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Gzdoom quicksave
Gzdoom quicksave








gzdoom quicksave
  1. #Gzdoom quicksave how to
  2. #Gzdoom quicksave code
  3. #Gzdoom quicksave Pc

I didn't develop emotional relationships with them. I slowly learned (over like six years) this wasn't very rewarding and I didn't remember the games clearly afterward.

gzdoom quicksave

But when you have all these extra options, you have a lot more freedom in how you play and engage with games.Īs a kid I save-stated my way through a bunch of hard games. A console game is generally a pretty strictly dev-curated experience.

#Gzdoom quicksave Pc

I think folks that either grew up on PC games (where "cheat" codes and quicksave/quickload options are plentiful) or playing console games on emulators with save states tend to have a better understanding of this stuff than people who just play console games. also, not being able to enjoy difficult games just because there are options to make them easier. I know there are some people who think that difficult games are cheapened by having options to circumvent the difficulty, and i don't know what to say about that except i think they aren't my audience. they let you engage with the difficulty on more of your own terms than my terms. the way people react to and treat these options is heavily affected by framing and presentation, but i try to let them just coexist with difficulty. I don't think any of this has to be antithetical to making games where difficulty is important. (one character in sylvie lime does jokingly call some of the items that you are required to collect for the true ending "obscene cheat items", but iirc has nothing negative to say about the options menu.) i want to just present options like this nonjudgementally and let people decide what to do.

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everyone also brings their own sort of moral code about these options to the game, and some people will refer to them as "cheats" even though the game never calls them that. someone who is seriously invested in having a difficult experience probably won't use them at all, while others who are less invested will wait until they feel stuck or frustrated or something like that.

gzdoom quicksave

so these players usually try to avoid using these options as much as possible. Players who like difficult games generally understand that using these options makes the game less difficult, and also understand the implicit point that because these are presented as options, the game was probably balanced around the default settings for each option (it may be balanced around other settings too, but probably the default ones at a minimum). i want to give people different ways to play with the things i created and they can choose these options if they prefer to play a certain way. i don't want the framing to be "only use these options if you need assistance with the game". Sylvie lime's "assist options" are actually called "playful fun options" and that's important to me. Sylvie lime is a more complex game that is about exploring a big world filled with items to collect, and in addition to options that let you circumvent the difficulties of world navigation in various ways (changing physics, enabling invincibility) there's a debug menu that lets you fully control which items you have and control certain aspects of the state of the world. this opens up different modes of play, like skipping levels you don't like or messing around in levels that are too hard for you to complete. I'm providing materials to play with (a character you can move around and bunch of levels that have goals to accomplish) and a default structure for play (start at a certain level and accomplish the goal to go to a new one) but the game lets you circumvent that structure, either by letting you choose levels freely, or letting you make the goals trivial to accomplish. the final level set uses a different skip method and displays a silly "are you sure?" warning before you skip, but nothing stops you from skipping straight to the ending.

gzdoom quicksave

Puzzle ecstasy is very difficult but lets you skip to any level. before you start playing, the game tells you about a "secret code" that gives you infinite jumps and makes most of these challenges very easy. Snake memory doesn't even have an ending or an explicit goal, but there are a lot of difficult platforming challenges you can decide to do. i've been slowly moving in this direction so a lot of my older games aren't like this, but you can see it in several of my releases after sylvie lime:Ħ0fps kitten is a difficult game, abrasively so, but it allows you to skip levels and you can select any level from the beginning without having to "unlock" them or whatever.

#Gzdoom quicksave how to

As of recently, i think my philosophy is to present players with the materials for a game and let them decide how to play.










Gzdoom quicksave