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  • ✇NekoJonez's Gaming Blog
  • First Impression: Cave Digger 2 (PC – Steam) ~ No FeedbackNekoJonez
    Steam store page One of my favorite activities in Minecraft is going deep inside the caves and just exploring them. A few years ago, the developers behind Cave Digger reached out to me and asked me to review their game. Not too long after, the sequel got released and looked like it would be a VR exclusive. Until I noticed that it appeared on the Nintendo Switch eShop. So, I thought, maybe it also released on Steam, since after playing the Switch version, I felt like this game was better p
     

First Impression: Cave Digger 2 (PC – Steam) ~ No Feedback

Od: NekoJonez
12. Červenec 2024 v 19:00

Steam store page

One of my favorite activities in Minecraft is going deep inside the caves and just exploring them. A few years ago, the developers behind Cave Digger reached out to me and asked me to review their game. Not too long after, the sequel got released and looked like it would be a VR exclusive. Until I noticed that it appeared on the Nintendo Switch eShop. So, I thought, maybe it also released on Steam, since after playing the Switch version, I felt like this game was better played with keyboard and mouse. Now, a non VR version is on Steam now… But is it worth it? Well, after playing the first sections of this game, I want to talk about it. The latest update was on May 28th, 2024 when writing this article. Now, before we dive right into it, I want to invite to you leave a comment in the comment section with your thoughts and/or opinions on this game and/or the content of this article.

Risk of Staleness

In this game, we play as an unnamed miner who is throwing into the deep end, when his digger broke. You arrive at a mysterious valley. In this valley, a hardy explorer once did his research. But why? Which secrets are in these valleys and the accompanying mines? That’s for our miner to figure out. Now, the story is being told by various comic book pages you can uncover and, according to the Steam store page, has multiple endings. I’m quite curious where it’s going to go.

So far, I haven’t gotten too deep into the story. But, from what I can read on the Steam store page, I think it has potential. I have my doubts on how the multiple endings will work. Since comic books mostly have one ending, right? Unless, it all depends on which page(s) you find or in which order or where. That’s something I’ll discover when I’m deeper into the game.

If this game is like the original game, the story overall will take a backseat for the gameplay. And after 5 hours in, that’s the case. The original game didn’t have a lot of story to begin with, but more story in a game like this can be interesting.

There is one voice actor in this game. He does a pretty fine job and brings some life to the atmosphere. I replayed a bit of the first game and I have to be honest, I appreciate the small voice lines during the exploration. Even when you quickly hear every different line, it’s a nice break since they aren’t spammed and don’t appear that often.

One of the biggest changes in this game is that the cave this time around is randomly generated each time you enter. So, this game becomes a rouge like to a degree. But, you can always exit via the lifts to safety. Since, dying in the caves means that at least half of your obtained loot is dropped. The atmosphere this time around is very cohesive. This game presents itself as a sci-fi western game, and it really feels like that. Something I really like in this game is that it doesn’t go overboard in the sci-fi genre and stays grounded. The technology could realistically exist today, apart from the unique enemies in the cave, that is.

With the story taking more of a backseat, it’s quite important that the gameplay loop is enjoyable. The gameplay loop is simple, you have to explore the caves with 4 chosen tools. The three slots above the entrance give you a hint on which tools you will need to bring to gather the most loot. You take the lift down and gather loot, while fighting enemies and avoiding pitfalls to survive. The goal is also to find the other elevator that takes you down to the next level to gather even more valuable ores to bring to the top. You have to fill in the ores you gathered into the grinder to buy upgrades to your tools and environment to progress.

The big risk with this kind of gameplay loop is that this is just a different numbers game. What I mean by that is that, apart from maybe the visuals changing, the core concept is always the same. This risks that the game becomes stale and repetitive. It’s possible that it is just a “me thing”, but I enjoy games like this more when there are some variations on the gameplay or some different puzzles. Thankfully, this game has that. There are a lot of things you can upgrade and improve to make each run feel rewarding, and each type of cave you can visit has different enemies types and unique lay-outs to keep you on your toes. In a way, I dare to compare the idea a bit to Cult of the Lamb in a degree.

The music in this game is also a blast. It fits the atmosphere of each area like a glove. My favorite track is the track that plays in the lake caves. It sounds like you image a typical track like that to sound. And it gets more intense while you are fighting enemies down there. Now, the silent moments when the music doesn’t play feel a bit long, but I always know that there is more music coming and that it fits the atmosphere perfectly and draws me more into the game. Sadly enough, this isn’t the only problem with this game, and I’d like to talk about them.

