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Tabletop, DnD, board games, and minecraft. Also Animal Crossing.

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submitted 14 hours ago* (last edited 14 hours ago) by [email protected] to c/[email protected]
 
 

Previous years:

Year 1

Year 2

Year 3

Year 4

TL;DR:

Population: 163
-Fortress is now a barony under Baroness Meng Lalturdeduk
-Baroness Meng Lalturdeduk demands stuff like an office and a dining room. So far her demands have been met with laughter.
-Child menace Zulban Mountaindances in a months-long depression after a half year of wanton murder.
-Military crumbling under the light pressure of occasional Forgotten Beast attacks from the caves
-Necessities still seem to be stable
-Read the year 4 post if you want to hear someone who knows how the fortress works talk about it. I barely found my way around lmao

File here

Fluff:

To Queen Olin Estilaban

The dwarves of Roomtheaters have had a harrowing year. I arrived with a group of migrants in the spring, and found that the fortress had been taken over by a strange dwarf calling himself Emperor Edzul. When I arrived, he was overseeing an operation to locate gold in the depths of the earth. When gold was finally located, it was within a deep cave teeming with vicious monstrosities. The military was sent ill-equipped, and it is only thanks to the fragility of these flying cave pests that no one was seriously harmed.

The gold plundered from this dangerous cave was then promptly mixed with copper, and from the resulting alloy this so-called Emperor minted coins. He proclaimed these rose gold pieces to be the official currency of Roomtheaters. I later learned that he had upset an Elven caravan by offering them goods made from animal bones. Perhaps his obsession with currency stems from this?

Edzul (I will no longer be using his assumed title), now satisfied with our stockpile of rose gold coins, turned his attention to another unusual endeavor. It was on the 9th of Hematite that he began to erect a wooden building--like the ones humans live in!--on the northern hill in some misguided attempt to promote positive relationships with other peoples. Every day that eyesore grew taller, The Ochre Tower he called it, and now it teems with foreign visitors. Edzul (if that is his real name) claimed that its genius would be acknowledged by future generations and that the tower will only grow taller, that some day a dwarf shall stand atop it and see no higher point in any direction. I say any fool who tries that is going to start a useless war with elves after cutting down all the available trees.

On the 20th of Malachite, the true danger of the deep cave in which Edzul found his precious gold became apparent. A horrific beast called Geb Gemeshikthag, an evil creature made of snow, emerged from the depths of the caves. Though it was soon slain by a troglodyte, it was a sign of what was to come. Ever since that day, we have been plagued by regular incursions of evil primordial beasts. Our already minimal military has been steadily chipped away, and as I now write to you it is in a dire state.

On the 18th of Limestone, a Dwarven caravan arrived, and Edzul purchased everything they had with stacks of those coins. This was the caravan which accompanied your liaison, the one who offered to turn Roomtheaters into a proper barony. Edzul must have thought it was amusing to designate the nearest newly-arrived stoneworker as baroness. Nevertheless her fellow dwarves accepted her appointment, so you may be displeased to know that Edzul never ordered proper noble accommodations for her. She still eats and sleeps in the same conditions as the rest of us.

On the 20th of Limestone, another ongoing issue with this fortress became apparent. A child named Zulban Onolmatul, the ten year old daughter of the Captain of the Guard, went on a rampage. After toppling a workstation, she murdered a siege engineer in blind rage. On the 22nd of Sandstone, a brawl broke out in the crowded temples near the surface. Several people were killed, mostly dwarves. No one can give a straight answer regarding why the brawl began. I suspect the same child's wanton violence may have been the spark that set it off. On the 6th of Timber, the child's rampages were finally acknowledged and she was convicted of nineteen counts of disorderly conduct and one count of vandalism. And yet, still she roamed free, with no plan to prevent this from happening in the future. Of course it did, on the 22nd of Timber, when she beat the engraver Ineth Loloklid to death. I believe this event (and the truly grisly state of the corpse) may have finally affected the child, because ever since she has been in a deep depression. There have been no further outbursts. Maybe it's just the winter cooling her temper.

In the final days of winter, this Edzul announced his sudden departure. So I write to you in the hopes that you can send a better overseer by the time spring arrives. We need a strong administrator, who can revitalize our military. We need a skilled engineer and architect to design expansions to the fortress, including proper quarters for our baroness and defenses in the caves below. We need a dwarf who can keep our people safe from threats internal and external, who can resolve a child's murderous urges without allowing her simply to remain in a deep depression. I have no doubt that such a dwarf can be found, and where are they needed more than here?

