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Cake day: June 16th, 2023

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  • I feel like I only know just enough about docker containers to get myself into trouble.

    I’ve ran a few docker containers for things like Minecraft Bedrock for my kid and his friends and a local Ubooquity server and stuff like that but I’m wondering if anyone has made a guide for glutun VPN bind + an Invidious instance with tailscale/twingate setup you mentioned.

    I am just an iPhone pleb who really loved using Yattee while it worked and assume a similar setup to what you described would allow me to point my Yattee to the self-hosted instance.





  • JDPoZ@lemmy.worldtoGames@lemmy.worldWhat's your favorite controller?
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    2 months ago

    There is no perfect controller…

    …But I do have a list of features I would want my perfect controller to have based off all the controllers that have ever been made :

    • TMR joystick modules (successor to Hall effect sticks)
    • adjustable tension springs and locking mechanism for varied stick cap types (Xbox Elite series 2 does most of this but uses magnetic caps which would interfere with the TMR sticks so ball bearing connections or other option would be preferable)
    • 6 DOF / gyro sensors + infrared camera (Wii Motion Plus)
    • Adaptive haptic triggers (PS5) which can be toggled to hair trigger mode via switches (Xbox Elite series 2)
    • multi-touchpad on face (PS5)
    • analog face buttons (DualShock 2 controller had this but only a few games utilized this… the best example was the PS2 era Metal Gear Solid games)
    • customizable “per-button” color assignment / micro OLED or e-ink screens so button graphics can be swapped (PBTails new controller does the per button RGB color assignment)
    • USB-C / 4 wired connectivity + charging
    • baseplate contact-charging (PS5 controller has these so you can set them on charging docks)
    • hot swappable battery pack + AA battery holder pack or ability to not have a battery on at all when connected via USB-C (Xbox 360 controller had this)
    • swappable non-magnetic Zinc-alloy faceplates (PBTails new controller has these)
    • removable back triggers with dedicated button assignments (like the Steam Deck’s L4/5 and R4/5 buttons; not just cloned face buttons like Sony and XBox do)
    • integrated microphone with hardware toggle (PS5)
    • proper “separate keys” d-pad… not the mushy type
    • touch-sensitive surfaces for every button and stick (Meta / Oculus Quest controllers do this)
    • per-finger-joint touch sensitive grips for each finger segment (Valve’s VR controllers did this)
    • the ability to separate the halves of the controller so that each hand could hold one half independently and have them track similar to most standard VR controllers (think combining the switch controllers and Quest controllers)
    • NFC communication (Amiibo-stuff for example)

    If any single controller did even half of this, they’d easily be the GOAT.












  • I’m guessing they went back to the drawing board several times - probably because they felt their sequel wasn’t really as evolved or as fun as what they had hoped it would be, so they shifted I’m guessing from their overhead view to the behind the player 3rd person style game we know now at some point after churning at it for a couple years at least…

    Like you know that Doom 2016 was the 3rd complete from scratch redo from what they originally started working on after Doom 3, right?

    This sort of thing sometimes happens in creative projects; like when you hear a movie took like 7 years to make, it’s not necessarily that they literally shot scenes every week for the same film that whole time. It’s that the project was shelved, or they changed directors, or the studio lost interest for a while or they got a new script or something.



  • “Newer” does not necessarily equal “better.”

    The real problem is how basically game dev is an untenable long-term career from a AAA standpoint… or at least it is outside of Japan.

    Almost every major dev is not being run by anyone with more than 10-ish years of dev experience.

    Why? Because studios shut down and fire everyone, or they get bought… and fire everyone… or the grizzled vets get burnt out, or find out that work-life balance shifts when they get old enough to want to start a family, or discover (like I did) that general software pays better, has less turnover, and doesn’t shut down as often.

    Look at all the major players in the FPS game for example from the past 15 years… The guys who made Perfect Dark, the original GoldenEye, Killer Instinct, Banjo Kazooie, and Conker’s Bad Fur Day? Mostly not in the industry anymore or struggling while working on small indie projects. Some of the companies still exist, but the guys who’d be in their 60s with 30 years of game dev and design mastery under their belts? Gone.

    Cliff Blezinski isn’t working on games anymore. John Carmack isn’t at id. Half of Bungie’s OG staff has moved on to other stuff or switched to 343 or some other smaller studio.

    I said “outside of Japan” earlier btw because meanwhile Shigeru Miyamoto is still at Nintendo. Dude’s an absolute elder god of game design, and all he’s been doing is working on them for more than 4 decades at this point.

    Kojima’s been making games since the 80s, so has most of the folks at Capcom, and the From Software guys have been doing the same thing for 15+ years at this point.

    And then there’s the rare tiny studio or re-org of a once awesome team like Respawn after all the Activision / Call of Duty stuff or indie effort like the guy behind Stardew Valley… but other than those handful of exceptions, there’s no one but 20-something recent grads that pad out the teams at these giant game companies like Ubisoft, Activision, EA, etc. Even Blizzard is a pale shadow of what it once was. And Valve doesn’t really make games anymore b/c they don’t have to…

    They aren’t making great games - but NOT because they’re “stupid…” they’re making bad games… because they just started… and all the old farts who they should be apprenticing under like you do with ANY other respected artisan type career are gone.

    And every year some $10 million / year bonus paid suit shuts down an Ensemble Studios, or a Telltale Games, or fires half of the team at Square Enix b/c the new Tomb Raider 6-year project didn’t make a bajillion dollars after some exec decided that should be their target since “Clash Royale” only took 1 year to pump out and just basically prints piles of money.


  • This is like saying to any sort of person involved in commercial agriculture “don’t buy a John Deere tractor if you don’t like their draconic business practices.”

    Like… there’s not really many other choices if you want to make a game that can do simultaneous cross-platform networked multiplayer and want to be able to launch on any console.

    I mean, unless you want them making something that has massive difficulty coming to console… like maybe Lethal Company is the only recent example I can think of that’s a small non-major publisher-backed title that has networked 4-player multiplayer… and even then i’m not sure what sort of challenges that dev had when trying to implement any sort of netcode for gameplay.


  • Said this in another thread :

    First off - yes Sony is in the wrong.

    Second - Helldivers ain’t Flappy Bird. Making an online multiplayer game that needs the ability to do reliable matchmaking across multiple platforms with hundreds of thousands of players out there needs MASSIVE network and infrastructure support…

    So you may say “don’t take money from the mob,” but this is more a situation of where if they HADN’T taken Sony’s support, they likely wouldn’t have been able to have the resources to have done all that themselves which could have made the difference between their great success and failure.

    Remember that the first helldivers game was also a Sony published title where everything worked out fine for everyone then… but mostly because it wasn’t near as big a success story and making headlines but was instead a far more niche title lost mostly in the noise of smaller dev Sony titles.

    I’m sure arrowhead has learned its lesson now and it will likely able probably to flex its muscles in the future thanks to its success financially - as I’m sure lots of publishers will be now coming at them with much more lucrative and favorable contract deals going forward, but they probably would not have been able to do what they wanted to do at the scale that they have been able to had Sony not been there to help provide that initial capital and infrastructure support.

    This is Sony’s fault fully. The guys at Arrowhead are just wanting to have the means to make good games. They needed the resources to launch successfully and pretending it would have been feasible otherwise without said resources is sadly… naive.