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Joined 3 years ago
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Cake day: September 3rd, 2023

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  • in some European countries we have a special kind of horsepower that’s called the “tax horsepower” (cheval fiscal, symbol CV in France), or “what kind of eldritch formula do we need to transform that unit into a vehicle classification tool for tax purposes”.

    We’ve had several formulas, and the current one has come around to being kind of an actual (rounded) power unit. Previous ones involved carbon dioxide levels, gearbox efficiency and whether you’re using gasoline or diesel.

    So if I am applying one of those, I believe a horse has exactly NaN CV.





  • It works for Nora territory that’s like a quarter of the map. The paint is everywhere including places that are completely forbidden to them, and only a couple of isolated bannished people have left their land.

    And the real problem I have with it is not that it’s not explained, it’s that exploration is frankly discouraged in this game. If and only if you know you’re supposed to go somewhere, follow the trail. If there’s no trail, OR if you don’t have a quest here yet, don’t go, you’re losing your time.


  • Mirror’s Edge’s environment itself was mostly white but used bright red highlights to guide the player if I remember correctly. So not yellow but kind of the same.

    Horizon Zero Dawn is the one that I know that does the yellow paint thing completely straight and in the most obvious way. If it’s not yellow, don’t bother going that way.

    Really it’s something any 3D game design has to face, you don’t want players to be too lost and disoriented. It’s just not fun. Lots of (well-designed) games do that by clever use of lighting and environmental clues. When it’s done right you mostly don’t realize it unless you’re looking for it, but it’s enough that you know the right way.

    But if it’s too obvious, it can be a bit jarring.










  • Depends. I don’t know if this is the case here, but if the game uses a very custom engine, switch 2 compatibility can be a problem.

    It took months for crypt of the necrodancer devs to fix its compatibility issues on switch 2, and it still very rarely but occasionally has sound problems. For a while it was completely impossible to play.

    I am at a point where I think my library is fully Switch 2 compatible (not counting the physical hardware specific stuff obviously), but the 3-4 games that had problems where all indie games that seemed to be more complex than just standard unreal or unity stuff.

    So even a switch 1 version would need extra work to check everything works on 2, and potentially more support. Must be a hard choice to make because of the huge switch 1 user base, but I get it.