we can stay and fight but we're out numbered, we should run." and the system plots out how the NPCs hem you in to direct you toward a series of
retreats and nearest cover (because its not supposed to be a battle, but a chase, so we want the player to run). Maybe it uses these NPC ambushes to occasionally push the player to interesting map objectives/locations, who knows.
4. The scouting system from State of Decay. you get a certain amount of time before you risk being 'spotted', and have to climb to the top of say, a building, or a tower, and prioritize which objects in the enemy camp to identity: trucks, anti-air, heavy guns, rockets, troop formations, carriers, comms stations, etc. And that determines what is available to 'call in' as support on the mission.
And all of this, b/c you're focusing on the player behaviors that you want, leads to the *emotions* or feelings you want the player to experience.
Point is, when you focus on the activities you want the player to *do* its a more reliable way of determining what the player will *feel*, the 'role' they'll take on, which is exactly what any good designer should want.
If we return back to Alien: Isolation, even though its a survival horror game, can we find parallels outside that genre? Well The Last of Us for one.
How so? Well TLOU is a survival third-person shooter, not a horror game, and it shows. Theres
not the omnipresent feeling of being overpowered. The player does use stealth, but mostly it's because it serves the player's main role: a hardened survivor whos a capable killer, struggling through a crapsack world. The similarity though comes in with the boss battles against the infected.
The enemy in these fights is almost unstoppable, they're a tank, and the devs have the player running from them just to survive. Many players cant help but feel a little panic as they run for their lives, especially with the superbly designed custom death scenes for joel. The point is, mechanics are more of a means to an end, and if games are paintings, and mechanics are the brushes, player behavior is the individual strokes and player emotion is the color. And by examining TLOU in this way, it becomes obvious that while its a third person survival shooter, the boss fights are *overtones* of Alien: Isolation.
And we can draw that comparison because like bach, who was deaf, and focused on the keys and not the sound, we're focused on player behavior and not strictly emotions.1 -
!rant
We got a new Macbook pro, 2017 model, i was all excited for it, my 2 coworkers and the manager not so much. But being that I am the only one that knows how to use it and will be working on new web related tech as well as advising our contractors and helping them with the ios and android part it was decided that I shall use this baby. So fucking excited. I get to use this baby at work as well as the overpowered work station that they already gave me :] dis gon b good manerant gon buy another one eat it fk it i already have one at home aewe yii it came with everything not mine tho love me a macbook didnt pay for it1 -
(Italy)
In 1 word: SUCKS
In 2 words: SUCKS HARD
Basically you work in companies that are either not tech oriented and use you as an extra (eg: fix printer, sort boss fantastic vacation pictures in his overpowered Mac) or if the company main business is tech, they are FANGS-wannabe that pretend to compete with world biggest companies with a severely understaffed crew that they pay as clerks5 -
I personallbery don't like OP superpowers like perfect coding or time-bending. They have to be either not OP or über OP. So here's an idea. Having control over things you understand. Depending on how much you know you're either just a normie or the most powerful being on the planet. And you still experience the joy of learning new things. AND you're getting more powerful because of it.
You can be exactly the dev you want to be.1 -
I really can't find a good and light open source ecommerce solution that doesn't require Wordpress or any other bloated framework.
I got a small company which I just work as a microelectronics/programming teacher and I want an automated solution where people can order and pay for preconfigured kits.
I usually use Nginx with Nodejs. I had a look at Reaction Commerce however it requires 1.5GB RAM as of now (I got a 512mb RAM server). And I don't see how a few visitors should mitigate the use of such an overpowered solution.
How do other developers do ecommerce solutions without using bloaty software? As of now I'm considering to just create a solution myself with a template engine and an API.2