—An anonymous letter from a concerned citizen of Roomtheaters

Other comments:

—The two southern guildhalls on elevation 40 are requesting upgrades to grand guildhall.

—If you're as silly as I am, you should add a few floors to The Ochre Tower on the hill to the north. It doesn't have to all be inn, go wild.

—Of course it is expected that the new standard Roomtheaters rose gold currency be respected.

Seriously focus on the military things could get bad quick

Unaddressed comments from previous player:

—We are getting more artifacts, and I haven't done anything to secure them. A vault or something might be good, especially since we're letting all these visitors in more or less unimpeded.

—Bedrooms have been addressed, at least for now. I've not been putting cabinets in, hoping that that clears out old clothes rather than letting these guys hoard them in a very egoist way. Further expansion, or plans to do so, is probably warranted though.

—The entry footbridges have cage traps but need weapon traps to really do damage.

—We may want to tap the stream for a water reservoir we can contain in the fort.

—Choose a dwarf to nickname for yourself!

—Dig! What could possibly go wrong?

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Hello to my fellow Americans, hope you are making the most of your long weekend. I finished my BG3 playthrough as "The Dark Urge". I think the Urge origin character is a very fun playthrough, and enhances the story a bit because now your character is intertwined with the main villians, rather than just some guy who happened to also be on the Nautaloid. I also used this playthrough to experiment with different playstyles, and I gotta say, having 2 paladins in your party is OP. Hope everyone is having a safe weekend

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hello everyone and welcome to the virtual tour! i'd just like to show everyone what we've been doing on the server and what's to come

let's start off with the developing town of Serygrad/Chapograd/Whatever the fuck they are going to call it! this community is being built literally from the ground up by none other than master architect and engineer @[email protected] @LittleSery

say hi Sery!

it currently has half a train station, a full library, a functioning depot and two gay parrots! i cannot wait to see how this place turns out

this is the first of our trains. this one connects Serygrad to the town of Shadehaven. let's take a ride. ALL ABOARD!

enjoy the first-class amenities in our one-car train and relax as the centrally planned rail system efficiently takes us to our destination

along the line, we have a cute little picture to mark the city limits. hi Lenin!

welcome to Shadehaven Station!

enjoy the gothic ambience of our first-ever train station

right outside the station, the cherry trees accentuate the gothic vibes of the city. it's truly beautiful at night if you get past the gangs of roving phantoms trying to murder you

this is Shadehaven! it was originally built from the bones of a village into the sprawling behemoth it currently is (#5 if you want to be exact),

entirely because of the efforts of the dedicated community. everyone on here is a legend and i appreciate them immensely

the users on this server are so talented, bringing technological advancements that blend the virtual and real world. hi @[email protected]!

it's seriously so impressive. is there any limit to what we can't d- oh. fuck off.

anyway. this is our town square! i love coming back to town because it's such a relaxing atmosphere

can you believe this started out with like 3 villagers and a witch?

the natural build gave us a leg up and the infrastructure they left us has been built upon and improved immensely

i love this place.

we even have a castle! obviously the crown jewel of our town, it is a majestic beacon of progress

oh. @[email protected] please explain this.

inside you can hear the groans of a villager and some kind of animal. this fucking sucks.

why are you here, you dweeb? just leave. fuck off

maybe it's not all bad. you know what they say, behind every closed door is

a stinky mule.

and that concludes our tour! time to rest outside my cabin. i'm just gonna sit here and ignore the fact that all of that bullshit is literally down the street from me

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the server is intended for hexbear and lemmygrad users. to get on the allow-list and get the ip, just dm me. i do a quick vetting of acct so if ur acct is new or ur a lurker you’ll have to wait while i figure some stuff out (ill update this post when we’re accepting new users and lurkers)

the modpack were using is here

thank you to the owner of the server for being so generous and hosting us! and thank you to the two users who worked on the modpack!

happy minecrafting gaymers!!

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Feel free to join up. We play with digital tools which mean you don't need to own any cards in real life to play. Link is open for next 7 days, if you see this post after then, send me a DM for a fresh link. https://discord.gg/7uwdVZCp

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For those of you who don't care, I promise this is the last post about this. All further discussion can be relegated to the matrix space.

Matrix Space: https://matrix.to/#/!tyfTFjggYNboCPZPKo:envs.net?via=envs.net

The main base isn't anything special, at least for now, but it's enough to protect from the main planet's frequent boiling storms. If any comrades need to be picked up, you can use the S.O.S. channel in the matrix space. All four stars are yellow, so no special hyperdrives are required to traverse the whole federation.

