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Joined 3 年前
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Cake day: 2023年7月5日

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  • It is true that AI work (and anything derived from it that isn’t significantly transformative) is public domain. That said, the copyright of code that is a mix of AI and human is much more legally grey.

    In other work, where it can be more separated, individual elements may have different copyright. For example, a comic was made using AI generated images. It was ruled that all the images were thus public domain. Despite that, the text and the layout of the comic was human-made and so the copyright to that was owned by the author. Code, obviously can’t be so easily divided up, and it will be much harder to define what is transformative or not. As such, its a legal grey area that will probably depend on a case-by-case basis.






  • Generally, the best options are ports of PC games. Things like Slay the Spire, Balatro, Mini Metro, Terraria, BaBa is You, or Stardew Valley. Not as cheap, but worth the price tag.

    A couple of my favorite free options:

    Unciv - Its an attempt at recreating Civ. It’s got a lot of issues, such as lacking a lot of the more in-depth mechanics and having terrible world-gen, but its also free.

    Vampire Survivors - a fairly simple but content-rich arcade game, reminiscent of old flash games.

    Super Auto Pets - an autobattler like autochess but stripped down to its fundamentals making it easy to get in to, and easy to play in short bursts


  • 1>Says it can also print the current DPI, so I imagine that it’d be pretty straightforward to do a shell script of maybe three lines or so that cycles resolution through your favored resolutions when invoked. Doesn’t show an example of the exact output of the command, though, so I can’t tell you exactly what to run.

    I installed it. The output from razer-cli --dpi print is just my dpi (1400).

    11>I use Sway, and Sway can be configured to invoke commands when a button or key or whatever is pressed, so you’d just have it run said script.1

    1I’m using Cinnamon, on Linux Mint













  • Using your clones example, the Slay the Spire “clones” that give roguelike deckbuilders a bad name aren’t Inscryption or Monster Train or Balatro. Its things like Across the Obelisk and Wildfrost, that are good, but fail to capture what makes others great, and the numerous low-effort copies you’ve likely never heard of that viewed it as an easy way to make a good game without understanding it. Its not that Roguelike Deckbuilders are bad, obviously, its that lazy, or thoughtless use of the mechanics that is. A game isn’t one mechanic, and trying to treat it as such just results in a messy or bad game.


  • Its a crutch because its expected to hold the game up, rather than the game supporting its own weight. In your bullet hell example, dodging isn’t a crutch, it’s the foundational mechanic. A better example would be a slot machine system (something that is near-inherently engaging) being added to a bullet hell game, not because it fits but because its fun independently and helps distract from the fact that they haven’t put any effort into the core gameplay. The mechanic isn’t a crutch, its inclusion as a tacked-on addition is.


  • The mechanic itself isn’t the issue, but how it is implemented.

    It depends on how (and where) its implemented is his point. It needs to be woven into the comvat system as it is in FromSoft, Batman, Ultrakill, or Cuphead, not tacked on because its easy or popular. Each of those uses parrying in a different way to enhance its combat. On the other hand, if you take these mechanics without the greater context or understanding of why it works, then it’ll tends to stand out as bad, or remain unused. Doom Eternal is an example that immediately comes to mind. The whole game is about fast paced combat, with a plethora of new mobility mechanics, that is, until you encounter one of the enemies you need to parry. Then, the game comes to a grinding halt while you wait for the enemy to take action, so you are able to react, completely opposite the rage-fueled persona and the mobility focus of every other mechanic. Compare that to Ultrakill, where parrying isn’t just a reactive way to mitigate damage, its a situational attack that allows you to keep moving and keep up your carnage.

    Game mechanics work best when they’re cohesive. Parrying, due to its simplicity can be tacked on easily, breaking this cohesiveness if not given the same weight as the rest of the mechanics.