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he wasn't even looking at me and he found me
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@clovershroom
Thunderstorm seasons
sometimes you have to be a bit mentally ill to get mentally well so if thinking naruto would be proud of you for brushing your teeth is what gets you to brush your teeth well grab that toothbrush dattebayo
stop complaining about my word choice‼I made this post while being unabashedly mentally ill, and I’m going to call it as such. and now a word from our sponsor
🌙 𝐄𝐍𝐃𝐋𝐄𝐒𝐒 𝐒𝐀𝐈𝐋𝐎𝐑 𝐌𝐎𝐎𝐍: 9/?
kiby.. 🍎🐝🌳☀️
Illustration from a 2006 feature on Shigeru Miyamoto in Time Magazine, featuring him standing in a field surrounded by Mario series and other characters.
Source: SuperGamer18
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This woodblock print by the Shin-hanga (New Print) virtuoso Shiro Kasamatsu (1898–1991), is titled "Shinshu Shirahone Onsen" (Shirahone Hot Spring in Shinshū)., 1935, Japan. The artwork captures the historic, hidden mountain onsen (hot spring) of Shirahone, nestled deep in the Japanese Alps of Nagano Prefecture (historically Shinshū). Famed for its opaque, milky-white thermal waters rich in calcium and magnesium, the spring is presented here as an idyllic, secret sanctuary.
they're unreal engine-ifying my childhood game...nintendo hired that man....this is ocarina of time in 2013
it looks greasy and stiff, the textures are overdone. i'm not sure about the armor he's wearing either, i could understand them adding that to adult link at some point but i don't see how it'll make sense for child link at this point in his life. and i'm assuming by having his hat and shoes off they want to make it make more sense for him to be in bed but if that was the case why does he have the armor on? why not just put him in an entirely different set of clothes as pajamas? plus making his bed sheet green against his green tunic is just bad art direction, he blends into the scene and feels like a disconnected shape.
i'm hoping they just showed this way too soon and this isn't a good shot to demonstrate their art direction but i'm not really sure how to feel about it yet.
(also maybe i'm slightly annoyed seeing so many people praise the look of this when probably many of those same people got upset at my hd OOT N64 gifs from several months ago. like ok when indie nonprofit modders do it it's cursed but when the multi billion dollar corporation does it it's awesome? and tbh the look of this really does remind me of those "unreal engine remakes" we'd see every few months in the 2010s that looked terrible but apparently that's what gamers wanted)
i'm sure there will be a couple of people that disagree with my sentiment or get upset with me in the comments but whatever, i'm gonna hold my full judgement until we see more footage. these teaser trailers always kind of suck
The stone wall texture in Jolly Roger Bay in Super Mario 64 is taken from a commercial texture CD, where it was cropped from a photo of a building with plaster crumbling from its walls.
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Turning 12 this month 😭
Kuu Neru Futari Sumu Futari (Ep 6)
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Selecting Luigi ‘Mario Kart: Super Circuit’ Game Boy Advance
Artist: Yoshida Hiroshi Title: Greengrocery at Nezu (Nezu shojiki yaoya) Date: 1926 Medium: Color woodblock print; oban Credit Line: Clarence Buckingham Collection
Your answers introduced me to the concepts of time to kill and time to level for gameplay pacing metrics. Is there a similar metric you use for game pacing for distributing enemy encounters? Like is there a sweet spot you aim for that fighting trash mobs between goals so they aren't too frequent or infrequent?
We generally approach each environment/area with a rough target time to complete for a normal playthrough. We also have certain specific areas marked off for specific special battles or encounters - cinematics, boss fights, scripted events, etc., which means those areas are basically off-limits. Those specific encounters also have a rough time to complete, which is counted against our target time to complete. Whatever's remaining gets divided up between exploration time and random/trash encounters.
Regular encounter cadence is typically set game-wide as a baseline by the design leadership. This is what the "regular" game "feels" like to players as they play. This is usually somewhere between an encounter every 30-90 seconds or so of exploration; we want the player to have short bursts of combat to break up any feelings of monotony. We can then adjust the rate to evoke certain feelings in players for specific areas. For example, we can increase the encounter rate in order to make certain areas feel more dangerous. We can decrease or zero out the encounter rate to make an area feel peaceful. We adjust the types and difficulty level of enemies to make the player experience different emotions and convey information about the environment. This might tell the player that a particular building is a weapons factory owned by a specific faction, or that the enemies are all fire creatures within a volcano caldera.
Overall, encounter cadence and frequency is yet another tool we designers use to convey a specific experience to the player and evoke specific feelings we want them to feel. We use it to tell players about the area they are currently exploring, we use it to get players to feel anxious or calm, and we use it as pacing so the area doesn't feel too monotonous. It's a useful tool that good designers are cognizant of, and utilize when approaching the blank canvas.
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