Portal Coords:

Hexadecimal Transcription: 4 0 6 E F E F B 4 9 1 3

Atlas Transcription: Tepaavpe Dipedigu Teudzago

Feel free to join us! No other planets except the main one in System Alpha have been discovered, so feel free to name them how you wish, and build small outposts, huge bases, or anything in between! I can't wait to meet all of you in our marxist-leninist space commune!

astronaut-2 astronaut-1

edit: thank you for the pin! heart-sickle

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EDIT: Holy shit thanks so much whoever made the $19.17 donation

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I'm hosting a project zomboid server with a few friends and would love if more people played. We use a bunch of mods so I recommend modchecker to see what mods to download. cat-trans IP: 173.0.151.92 Port: 17100

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submitted 1 year ago* (last edited 1 month ago) by [email protected] to c/[email protected]
 
 

Here are some educational resources/explanations for the games community about emulation and other game-related tools.

Note: Check my top-level replies in this thread as I ran out of text in the post

[Informational Resources]

Reddit's ROM Megathread - Unaffiliated with this site

Emulation Wiki

[Emulation as a field]

Emulation is the process of re-implementing the functionality of something (hardware and/or software) in a separate software environment. You're probably most most familiar in the term as it relates to game system emulation- like the Dolphin Wii and Gamecube emulator, but it's actually much broader than that.

While emulation does cover physical systems, it can also cover things that strictly exist as software. If you've ever played on WoW or any other MMO private servers, the actual underlying software that was being run was likely a server emulator (or in rare cases the actual official server software itself may have leaked or released).

These server emulators are created by analyzing the network information exchange (packets) sent from the game client to the server and those received by the client from the server. A painstaking and brutal process of analyzing these packets allows server reverse-engineering projects to then re-implement the functionality of the official servers, and then we can point the game client towards our reverse-engineered private server (that speaks the exact same "language" as the official servers). This then allows the private servers to provide additional or changed functionality (for example, more exp per quest) which allows a much more customizable experience.

Emulation can also be used to re-implement vendor solutions like the Steam API which provides various utilities like DRM (which the emulator could choose to ignore). A great example of an emulator in this regard is the Goldberg Emulator.

Let's say you've acquired (through legal purchase only of course) the clean steam files for a game and want to run it offline. Normally you wouldn't be able to because the steamworks DRM check wouldn't be able to authenticate against the official steam servers. If we instead replace the steam_api.dll (this could also be named steam_api64.dll depending on the game) with the one provided by the Goldberg Emulator, when the game makes the check for the steamworks drm authentication status, the Goldberg Emulator's implementation of steam_api.dll will simply return true and let us play our game offline. The game itself just knows that it asked for a DRM verification check to a service, and the Goldberg variant of steam_api.dll looks (to the game) exactly like the "real" version, except that it always returns that the steamworks DRM has been verified.

Refer to the readme within the Goldberg project for more information about what to do with specific games. Also take note that this only works with games that only use steamworks drm (most of them) and games using other/multiple DRM solutions won't work with this method only for offline play.

[Console Emulators]

All of the emulators listed below are my personal per-console pick. Each is at least in the recommended section of a great general emulation resource, the Emulation Wiki

Game Platform | Emulator Name | Emulation Platform | Comments

Nintendo Consoles

NES | Ares | Windows/Linux/Mac

SNES | Ares | Windows/Linux/Mac

SNES | bsnes-hd | Windows/Linux/Mac | Widescreen modifications for some SNES games

N64 | Simple64 | Windows/Linux | N64 emulation has a lot of viable candidate emulators, check the page here

GC | Dolphin | Windows/Linux/Mac/Android

Wii | Dolphin | Windows/Linux/Mac/Android

Wii U | Cemu | Windows/Linux

Switch | Ryujinx | Windows/Linux/Mac | Has a free multiplayer-enabled build called LDN 3.1.3 on Patreon

Switch | Yuzu | Windows/Linux/Android | Killed by Nintendo 3/4/2024

Nintendo Handhelds

GB/C | mGBA | Windows/Linux/Mac

GBA | mGBA | Windows/Linux/Mac

DS | MelonDS | Windows/Linux/Mac/Android

3DS | Citra (PabloMK7 Fork) | Windows/Linux/Mac/Android | Fork by longtime former contributor of Citra receiving additional development from GPUCode (another longtime contributor)