No feedback

This game has an addictive gameplay loop, and I’m really curious how the multiplayer works. I haven’t tested the multiplayer in this game, but it looks like fun. Now, this game can be played solo perfectly fine.

Now, I don’t know if VRKiwi took the VR version as a base for the non VR version, since I have the impression, that is the case. I especially notice that with the controls in this game. It feels a bit floaty, like you aren’t really connected to the ground. It also feels a bit stiff, like you have to move your mouse like you would a VR headset. You really have to play with the settings until you hit that sweetspot that feels right for you. For me, I had to lower the sensitivity to 80, amongst other things. I highly recommend that you tweak the settings to your liking, since on the Nintendo Switch version, I had to lower the sensitivity to 40 before it felt right.

Still, the character control doesn’t feel right. At first, I thought it was because the controls felt floaty… But, after some testing, I think I found a few other problems with the character control that might cause it to not feel quite right. First, the jump in this game is just silly. You can’t really rely on it, since it doesn’t always trigger when you hit the spacebar, and it’s just a pathetic jump. You can’t even jump out of ankle high water sometimes.

Secondly, there are no sound effects for walking on most floors. You feel like you are floating, and it’s jarring when you suddenly hear a sound effect when you walk over a table or a railway. Thirdly, climbing on ropes amongst other things is just insanely picky. There is also no real feedback or sound to show you grabbed the rope. Fourthly, the scroll order between tools is extremely weird. You get numbers on the wheel counter clock wise. But you go down, right, left, up. Which still confuses me after 6 hours of playing this game.

And finally, some things are extremely picky. For example, there are safe riddles you can solve down in the caves. But to rotate the letter wheels to make pick the right letter is more difficult to do. All of these things give you a feeling that you aren’t always in control of your character and that you don’t get the feedback as a player on what’s happening. Making you unsure what’s happening and doubt if you are doing the right thing.

Prompts like “Use W/S to use the crank” should be “Hold W/S to use the crank”. Since, you need to hold the key instead of pressing it. Small things like that could also improve this game and it’s controls quite a lot. Overall, the controls are good, but they lack feedback to the player sometimes. Either with sound effects or with some visual effects. Like with the hammer, you barely have any sound effects when you use it, and it has some wind up animation, making you unsure if you are using it or not.

That is one of the biggest flaws in this game. The lack of feedback on your actions. Things like not knowing how many bullets are still left in your revolver or a sound effect when you hit an actual enemy. I think if there is one thing I’d use the built-in feedback tool is to report various cases/moments when I expect feedback from the game, like a sound effect or visual effect. Maybe they appear in the form of rumble effects… But, I’m not playing this game with a controller.

When you read this section of the article, I wouldn’t blame you if you think that this game isn’t good. Small bugs like the text of “Press R to reload” when your gun isn’t equipped or the bullets not leaving from the gun but from the player model don’t improve things either. Yet, I find myself looking past these problems since the core gameplay still works. I find myself getting used to the jank in this game and finding a very rough diamond. If the developers keep up with their promise of improving this game, I think that more action feedback will bring a lot to the game and maybe fixing the small bugs like in this paragraph as well.

Things like the animation of the shovel looking weird sometimes. The animation looks like the arms go through each other after a dig. Speaking of the shovel, the last dig is annoying since you have to move a pixel or two for it to count and give you your goodies. But the bug I’d love to see fixed most is the freeze for several seconds when you pick up something new or get a new codec entry. The game locks up like it’s about the crash, but it doesn’t.

What’s next for us?

Usually, I’m not really picky when it comes to the visuals of a game. As long as a game looks consistent, I’m quite happy. It needs to have a certain style so that you can quickly identify what’s what and enjoy the game.

Yet, for this game, I do have some things that I not really like in terms of the visuals. Firstly, the contrast of some ores and the floor isn’t clear enough. Sometimes I was passing up on ores since I wasn’t able to notice them on the ground.

There are also a lot of objects to give more details to the cave, but you can barely interact with them. I’d love to see lilly pads in lakes to move a bit when you walk past them or something more than just being able to clip through them. As well, a sound effect when you hit a wall you can’t mine. You get shouted at when you use the wrong or a too weak tool on something, so when not for the rest?

