Anyone knowledgeable on #msx coding ( @reidrac ) know about the VDP acid test?
I find it hard to believe many games conform to this standard - an extra call and return per vdp register write at minimum seems absurd.
There are a couple things like this in the technical handbook that don't appear to have actually been implemented in practice, or abandoned in favor of better code.
My friend made a tool that can help you randomly generate a number of styles of (very good!) music of hand made loops, royalty-free for you, and includes an easy to use tracker.
US patent office and #Sony can both go fuck themselves. This dangerous precedent set by #Nintendo and #Sega is only continuing on a worse and worse path.
Make no mistake - this is a CONSCIOUS ATTACK on #indiedev and smaller #gamedev to completely push them out of the market.
then how come i get bored of 99% of them after a single run?
conversely, why do my favorite jrpgs still manage to feel fresh the 10th time?
the care with which you build a world and the gameplay has nothing to do with your specific sub-genre. If your game has a lot to offer, people will play it.
proper randomization and dev time spent on it should be spent elsewhere.
@Nifflas those are all pretty decent and good examples of the cream of the genre.
And nothing against the genre as a whole, but instead against the idea that random maps somehow makes a game infinitely repayable - this idea stemmed originally from Diablo II, which in itself is overblown.
But in games where you are just traversing room to room, and it takes less than a few hours to see all variants, it's like they aren't even trying to make a memorable experience.
@shram86 oh sure! I kinda feel like it goes for all genres tho, with jrpgs most of them aren't that good either to me.
But I do agree, the procedural generation got to be good and varied, otherwise it's not engaging. And obvs the mechanics must be great too so that each run is actually varied and not samey as other runs.