Sony Consoles

Playstation | DuckStation | Windows/Linux/Mac/Android

Playstation 2 | PCSX2 | Windows/Linux/Mac

Playstation 3 | RPCS3 | Windows/Linux/Mac

Playstation 4 | ShadPS4 | Windows/Linux/Mac | Heavily experimental and not for casual use yet

Sony Handhelds

PSP | PPSSPP | Windows/Linux/Mac/Android

PSVita | Vita3K | Windows/Linux/Mac

Sega Consoles

Sega Master System | Ares | Windows/Linux/Mac

Genesis | Ares | Windows/Linux/Mac

Saturn | Mednafen | Windows/Linux

Dreamcast | Flycast | Windows/Linux/Mac/Android

Microsoft Consoles

Xbox | Xemu | Windows/Linux/Mac

Xbox 360 | Xenia | Windows

Apple Phones

iOS 2.x | TouchHLE | Windows/Mac/Android

[Graphics Packs]

A lot of emulators have texture replacement capabilities built into them. What this means is that users can manually and/or AI upscale textures from the game into higher resolution or outright replace them with other textures. There aren't currently (that I'm aware of) area that have consolidated links to these things, so you'll unfortunately have to search individual project forums and look for texture or graphic packs links.

Some known graphics packs repositories:

Dolphin Forums

Citra Forums Killed by Nintendo 3/4/2024; waiting for the dust to settle for recommendations

[Graphics API Translation Layers]

Sometimes there are scenarios where a game may only use DirectX to draw it's rendered graphics to screen and we may not want this. This could be for performance reasons (maybe the Vulkan graphics api has better performance, maybe DirectX isn't available on our OS, or maybe the DirectX version is really old and not properly supported by our OS/GPU/Driver combination). In these instances we can use translations layers to translate DirectX graphics api calls into Vulkan calls using utilities like DXVK . Explaining which files to copy over depends on a per-DirectX version basis, so you'll have to use a combination of the PCGamingWiki and DXVK documentation to figure out which files to replace.

[Graphics Post-Processing]

With a utility called ReShade we're able to inject various post-processing effects into the final stage of the graphic rendering pipelines of games. This allows you to adjust color curves, inject path-traced global illumination (a method like ray-tracing), and add a bunch of other effects to DirectX9/11/12/Vulkan games.

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Star Citizen has raised about $94 million so far, and its scope shows it: with studios in LA, Austin, Manchester, and Frankfurt, Cloud Imperium Games is designing and building a huge persistent universe, multi-crew spaceships full of complex simulated parts, a single-player campaign with celebrity actors, first-person shooting, and more.

That development money has come from the largest crowdfunding campaign ever, which has been going since 2012, offering packages and individual spaceships that range from 20 bucks to a thousand dollars or more. And if you've ever wondered who would spend a thousand dollars on an unfinished game, here's someone who's spent 30 times that.

By his account, Chris, who goes by Ozy311 in the game, has spent "about $30,000" on Star Citizen. I was introduced to Chris by a coworker and friend of his, and talked to him last week (with some clarifications added this week) about Star Citizen and the boat he bought in the form of virtual space ships.

PC Gamer: What does 30 grand get you in Star Citizen? Do you have a running tally of all your ships in your head?

Chris: Yes, I literally have everything and even then, multiple of everything, many times. [Laughs] I have the highest package in the game, which is called ‘The Completionist with the Million Mile High Club,’ which is a base package that’s $15,000. It didn’t start out that way, though. When I started getting into the game years ago, it was this and that, and this and that. And then after I started to see the product mature, I was convinced it was what I also dreamed of, and was hooked. I went in deep.

There’s three people that have been influential for my entire life, and one was John Carmack, one was Steve Jobs, and one was Chris Roberts. Chris faded out in the late ‘90s and early 2000s, and then came back to do this project—it was at the right time of my life where I have the extra ability to support something like this. I’ve not spent a single dime out of my main account. I’ve done side jobs to come up with the funds. Some people buy real boats; I buy pixel boats. I haven’t financed anything or put anything on credit cards. Everything is clear in the up, disposable income. I wasn’t stupid in that regard, you know. Putting things on credit cards, that’d be dumb.

PCG: What kind of side jobs did you do?

Chris: Well, just various work. I’m in the computing operations industry. I work for a very large tech company. I’ve been at that company for 13 years. Like I said, I don’t have any of my fun money come from my main income. I do some work for my father, and I help a few other people that I knew before my current employment. Just enough to feed my dream.

PCG: You obviously love space a lot. How did that interest start, and become this huge interest in Star Citizen?