I think the biggest mistake that the visuals make is that it has an identity crisis. What I mean by that is that it isn’t a cohesive style. There is a lot of shell shading going on, but there is also a lot of details that give off a more realistic vibe. Some textures aren’t detailed enough and strechted too wide giving wrong impression the rest of the visuals that look more modern. The floor textures sometimes suffer most from this issue.

Looking back at this article, I think I’m being very critical for this game. I have played a lot worse and broken games for 15€. But, in this game you even have customisation options for your character and thee developers are extremely open for feedback. This game has a lot going for it. Fun achievements to hunt for, bosses at the end of runs and an amazing auto save system.

Apart from improving the character controls and adding some feedback on actions, I think this game is pretty decent. Yes, there is some polish missing like not having a tooltip with the lever at the cave entrance on what that lever does. I personally feel less conflicted about this game compared to the original. The growth in this title is immense and brings me a lot of hope for either some amazing updates, DLC or a new entry in the series.

The basis of for an amazing title is here and if you look past it’s short comings, this game is a blast to play. Maybe it’s a bit too repetitive for some and can be more fun in short bursts. But, when this game sinks it’s hooks into you, it really clicks. There is some polishing left to do and for a rather new VR focused developer, this is amazing. It’s their second non VR game and it shows a lot of promise.

The game is a perfect relaxing game to wind down, since it isn’t too difficult. The game is rather forgiving. I wouldn’t be surprised that I play this game after work to wind down and try and finish it slowly. Then again, while I’m writing this, I have summer holidays and I wouldn’t be surprised that I finish most of this game during my summer break.

Like I said earlier, I feel less conflicted about this game compared to the previous title. This game has a lot more going for it compared to the original. It’s less repetitive and it has a lot more going for it. It has it’s problems, yes. But, if you enjoy games like Minecraft, Steamworld Dig or Cave Digger, give the demo of this game a chance. The demo gives a very good idea on what you can expect from this game and if you enjoy it, buy the game. I’m enjoying myself quite a lot with this game and I’m happy that I have chosen the PC version over the Switch version since I feel like it just plays better. But maybe, if I get used to the Switch controls, I might enjoy it on Switch as well.

With that said, I have said everything I wanted to say about this game for now. Maybe when I finish this game, I might write a full review with the final thoughts and opinions on this game. But for now, I think the best conclusion for this game is that it’s an amazing step up from the original and besides some unpolished things… It’s a great game and comes recommend from me.

So, it’s time to wrap up this article with my usual outro. I hope you enjoyed reading it as much as I enjoyed writing it. I hope to be able to welcome you in another article, but until then have a great rest of your day and take care.

Any thoughts on the “Fix Team Fortress 2” movement? Is there anything their fans can do differently to try and get some change to happen?

12. Červen 2024 v 18:01

Valve is pretty notorious for being an industry unicorn doing their own thing. They're a privately held company, meaning they have no shareholders to answer to besides their own founders. They make money hand over fist because they own a major distribution platform that maintains a plurality of customers on PC, meaning that angry player feedback has significantly less effect on their bottom line. Valve is also notorious for allowing their developers to work on whatever they want to work on. In aggregate, these factors combine into a company whose devs can basically do whatever they want, without needing to be beholden to any external pressures to do this or that.

Many gamers mythologize this kind of "perfect game development environment" where the devs aren't beholden to shareholders or publishers or politics or whatever else. Well, this can also be a double-edged sword monkey's paw kind of situation as well. Such an environment also makes the devs not beholden to the players of their games either. They can choose whether they want to listen or not, and the TF2 players can choose to take their business elsewhere. The unfortunate truth is that Steam will continue to pay Valve's bills for the foreseeable future, which gives them license to ignore the TF2 players for as long as they want. Unless the players can somehow persuade enough of Valve's developers (and the right developers too - a character artist certainly isn't going to write bot detection code) to drop whatever they've chosen to work on and switch over to fixing TF2, it's probably not going to happen unless something major changes.

