this post was submitted on 31 Aug 2024
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[–] ImplyingImplications@lemmy.ca 113 points 2 months ago* (last edited 2 months ago) (2 children)

Lol @ the Gearbox CEO defending the DLC

My favorite artists, performers, and entertainers have all made things I didn’t like so much. It’s cool. When artists have a miss, that’s when they need fans the most to root them on so they are motivated to keep creating. I don’t know if I will ever make anything again that you like, but wouldn’t it be better for you to have that chance to decide than for artists to never create again after a marketplace miss?

This isn't his game. He bought a game other people created and then made a shitty DLC, probably in an effort to cash in on the name and success of the original. That's not what artists do, that's what out of touch CEOs do.

[–] GrayBackgroundMusic@lemm.ee 51 points 2 months ago (2 children)

Oh what? It's not the original devs? Fucking hell. No wonder it sucks.

[–] EmptySlime@lemmy.blahaj.zone 40 points 2 months ago

From Wikipedia:

In November 2022, Gearbox Entertainment acquired the Risk of Rain IP. Hopoo Games remains an independent studio. Hopoo now states that they are working on other games and projects.

The Steam page for the DLC also lists Gearbox Software as the developer and Gearbox Publishing as the publisher so yeah. Seems accurate.

[–] TipRing@lemmy.world 20 points 2 months ago (3 children)

Has it ever worked out when a big studio buys the rights to a game from an indie?

[–] Kolanaki@yiffit.net 7 points 2 months ago* (last edited 2 months ago)

That's practically Valve's entire catalogue other than Half-Life itself. They don't just buy the rights, though. They hire the independents that originally made the thing.

Although back in the day, Gearbox was actually a good dev. They did the standalone expansions for HL1 (Opposing Force and Blue Shift) and also made Borderlands. I think Randy is getting too involved these days instead of letting the talent in the company cook.

[–] Albbi@lemmy.ca 6 points 2 months ago (2 children)
[–] MossyFeathers@pawb.social 12 points 2 months ago (1 children)

Isn't Minecraft still mostly original devs though? I thought Microsoft basically paid notch to fuck off and then basically told Mojang to keep doing what they were already doing; as long as papa Microsoft gets their cut, they're happy kinda thing.

[–] Pika@sh.itjust.works 2 points 2 months ago* (last edited 2 months ago)

From what I understand that's basically the gist of with the exception that the elite developer was transferred over to a new person, the only real conditionals is of course Microsoft has say if they decide to do something they want. Thankfully that has only been in regards to moderation and of course the shitty account management so far,

their main problem currently is that Community mostly ran off of modding support, and with every big game mechanic change they lose more mods due to people moving on/no longer interested in the game. But considering the game itself is 13 years old now it's impressive that it's still going as strong as it is.

[–] SmileyBMM@feddit.nl 3 points 2 months ago

The amount of people upset with the game's direction has somewhat increased after 1.9's combat changes and markedly increased after 1.19 was a huge disappointment. No real competitor has emerged, but the amount of people disgruntled with the game has never been higher.

[–] Butterpaderp@lemmy.world 3 points 2 months ago* (last edited 2 months ago) (1 children)

IIRC didnt gearbox work with the original devs before on ror2? Not defending them, if anything that makes it even worse that they dropped the ball this hard.

[–] mosiacmango@lemm.ee 4 points 2 months ago* (last edited 2 months ago) (1 children)

Yeah they worked on the last DLC, which was really good. I think they mainly were involved in the level design though, which even this DLC has down well.

It's just everything else that makes a game being fucked. No idea why the original devs/designers weren't aquirehired and kept onboard. Maybe they didn't like what ol' Randy had planned.

[–] MrScottyTay@sh.itjust.works 4 points 2 months ago

They probably just wanted to move onto making other games and with the offer of buying that IP they cashed in so they could have more capital for their new projects by offloading something they no longer had any plans for whatsoever.

[–] Cyberspark@sh.itjust.works 14 points 2 months ago

It's not even comparable, he didn't make something and it wasn't good, he broke what was already good. Imagine an artist adding a track to an old album and it distorting the quality of the rest of the tracks. That's what he did.

[–] RightHandOfIkaros@lemmy.world 53 points 2 months ago (2 children)

They used Time.deltatime in FixedUpdate.

As an experienced Unity developer, its clear that they have literally never developed anything in Unity, ever, and probably just skimmed the documentation.

This hurts me and its not even my code.

[–] Kelly@lemmy.world 19 points 2 months ago (1 children)

They used Time.deltatime in FixedUpdate.

To be fair Unity knows this is going to happen and returns Time.fixedDeltaTime to keep things working properly.

[–] RightHandOfIkaros@lemmy.world 19 points 2 months ago

But they could stop that internal call and directly use Time.fixeddeltatime instead. Any person that knows how to use Unity knows to not mix the two. Which is my point.

Gearbox likely has experience with Unreal only, and have no idea what they're doin gwith Unity. Or at least, the team they put on RoR2.

[–] AlecSadler@sh.itjust.works 6 points 2 months ago (1 children)

As a programmer but having never used Unity, what does this mean?

[–] ggppjj@lemmy.world 6 points 2 months ago (2 children)

I've never used unity either, sounds like they used a property that means "variable time between frames" in a context that is expecting a constant.

Almost sounds like they were setting up a "thing happens faster if your CPU is faster" type of logical bug that the engine is at least preventing internally.

[–] gamermanh@lemmy.dbzer0.com 4 points 2 months ago (1 children)

DeltaTime is the old "tie the physics to the framerrate" thing old console games did because they knew they'd be running at a certain frame rate

When I was learning unity for a week it was literally lesson #2 in 3 different video lesson series NOT to use DeltaTime like that

[–] AlecSadler@sh.itjust.works 5 points 2 months ago

Oh god. This brings me back to QBASIC days and how I upgraded my computer and it broke all my programs because I was an idiot and controlled time delays using for-loops, lol.

[–] AlecSadler@sh.itjust.works 3 points 2 months ago

Ouch. Maybe they need a Turbo button.

[–] lunar17@lemmy.world 7 points 2 months ago* (last edited 2 months ago)

Such a shame, I was really looking forward to this based on the teasers shared on the game's Discord server. I guess it's just like big publishers to put more effort into marketing than development.

[–] mindbleach@sh.itjust.works 2 points 2 months ago