Chris: Well, we’re all of the era growing up with Star Wars, Star Trek, just the fantasy of not being stuck to this planet. Through growing up with all the different flavors of Star Trek, and Star Wars, Battlestar: Galactica, and Starship Troopers, and Firefly. All these science fiction movies, and you just wish you could live that life. There’s always been stabs and attempts at it and, it’s not been done correctly yet. Chris Roberts came back after being gone for so long, and had a vision, saying that he felt the technology and the PC market was there now to try to create his ultimate dream. He put forth a Kickstarter and it’s done amazingly well. He only asked for $2 million and here we are, over $94 million later, and it’s going strong.

People think that this is a scam, all those haters. There’s that—I’m not even going to mention his name—the one guy, I know you know who it is, who keeps ragging on it. But this stuff is real. I’ve met these people, I’ve sat down with these people, I’ve felt their passion. This is real. And all of the things that are being negatively said about Chris and the whole crew at Cloud Imperium are false. They’re just breeding drama.

Every time they release a tech demo and new playable features, there’s a huge surge in incoming signups and pledges. It takes a long time to make a game. Blizzard will make a good portion of their game in secret. Look at Diablo III. It was silent for how many years, under development for nearly a decade before it was even announced? Star Citizen is the antithesis of that. It’s a game that’s crowdfunded so being open to the community is the requirement. But that initial tech development window feels like an eternity to impatient people. They want it now, they want it now. Why isn’t it now? Why are we not getting anything now? And we’re just now starting to taste their efforts, in major ways. Like at Gamescom, when they gave us their multi-crew demo. And CitizenCon, when they gave us even more of the multi-crew and the Star Citizen Alpha 2.0 demos … This is real. It’s not vaporware. And I believe in it.

PCG: You mentioned that it’s a bit like you’ve bought a boat. Does anyone in your life question this big purchase? Do they get the analogy?

Chris: It depends who you talk to. People that are embracing video games as an entertainment—here I am, almost 40 years old, and I play video games, and it doesn’t seem weird for me. I guess I’ve just grown up my entire life thinking that where you acquire your entertainment from is your choice and should not be judged by the world as a whole. Am I following the, quote unquote, ‘normal midlife items’ that I think people would normally be buying at this age, like a Corvette or a real boat or all these other exotic, definitely pissing away their income for that hobby things? No, I’m choosing a hobby that is what I want … The people that get it don’t judge. The people who don’t understand it think you’re crazy. But then I always use that boat analogy, because I used to have a souped-up S2000 with a supercharger and every Honda in my twenties, and I’d race them and everything. That’s no different. I guarantee I spent more money on my Hondas and my import love than I have on this game.

I choose who I tell it to. Like, I haven’t told hardly anybody outside of my wife and kids, and my immediate family. My parents don’t know. They wouldn’t understand it. They would think it’s a crazy, stupid thing. Most people on the street would think it’s a crazy, stupid thing. But I spent 10 years of my gaming life in World of Warcraft. And I met amazing friends in that game, so I really truly think that this game is more of a community and social aspect than it is just a game. And everybody that I’ve met so far—I’m in an organization called COVE, Cosmic Ventures—these are some of the most mature, respectful, and great people to be around that I’ve met anywhere. It’s not a bunch of kids sitting around ‘pew pewing’ about Call of Duty. It’s a very mature audience, and people of all ages, up to their 50s, 60s, 70s. There’s a guy that just posted in the Star Citizen Facebook group the other day saying that he’s just retired, he’s 70 years old, he’s going to spend the rest of his life in Star Citizen. [Laughs] And I expect this to live for 10 years, if not more.

So if I think about, “I’ve helped create a project that I think is going to be game changing for the next decade,” I’m OK with that. I know that I’m going to spend more. Because I don’t go, “OK, I’ve drawn that line in the sand, not a single thing else.” I haven’t thought of it like that. Yet. [Laughs] But, I’m OK with it. And they don’t take it for granted. They treat us well. I get VIP privileges when I go to events, I get instant customer service when I open tickets. They’re very respectful, they let us tour the office on requests, they’re not hiding anything from us.

And I have seen the game change in so many positive ways due to player feedback. They listen. So it’s not like they’re going to pop the game out at the end and it’s going to suck because of something they didn’t talk with us about. They’re taking everybody’s feedback, retweaking it, rebalancing it, spending all this time considering everybody’s feedback to make the game we all want. They’re not just going to work behind a closed door, pop it out, and say ‘thanks for the 94 million, hope you like it!’ That’s not what they’re doing at all.

PCG: You said that Chris Roberts is one of the top three most influential people in your life. What was it like meeting him? What did you think of Chris?

