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InitialsDiceBearhttps://github.com/dicebear/dicebearhttps://creativecommons.org/publicdomain/zero/1.0/„Initials” (https://github.com/dicebear/dicebear) by „DiceBear”, licensed under „CC0 1.0” (https://creativecommons.org/publicdomain/zero/1.0/)IR
Posts
2
Comments
245
Joined
2 yr. ago

  • No, it wouldn't. That would only be the case if those shit talkers each said truly heinous shit, and those on the receiving end had zero emotional intelligence to deal with it.

  • You're either a troll or a genuine egomaniac sophist. You talk like you think you know more than everyone else, or operate on a higher level of thought.

    I'm telling you, this isn't the case. You like to play at philosophy but lack the introspection needed to actually gain any insight.

    First, learn to question yourself and your assumptions. Then, and only then, can you gain any form of enlightenment.

  • That's not what they said or implied, and nor is what follows a reasonable conclusion

    I'm convinced you're just a sophist who loves the act of arguing itself for its own sake, without any care for truth, only appearing insightful and logical

  • What an asinine response. No, we don't need any form of dictator, certainly not someone literally telling us what to say, when you started this thread ostensibly to have an actual discussion.

    Well, you got one. Sorry it's not the one you wanted, but it's the one you deserve.

  • Why should my imagination be making your point for you? Aren't you able to do it yourself? I'm not missing the forest for the trees, I'm pointing out that the trees in the forest are dead

    If you say "every X is Y", and there is even a single piece of evidence against that, you are wrong. Thats just how it works.

    If you wanted to say, "i wonder what would happen if everything people said about others behind their back was revealed to them," then we'd be talking only about that. But you didn't.

  • That's... what everyone's telling you to do...

    Your premise is simply incorrect. Can't you accept that?

    But, for an example of "huffing one's own farts", may I direct your attention to...

    Your behaviour in this thread?

  • Scale absolutely matters, but the scale of the new game screen is (or should be) very minor compared to the game itself. That one scene should only be setting the variables for new play, not interacting with anything outside of it.

    And, to be clear, the main concern is simply the input handling in that scene. The UI itself doesn't really need to be changed, just which buttons change the highlight focus.

    I can imagine it was likely thrown together quickly, perhaps with some unnecessary coupling, or maybe reading the inputs using action names that also relate to gameplay, so it becomes awkward changing it out.

    I'm not so experienced with Unity, but in UE and Godot, adding and mapping inputs is fairly trivial - select the "up" button and map it to "ui_focus_up", etc. I can't see it being much more complex in Unity.

  • The ROR2 new game menu has only a few elements:

    • Character select
    • loadout select
    • difficulty select
    • artifact select
    • DLC select

    That's it.

    I know it isn't completely trivial, but as someone with many years of experience making (small) indie games, I know for a fact that a menu like that it should only be changing a few global variables. It's a frontend with very little backend to consider.

    Something like that is not a year's work. I could agree with a month, and even at that, most of it will be testing, not design.

    And tbh - the main problem with it isn't even its design (the design is fine) just its controls. You inexplicably have to use the D-pad for character select, but the analog stick for everything else, apart from switching to difficulty select with R2. Why not navigate the whole menu with either D-pad or left stick? That should only take a week to fix at the absolute maximum, unless they've managed to tie the code in a spaghettified knot that's unnecessarily coupled with actual game mechanics.