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Cake day: September 27th, 2023

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  • Inventory management systems are absolutely shit and tacked onto pretty much every game they can be. In the best games inventory management is an interesting way of rewarding planning and the actual focus of the game… when it isn’t the focus it steals focus. I have a particular memory of having fun in Diablo 2 and getting a rare drop of a potentially useful item while merrily killing my way across act 5.

    I stopped killing and mopped up the area, tped back to town as I realized I had no identify scrolls, came back, dropped a shield I’d found earlier, picked up the armor, identified it, dropped it, picked up the shield and logged out.

    This may be especially pressing for ADHD people but being forced into inventory management when I want to be playing the game kills my enjoyment - I’ll always mod away inventory limits if I can (i.e. factorio stack sizes, skyrim carry weight etc…) and I usually just don’t play games to which it’s unremoveable.

    Now, if the entire game is inventory management I’m actually cool with that - games like Balatro or Dominon where tactical choices around your deck can be insanely fun and the who game is those choices and so the designers have made them fun and interesting… but forcing players to interrupt their game for a less interesting game is fucking dumb and game designers should know better. It’s a mechanic that most people just bitch about and there are much better alternatives.










  • If that’s a genuine non-sarcastic question that isn’t whooshing me then no - there can be other things like memory/disk usage… but if I’m optimizing for CPU I want it to use less overall cycles. It may be that the easiest fix is to throw money at the problem (always a fair option) which would mean getting a beefier/more processor cores to make the performance acceptable but this would usually just shift how cycles are being used to process them faster.

    My joke above was that it’d use more total cycles which actually is generally the case if you’re solving a problem by throwing resources at it (since you’re likely incurring more overhead) but generally when you optimize you want to reduce the total number of cycles by somehow locating and eliminating work that doesn’t need to be done.





  • xmunk@sh.itjust.workstoADHD memes@lemmy.dbzer0.comI'm so sorry
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    9 months ago

    I’ve had bad experiences with not doing victory conditions upfront since they’re sort of back-of-mind considerations I’ll forget about them until I start shifting my build/position/strategy to pursue one. Making sure everyone knows the long term goals is important before decisions are made or else folks will feel disempowered in the flow of the game.