Chris: Well, he takes the time to talk to every backer. He doesn’t think that he is above anybody, meaning that he will mingle with the crowd, he listens to everybody. He’s not that untouchable celebrity. He’s a gaming dork just like us. He just happens to have that almost, you know, Lucas-like long-term goal of what he wants this to be. And he’s surrounding himself with the right people to help him create this, and you can tell that he has a vision. He has listened to us sit around and talk to him for as long as he’s able to before he has to go get pulled off for somewhere else. But he signed all my 25-year-old original Wing Commander stuff. He signed a laser cut “Anvil Aerospace” board I made for my son. My son’s my wingman as well. He’s 11 years old and almost has Concierge status on his account due to his good grades. [Laughs]

And, you know, [Chris Roberts] is a programmer. I’ve been in computers my whole life, and the fact that at age 22, he released Wing Commander—that had a great influence on my motivation to continue being a computer dork and that it’s nothing to be embarrassed about. I remember playing on my 486DX-33, Wing Commander, the exit sequence where you’re going out to the tube to shoot into space. I’ll never forget it, the music, and when we saw the Squadron 42 preview trailer they paid homage to that, and I don’t know how many people caught it. But the leg sequence of them running out to the ship, there’s a cut sequence from that that is exactly from Wing Commander, and it just give you a really good feeling that he’s had this dream for Star Citizen since the beginning. And he’s tried to do it, and express it in Wing Commander, and did a good job for what he was able to do at the time. And now you’re seeing, with CryEngine, and all of these smart, smart developers he’s surrounded himself with, it really feels like they’re going to pull this off.

PCG: We talked about your interest in space, and it’s obviously a big part of your life, because I understand that you have your own observatory? Can you tell me a bit about that?

Chris: Sure. Before I had my observatory, I had a website that was dealing with import cars and models, and it was an underground site that I did for a long time with two other people. And it became really popular—too popular—to the point that it was taking up too much of my time. And so, we decided to sell the company. We sold it and with the proceeds from that sale I decided with agreeance of other people in the household that I would take a portion of that and try to do something else with it, something new and hard. And so I moved from doing racing and model photography to doing astrophotography, because I had the ability to fund it at that point.

My father has a ranch up in northern Arizona, and Arizona has some of the best skies in the United States for observatories. I asked him if I could put a building there, because for a long time I had been setting up a tent and doing really low quality astrophotography, and he said “sure.” So, back in 2008, I went in a big way and built an observatory. And I’ve been doing astrophotography for quite some time since then. I also have an observatory partner to help, and he’s a local friend who happens to also be deeply invested in Star Citizen, so we have a lot to talk about when we’re taking pictures of stars, or thinking about, “Hey, that’s a system that’s actually in the game.” [Laughs] And then just the thought that you go into the game’s StarMap and you can just imagine that these planets are orbiting around it and stuff. But as far as the fascination with space, sure. It’s very humbling, because after doing all this astrophotography, you really come to realize that we’re very, very small. [Laughs] I don’t know if that’s depressing or enlightening, or a little bit of both. But it’s just—it’s beautiful. Space is beautiful.

PCG: This is clearly a pretty expensive set of hobbies, but they also have to be time consuming, right? How much time have you spent on Star Citizen, and is that hard to balance with your work and family life?

Chris: Well, I’m just really lucky that at my current employment, I can work from home. I work from home 100 percent of the time. So, I would say that, because I’ve been able to save all the nightmarish hell of commuting that everybody normally has to deal with, that is a lot of refunded time in my life that I’m able to spend with them. And that plays a big part in it.

The other part is that my family is as involved, well, not as involved, but is understanding, and that’s what they like too. Sure, my wife doesn’t—I haven’t convinced her to play the game yet, and I don’t know if she ever will, but she doesn’t object to it. The thing is is that I don’t have a setup in our home where when you decide to play games you remove yourself from the social aspect of the rest of the family. Our family is a tech family. We have a 65-inch, a 55-inch, and a 4K 48-inch television in the living room all next to each other attached to PCs, AppleTV’s, and Tivos. We spend most of our time in the living room together, we don’t all escape to our rooms. Everyone has a laptop. Everyone has a gaming PC. Everybody has an iPad and an iPhone. In the family room, there is not the customary couch and chairs. We have another entire area dedicated to gaming on massive gaming PCs that have triple SLI on NVsurround G-sync screens, HOTAS & pedals, headphones, and every other gaming necessity. We live and breathe tech. My eleven year old son learned how to type 40 words a minute at age eight in order to earn more gaming privileges. He’s taking programming classes at school, studying Unity 5 at home, learned Linux to build his own Minecraft server.