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  • ✇IEEE Spectrum
  • Video Friday: 1X Robots Tidy UpEvan Ackerman
    Video Friday is your weekly selection of awesome robotics videos, collected by your friends at IEEE Spectrum robotics. We also post a weekly calendar of upcoming robotics events for the next few months. Please send us your events for inclusion.RoboCup 2024: 17–22 July 2024, EINDHOVEN, NETHERLANDSICRA@40: 23–26 September 2024, ROTTERDAM, NETHERLANDSIROS 2024: 14–18 October 2024, ABU DHABI, UNITED ARAB EMIRATESICSR 2024: 23–26 October 2024, ODENSE, DENMARKCybathlon 2024: 25–27 October 2024, ZURICH
     

Video Friday: 1X Robots Tidy Up

7. Červen 2024 v 18:00


Video Friday is your weekly selection of awesome robotics videos, collected by your friends at IEEE Spectrum robotics. We also post a weekly calendar of upcoming robotics events for the next few months. Please send us your events for inclusion.

RoboCup 2024: 17–22 July 2024, EINDHOVEN, NETHERLANDS
ICRA@40: 23–26 September 2024, ROTTERDAM, NETHERLANDS
IROS 2024: 14–18 October 2024, ABU DHABI, UNITED ARAB EMIRATES
ICSR 2024: 23–26 October 2024, ODENSE, DENMARK
Cybathlon 2024: 25–27 October 2024, ZURICH

Enjoy today’s videos!

In this video, you see the start of 1X’s development of an advanced AI system that chains simple tasks into complex actions using voice commands, allowing seamless multi-robot control and remote operation. By starting with single-task models, we ensure smooth transitions to more powerful unified models, ultimately aiming to automate high-level actions using AI.

This video does not contain teleoperation, computer graphics, cuts, video speedups, or scripted trajectory playback. It’s all controlled via neural networks.

[ 1X ]

As the old adage goes, one cannot claim to be a true man without a visit to the Great Wall of China. XBot-L, a full-sized humanoid robot developed by Robot Era, recently acquitted itself well in a walk along sections of the Great Wall.

[ Robot Era ]

The paper presents a novel rotary wing platform, that is capable of folding and expanding its wings during flight. Our source of inspiration came from birds’ ability to fold their wings to navigate through small spaces and dive. The design of the rotorcraft is based on the monocopter platform, which is inspired by the flight of Samara seeds.

[ AirLab ]

We present a variable stiffness robotic skin (VSRS), a concept that integrates stiffness-changing capabilities, sensing, and actuation into a single, thin modular robot design. Reconfiguring, reconnecting, and reshaping VSRSs allows them to achieve new functions both on and in the absence of a host body.

[ Yale Faboratory ]

Heimdall is a new rover design for the 2024 University Rover Challenge (URC). This video shows highlights of Heimdall’s trip during the four missions at URC 2024.

Heimdall features a split body design with whegs (wheel legs), and a drill for sub-surface sample collection. It also has the ability to manipulate a variety of objects, collect surface samples, and perform onboard spectrometry and chemical tests.

[ WVU ]

I think this may be the first time I’ve seen an autonomous robot using a train? This one is delivering lunch boxes!

[ JSME ]

The AI system used identifies and separates red apples from green apples, after which a robotic arm picks up the red apples identified with a qb SoftHand Industry and gently places them in a basket.

My favorite part is the magnetic apple stem system.

[ QB Robotics ]

DexNex (v0, June 2024) is an anthropomorphic teleoperation testbed for dexterous manipulation at the Center for Robotics and Biosystems at Northwestern University. DexNex recreates human upper-limb functionality through a near 1-to-1 mapping between Operator movements and Avatar actions.

Motion of the Operator’s arms, hands, fingers, and head are fed forward to the Avatar, while fingertip pressures, finger forces, and camera images are fed back to the Operator. DexNex aims to minimize the latency of each subsystem to provide a seamless, immersive, and responsive user experience. Future research includes gaining a better understanding of the criticality of haptic and vision feedback for different manipulation tasks; providing arm-level grounded force feedback; and using machine learning to transfer dexterous skills from the human to the robot.

[ Northwestern ]

Sometimes the best path isn’t the smoothest or straightest surface, it’s the path that’s actually meant to be a path.

[ RaiLab ]

Fulfilling a school requirement by working in a Romanian locomotive factory one week each month, Daniela Rus learned to operate “machines that help us make things.” Appreciation for the practical side of math and science stuck with Daniela, who is now Director of the MIT Computer Science and Artificial Intelligence Laboratory (CSAIL).

[ MIT ]

For AI to achieve its full potential, non-experts need to be let into the development process, says Rumman Chowdhury, CEO and cofounder of Humane Intelligence. She tells the story of farmers fighting for the right to repair their own AI-powered tractors (which some manufacturers actually made illegal), proposing everyone should have the ability to report issues, patch updates or even retrain AI technologies for their specific uses.

