Not a game necessarily, but I decided two days ago to make my own mod launcher for Doom (specifically, GZDoom). I got fed up with the ones that currently exist that lack features I want (not to mention being really old).
UI and theming are definitely not finished, but I'm really happy with how it's shaping up. Made in Godot, as is usual for me.
Basically we need a game which doesn't break the fouth wall when it comes to areas and instead the player figures out in-game what an area is from NPCs, Enemies or descriptions in papers or books. That's one part that is easier to implement.
The interesting bit is blurring lines between town, dungeon, and outside. I think The Witcher series; even though it announces the places and the bounderies are more sharp, kind of allows danger to seep in to the safe parts too.
Wild/weird west aesthetic JRPGs. It's like the last decent one in that vein I saw was the Wild ARMs series, and no one's been brave enough to attempt the concept since.
I just use blender and my old OTP version of clip studio for as much as I can.
I would really LOVE to see more AI tools for texture and model generation to help with the basic things like walls and clutter objects, but I need to know the AI is trained ethically and I won't get sued first..
I'm more into audio assets, but on that side AI has really impressed me. I don't know how it works with the ethics involved in the production of the systems themselves, but I run training on my own engineered soundsamples to train the AI to reproduce specific voices. Makes it really easy to know where that part of the output comes from - 100% my stuff.
Oh actually I forgot about audio, I would love to see some more AI voice stuff done. I think, for AAA at least, they should be paying actors to do their usual lines that are scripted, then also pay them to make a voice model for that character using the lines they recorded for the game already. Then we can still have the same kind of spoken dialog we have today, except they can also have the characters respond intelligently to events in game, or even talk to the player through mic like that one game I saw recently.
Then hopefully there will be some free use voice stuff that indie devs could use to accomplish similar stuff, kinda like mixamo does for animations
The PS2 controller isn't wireless/Bluetooth, it's got a big old PS1/PS2 wired connector. You should be able to pair a PS4 controller with an Android device and it has (more or less) the same layout.
That's a very long list of different techniques with examples, very cool!
Though I wonder, is there some connection to image processing, high dynamic range?
Or audio compression, the kind which brings out the kick in the mix, not the kind which saves disk space?
The similarity I see between all three fields is, they try to bring down extreme values, outliers, to level the field, while still retaining characteristics.
I didn't know about that [under this name], so thanks for bringing it up. But no, I meant something slightly different.
Colors of noise describes how to generate different distributions. What I meant was how to transform distributions.
Many of the examples in the article start with a random number distribution, and then transform it to reduce discrepancy.
This reminded me of audio/video signal processing. For example, one can take a picture and transform it to reduce discrepancy (so that neither very bright parts nor very dark parts overshoot). Or you can take an audio sample and transform it to reduce discrepancy in loudness.
So the idea was that maybe techniques of either field (RNG, audio, video) could be applied to both other fields.
The tech bubble is bursting. The CEOs in tech really thought that COVID lockdown era growth would continue infinitely, and seemed to bet their house on it. And now the workers must suffer the consequences, of the actions taken by these executives. It's all a bunch of nonsense and extremely unfair.
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