I believe that gaming builds future careers. It did for me. I owe my entire career to gaming. So the fact that tech is such an integral part of the family, I don’t feel like I’m disassociating myself from the family to do this. My kids are just as involved as I am.. And because of that, I don’t feel like I’m robbing from Peter to pay Paul, so to speak. We’ll take family vacations in the ‘verse.

PCG: Have you done much travel, to conventions or to the Cloud Imperium offices?

Chris: Not so much … there’s only one or two events a year where you have to travel for Star Citizen. I didn’t go to the one last week, CitizenCon, because it was in the UK. I could’ve. I had no block financially, but I was just doing the math: I was going to spend 30 hours on an airplane to be in Manchester for 20 hours, then to fly home again. That would be miserable. So I chose to use all that money on airfare to buy a bunch of Endeavors. [Laughs] So I bought a five pack of Endeavors instead.

PCG: How much is an Endeavor?

Chris: $350 base. And, so, that weekend I spent another $2,600 on the game, just that weekend, after seeing CitizenCon’s results. That burst of excitement every time makes me pull out the wallet and give him more funds, it’s just horrible. [Laughs] And we have so many more things coming. I haven’t yet seen my Javelin. My Javelin was a $2,500 pledge from Christmas last year. I still have a token for another one from my Completionist package. We have many more ships to come, probably four or five mainstream ships and then some variants before the release comes around. Unfortunately, they still have a way of prying multiple thousands more probably, before all’s said and done.

PCG: You seem exceptionally patient, waiting for that stuff and the full game to be realized, given how big your investment has been in Star Citizen.

Chris: I think it’s because of what I do for a living. I understand the iterative improvements, QA and testing, and patience, and the appreciation for the difficulty of the task at hand allows me to understand why it is taking so long from a technical aspect. If you just look at it [from the perspective of] being an impatient gamer, it’s going to drive you crazy. But that’s the other thing: the more you get involved in this, the more you understand and realize it’s OK for it to take longer. I spend so much time enjoying the technical aspect, in chat, in the forums and the Reddit forums, and we’re all talking dork, and we get it. And the fact that I spend so much time playing the alpha, dealing with some of the most frustrating bugs, that most people would just give up and say “screw this” and just punch their monitor, I have more patience for it. Because when it does work, it’s magical. I mean, come on, it’s alpha.

My orgmates and I sit in Teamspeak, streaming on Twitch, I get six to seven viewers constantly—I know that’s not many, but through the night it’ll go up to fifteen to twenty viewers—sitting in Twitch with me, and since I have everything, my channel title is ‘Hangar Tours and Test Drives.’ People get on Twitch and go “Hey, can I see that ship?” and I’m like, “Yeah! Log in.” Because you can log into the free flight alpha module with me, and I’ll bust out the ship they wanted to play with, I’ll go land on the dock, I’ll get out and go, “Go take it for a test flight! Go take it, I’ll sit here and read the news while you’re flying my ship around.” It’s just a lot of camaraderie like that. Just a lot of fun.

PCG: We look forward to seeing you in the game, Chris, and thanks for talking with us.

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fitgirl has it. gameplay feels kinda dated, but with some nice additions. Looks pretty good, and the horde engine is cool, lots of baddies to shoot. Unless the pvp and online coop modes are amazing, I can't imagine it being worth 60$, but for the price of free, i'm digging it.

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A reply someone sent to me a while ago that annoyed me enough to respond. The vibe I got was: “Dune Spice Wars is just a palette swap of Northgard” with the implication that the devs are lazy and greedy for developing a game that is extremely similar to their previous game (asset flipping, I guess).

I hadn’t played Northgard at the time, but did watch the trailer. Northgard was on sale recently, so I gave it a shot after having played a bunch of Spice Wars.