[ TED ]

Besides buying a game a second time, how can players show support to a developer or studio? How do those other ways compare to simply buying the game again?

31. Květen 2024 v 18:03
  • Spend money on paid DLC and microtransactions if they have any.
  • Talk to your friends about the game
  • Post about the game and any new content that comes out on social media.
  • Engage with fan and official posts on social media.
  • Leave a user review of the game.
  • Draw and post fan art and/or fan fiction.
  • Make and post cosplay.
  • Play the game a lot

Basically, what every dev is looking for are players who will spend on the game and players who will continue to engage with the game content outside of the game itself. The more people the game can reach organically, the more likely they'll get more players, more paying players, and more overall success.

PS. Conversely, if you want to do your part to kill a game, just don't engage with it at all. Let it rot, pay it no mind, and don't engage with it even if you hate it. Hate posting is still engagement. The only way to win is not to play at all.

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Got a burning question you want answered?

As a dev, what type of feedback grinds your gears? From the player side, I can’t imagine how annoying it is when there are feedback threads and people are suggesting features or themes that would essentially create a completely different game.

29. Květen 2024 v 18:03

After being collectively yelled at on the forums for so long, I've developed a thick enough skin that none of the feedback really bothers me anymore. I don't get the emotional engagement with it much anymore. To me, there's really only two kinds of feedback - actionable and not.

If the feedback is actionable - if it's actually within the realm of possibility to do - then we'll consider it, figure out how much work it will take, prioritize it, and put it in the backlog to get worked on if/when we have time. Actionable feedback would be things like "Pastrylord doesn't feel very engaging to play", "The Buttery Doom ability feels overpowered", or "The Cappucino Plateau is a boring area". These are issues we can legitimately investigate and try to address.

If the feedback is not actionable, then we'll probably file it away somewhere. Some of this feedback is pretty obvious, but there's also some feedback that will never go anywhere. Trying to assign blame among the developers or our business partners for some shortcoming in the game, for example, is never actionable. Asking for a complete redesign of the game (or major game systems) is almost never actionable. Giving us unsolicited content ideas (e.g. posting a design a dungeon for the game you like) is not actionable for legal reasons. Realistically, little will actually come from this kind of feedback - we can't do it in the current game we're working on and we have plenty of our own ideas for things we want to do in other/future games. Never say never, but often say "probably not".

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  • ✇Eurogamer.net
  • Manor Lords wants your help: should its "OP" trade system be changed?Vikki Blake
    Manor Lords developer Greg Styczeń wants your help deciding what he should do about the game's global market supply mechanic.Addressing the game's considerable fanbase on the official Discord, Styczeń asked for feedback on whether the mechanic – introduced after critics and content creators noted the trade system was "too OP" – should stay or go."When press and content creators got the build two weeks ago, they often said that the trade is OP and that it's too cheesy/explo
     

Manor Lords wants your help: should its "OP" trade system be changed?

28. Duben 2024 v 14:47

Manor Lords developer Greg Styczeń wants your help deciding what he should do about the game's global market supply mechanic.

Addressing the game's considerable fanbase on the official Discord, Styczeń asked for feedback on whether the mechanic – introduced after critics and content creators noted the trade system was "too OP" – should stay or go.

"When press and content creators got the build two weeks ago, they often said that the trade is OP and that it's too cheesy/exploity to just sell one type of good and make your town rich that way," Styczeń said.

Read more

  • ✇Eurogamer.net
  • Greedfall 2: The Dying World will launch in early accessVikki Blake
    Greedfall 2: The Dying World will launch in early access.Citing the game's ambition as a reason, producer Reda Isber explained in a recent livestream that the team would be "relying heavily" on the feedback of players during the early access period to ensure development was "heading in the right direction".The team also alerted players that saves won't be "compatible between the various updates", so that's something to bear in mind if you were thinking of getting involved. Read more
     

Greedfall 2: The Dying World will launch in early access

3. Březen 2024 v 20:19

Greedfall 2: The Dying World will launch in early access.

Citing the game's ambition as a reason, producer Reda Isber explained in a recent livestream that the team would be "relying heavily" on the feedback of players during the early access period to ensure development was "heading in the right direction".

The team also alerted players that saves won't be "compatible between the various updates", so that's something to bear in mind if you were thinking of getting involved.

Read more

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