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Cake day: Sep 23, 2023

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although I use it, too, be prepared to have to hop around instances because of errors that stop a video from loading, or keeps them eternally buffering. I still find it more preferable to the ad-filled hell


I consistently pray for shareholders never getting their deathgrip on Valve


putting in an official way for users to create and load mods takes resources that the small indie company Bethesda just can’t afford to use; the modders can do the work for that, too


I assure you, the devs at MS are kept awake at night, feverishly sweating over the potential this device has wrought

I dare say I shit my pants a little at how bananas it is



it’s gatekeeping all the way down


that’s kinda the crux of my spiel though, what they charge communicates what they believe the work is worth, and they’re either saying the previous work is worth less now, or this lesser amount of work is worth more

I agree, they have the right to charge what they want, but what they communicate with the price feels like spitting in the face of their playerbase, which, again, they have the right to do

and yeah, MK1 on switch is rough, and feels like they just ported over as much of the graphics engine as they could, and completely turned off all the fancier effects. Then they downscaled all the assets on top of that to make it super oof


you gotta take into account that the conceptual design phase has been completely eliminated from the process. And lots of the core logic would’ve been ported over wholesale. one example you can find is searching about the code in the katamari ports, where there’s parts of the code left behind that don’t do anything, and point to ps2 libraries that don’t exist in Unity.

while there’s nothing revealed here on how much is just copy/pasted over, I’m sure they’d be motivated to bring over as much as they can when they were initially estimating the work needed for the project, and then test the hell out of it. A majority of the graphics engine would probably have to be remade if they didn’t aim to emulate it, and would be one of the major challenges in a mobile port of a higher-end console/pc game, but the assets/resources would be copied over and no work on that beyond ensuring it looks fine on the target resolution and framerate; maybe even with the use of automated AI upscaling/downscaling to reduce that workload even further. I find it safe to assume a straight port doesn’t usually require the same or more amount of work as the original