Because this has bitten me in the ass a few times on hexbear, here’s a short list of things I’m not arguing in this post: Game Publishers aren’t using DLCs or low effort new games games as low labour sources of profit. Obviously, this is the case. Artist and programmer hours down, IP rent up is endemic to the games industry. The devs are “good”. I actually have no idea, I just think this particular charge was unwarranted. Dune: Spice Wars or Northgard are good. Idk, I’ve enjoyed at least one of them These are the two most different games, nay, nouns in human history. They are not. Idk why, but in my region of the world “completely different” gets used for “actually very similar, but legally distinct”. Comes up a lot in these sort of nitpicky nerd circles Devs are always right, publishers/critics are always wrong

Here is a short list of ways in which the two games are similar: Same engine Same genre (so, trad RTS, selecting units, giving them orders, building up an economy to ensure a healthy supply of units to defeat opponents in a roughly similar situation to you) Region-based mechanics (building limits, buffs, privileged starting zone etc) Diplomacy mechanics Variety of victory conditions rather than hunting down every last power plant

Having now played at least some of both, these games feel substantially more different than many other pairs of games from similar devs that don’t get targeted like this. The main differences I’ve found: What players spend a lot of their time doing. Northgard heavily preferences micromanaging of the core unit (peasants), whereas Dune feels more like a trad RTS with Northgard characteristics. Northgard feels more like a village building game that also happens to be an RTS. Personally, I find the removal of peasant micromanagement a substantial improvement and one of the more annoying aspects of Northgard (especially annoying because it takes up a lot of the game) Mechanics present in Northgard are tightened and simplified substantially in Dune. This makes sense as Dune comes after Northgard and the devs have had time to hone down what worked in Northgard. For instance, scurrying around with scouts and trade relationships in Northgard is now just a single interface in Dune where you can manage your relationships etc. This does make relationships with other factions in Dune a little bit simpler, it’s not necessarily “better”. Different resources. Obviously, the relationship with these and things you actually do can change with a button, but neither are just “Money” and “population”. They both have these, but Dune Spice Wars isn’t being accused of being a palette swap of Age of Empires or Act of Aggression. No permanent Alliances: My experience with Northgard’s diplomacy was everything generally felt more permanent, whereas Dune has much more ebb and flow (as well as a limited set of hostile actions you can perform on allies). There can also only be one winner per match (two minds about this personally, I like allying with my friends and stomping on the computer, but it does change the diplomacy part of the game a lot). Less factions, greater faction differentiation. Given Northgard’s bread and butter was making lots of small DLCs with minor player factions, I feel like making a different game with both less factions but more content per faction is important.

Beyond those, there are a lot of smaller changes that it would be weird to go over. There’s a couple of mechanics that are sorta tacked on (e.g. the Landsraad council/influence stuff) that are different, but I hope you get the idea.

I have played a lot of different RTSes and I would say that mechanically these two games are more different than C&C and Tiberian Sun, or C&C and Red Alert (two pairs from the pre-DLC times), Age of Empires and Age of Empires 2 (an example from another developer), Medal of Honour 1 and Call of Duty 1 (a pair of games from different developers with two different engines) etc.

I don’t really know why this annoyed me so much that I had to make a post. It might be touching on an extreme anti-DLC reaction that seems to want every single game to be entirely new despite most studios not having the resources to hire a network engineer every time they want to make a new game. The idea that a group of artists might commission a game engine (big, expensive, requires network engineers etc) and then write stories in that game engine (small, cheap, within reach for a group of artists) and not starve is apparently obscene.

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Quite a good breakdown by Laura Kate Dale of Nintendo's handling of recent games featuring playable women characters from franchises usually headed up by men i.e. recent Peach game and upcoming Legend of Zelda game featuring the titular Zelda.

Featuring such Aonuma bangers as:

If we have Princess Zelda as the main character who fights, then what is Link going to do?

The triforce is made up of Princess Zelda, Ganon and Link. Princess Zelda is obviously female; if we made Link a female, we thought that would mess with the balance of the triforce - that's why we decided not to do it.

We feel like what takes priority is this idea of gameplay. If it turns out that particular gameplay we're trying to bring to fruition would be best served by having Zelda take that role, then it's possible that that could be a direction we could take.

i.e. Zelda has featured exclusively MANLY gameplay up to this point btw

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monke-beepboop

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My friend brought it over to chill with and ite fuggin awesome.

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freeze-gamer come get some cheap slop from a decent studio.

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Recently picked up Slay the Spire on my phone so I could play it on a long car ride and was surprised at how much I enjoyed it. Will probably pick this one up as well.

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No real spoilers. Pretty cool and insightful for someone who's only played a bit of Xenogears (disc 1) and some of Xenosaga 1.

Xenoblade Chronicles always looked interesting to me but I didn't have a Wii. The later entries in the series from the looks of it lean heavy into the Shonen look with weeb fanservice.

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our homes.

No matter when it came, the wind carried the same thing...Death. But the winds that blew across the green fields of Hyrule brought something other than suffering and ruin.

I coveted that wind, I suppose.

no other incarnation of Ganondorf has ever been this cool. Wind Waker my beloved...

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