dtb

joined 1 year ago
[–] dtb@sh.itjust.works 2 points 1 year ago (1 children)

There's a game called Climbey (https://store.steampowered.com/app/520010/Climbey/), that was kind of like this. I had a ton of fun playing it, but it's pretty much like you said: this game worked for me, not so much for some of my friends who'd get nauseous as soon as they had to move (let alone look down).

[–] dtb@sh.itjust.works 3 points 1 year ago

That final comment about needing play testers that suffer from motion sickness is spot on. I played Star Wars Squadrons in VR and with the ship's frame around me, I could play that game for hours with the only problem being my own sweaty face. When my friend tried it out though, he could barely play for a few minutes before the motion sickness would set in and he'd have to break.

I hope someone figures out something that lets more people play cool VR games, because it's been a bummer that it seems like a 50/50 shot whether someone will be able to play the game without feeling sick.

[–] dtb@sh.itjust.works 2 points 1 year ago

Man, I'm excited to try this out. I hope stealthing is given first-class treatment and not shoved to the side for combat.

I played a TON of Payday 2 when it first came out, stopped playing a little before the company put in microtransactions, and when I came back a year or so later, it felt like stealth had become an after-thought. Maybe I just came back at a weird time, or I couldn't figure it out anymore, but I've been worried that Payday 3 is going to lean into the action and less into the stealth.

The Payday 2 stealth progression through the art heist was one of the coolest things I'd played, until they added the train heist and that fusion generator thing. Those were absolutely intense, and I loved figuring those out.

[–] dtb@sh.itjust.works 13 points 1 year ago (4 children)

When you say end-to-end encrypted, what are you referring to?

What's the intent for this tool that isn't solved via TLS?

Also, just as an aside, but this is kind of funny given the context:

[–] dtb@sh.itjust.works 21 points 1 year ago (3 children)

Holy hell, we have early access phone apps now?

[–] dtb@sh.itjust.works 4 points 1 year ago (1 children)

Something worth considering with client side rendering, is the idea that the user may not be able to tell the difference between "still rendering" and "done", making me want that final "order of correctness" flow to have a branch for client side rendering that includes a "maybe?" in case there's a server connection somewhere that's slow or broken.

I'm sure I'm getting too pedantic because this post isn't about best practices for implementing it, and I'm currently bitter about a tool I have to use that does it poorly, having no difference between "fetching information" (aka, still rendering), "no information to fetch" (aka, done rendering), and "connection broken, please refresh" (aka, reboot the server, AGAIN).

[–] dtb@sh.itjust.works 0 points 1 year ago (1 children)

There's a long standing joke to "thin your paints!"

Check out this guy's post about it: https://ageofminiatures.com/thin-your-paints/ and you can see some of the changes that it offers.

It also doesn't look like you've applied a wash yet, and doing that is a really simple way to add an incredible amount of detail--or, I guess, it makes the details of the model really pop by adding shade to all the little nooks and crannies. Those two models both look like they will show huge benefits from a good wash.

The striping you did on that first one is really cool. If you've got the hand to paint those spots without blurry lines or your hand shaking everywhere, I think you're on a great path for painting minis.