Help me find a game I'm not sure if it even exists...

These are the requirements:

  • It must feature mechas: obviously, the reason I post it here. But with a caveat: I don't want it to only feature mechas. Alongside them, there should be other controllable units like tanks and flying units (planes or spaceships).
  • It must be a turn based strategy game: not RTS, not a shooter, not a RPG. Games where you take turns in a board choosing actions against the opponent.

While I prefer Japanese aesthetics and design, it can have western ones, no problem.

Asking an LLM, it recommended Battletech with the Roguetech mod, and that seems to be a good example. It also recommended Front Mission 3, It said you can leave your mech and get into an enemy tank or something, which converts it into a unit you can deploy in future battles. I remember playing and loving the first one in the series, is the LLM correct about that feature in this title or was it an hallucination?

I remember playing a Super Robot Wars game in the GBA ages ago, and that could be a decent example as I remember it had controllable ships, and in fact I believe the memory of that game is what inspired me to write this post, but I don't like the SD chibi look this saga features. I'd also like the game to have a decent storyline and SRW stories are convulted mess of characters that doesn't make much sense. I mean, I know it's a beloved series and I respect it, it might be the closest thing to what I'm looking for, but I expect someone around here knows about a different title.

A final condition is that it must be playable on PC. I mean, I don't care about the release date, if it is a MS-DOS one, or a AAA that launched last week. I'm OK with emulating, but my system struggles with PS2 emulation, so if its a console title, it should be in PS1, SNES, Nintendo DS, PSP. I'm also ok with mods and language patches, but not with games that are totally in Japanese with no available patches.

Can you recommend any title based on these conditions?

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u/JedahVoulThur — 8 days ago

Licenciados / técnicos habilitados para la docencia... ¿y la pedagogía?

Como muchos seguramente ya sabrán (y si no, se estarán enterando ahora), terminar una carrera terciaria en la Universidad o en la UTU muchas veces te habilita para tomar horas docentes de tu área en alguna u otra asignatura. Lo cual entiendo y está perfecto, es necesario dada la escasez de docentes que hay, combinado con el mínimo mercado laboral que tiene algunas áreas de conocimiento (siempre me pregunté por ejemplo qué hacen quienes se reciben de la Licenciatura en Filosofía, salvo dar clases, ¿viven escribiendo libros, qué onda, cómo comen?).

Mi preocupación, opinión polémica o como quieran llamarle es... como muchos dicen "una cosa es saber sobre un tema, otra distinta es saber transmitir los conocimientos sobre ese tema". Y es ahí donde entran la pedagogía, la didáctica y hasta la psicología evolutiva, sociología o historia de la educación. Asignaturas que quienes como yo, pasaron por el IPA o INET estudiamos para ser docentes profesionales y los Licenciados o Técnicos egresados de distintas carreras nunca han visto.

Debido a ello, mi planteamiento es que quienes son Licenciados o Técnicos egresados de alguna carrera terciaria deberían pasar mínimo por algún tipo de taller de pedagogía antes de ser habilitados. Porque si bien está claro que tener el conocimiento teórico sobre dicha área no necesariamente es indicativo de que uno va a ser "buen profesor", no tenerlo ocasiona que haya docentes habilitados que saben mucho sobre el tema pero no saben transmitirlo y salen a la guerra con un tenedor, siendo los principales perjudicados los estudiantes.

¿Qué opinan? ¿Es acertado mi planteamiento o consideran que ponerle bloqueos a la habilitación docente causaría más problemas que soluciones? Considero que una medida así podría funcionar únicamente si se combina con un notorio aumento del salario docente, de manera que se vuelva una opción más atractiva. Pero claro, sé que muchos van a decir "uh, otro profesor queriendo mayores sueldos como siempre, qué sorpresa" jajaja pero es que de alguna manera hay que atraer gente a la carrera, hacerla atractiva para también exigir mejor preparación y calidad.

La última reforma que recortó horas, exigió más a los docentes y menos a los estudiantes, lo único que ocasionó es llenar el ojo en las estadísticas, si eliminamos la repetición, es obvio que menos estudiantes van a repetir porque el concepto no existe. Y si se exige más a los docentes, sin darnos nada a cambio, únicamente ocasiona que quienes puedan dejen la carrera y se dediquen a otra cosa.

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u/JedahVoulThur — 11 days ago

I am fine with the idea of my games being niche, I don't like current design trends that try to reach a wide audience at all...

Like the title says, I am fine with my games being niche, I don't want to reach a wide audience.

I am an IT professor, teaching has been my vocational call since I was a little kid. I love it and would never leave it for anything. And as the name of this sub implies, I'm also a gamedev. A hobbyist one, meaning I do it for fun. I'm not seeking employment in the industry, I don't even care if one of my games become a massive hit and I become a millionaire, as I said before, I love my "official job" to call it someway.

I guess that brings me a lot of freedom. As it allows me to build whatever game I want, independently of how popular or unpopular the features included on them are. As the title says, I know that my games are/would be considered "niche" and I am fine with that. I develop for myself, not for others.

Sure, it's a nice feeling when someone plays my games and find them fun, to the point of even donating money or something (I have only published one game, f2p and it has earned me like $3 since November 2023 and got no more than 30 downloads). But that's not my goal when I sit in front of my computer the weekend and spend some time writing code or designing a character, I do it because it's fun and helps freeing me of the weekly stress teaching kids bring.

I perfectly understand why some indie or AAA devs that have different goals that mine (like earning money, or getting a job in the industry) sometimes add features or design their projects with the intention of reaching as wide an audience as possible, I really do but at the same time, I hate the end result that mentality brings. By focusing on making their games for a wide audience, I feel they dumb it down and make them easier, because it seems current gamers can't feel any frustration at all or NEED to finish the games quickly to get some sort of status the platinum achievements give them. And I deeply hate that.

Nowadays developing has became my main hobby, meaning I don't have much time to play games anymore, but still last weekend I spent 5 hours trying to pass a level in an indie strategy game. I failed multiple times because I found it hard, and while the game has a lot of difficulty settings that would allow me to make it easier, I didn't touch them. Why? Because I was having fun! Losing and reloading a previous save or starting the level from the beginning, isn't a frustrating experience, but a learning one. I'm not in a race to finish the game as fast as possible, I play games to have fun and I was having it, even losing.

And I hate the "yellow paint" trend in games that have open spaces, or how some games present you with a puzzle and gives you the full solution unprompted if you spend 3 minutes thinking. It feels as if the developers think I'm an idiot that can't think for myself or can't solve it/find the correct path by myself. If you design an open area, let me explore it however I want! it often is very obvious the correct path without the yellow paint, if you don't want players to get lost, design the levels as straight corridors, IMHO the idea behind open zones is to explore them. If you design a puzzle, let me solve it myself and give me hints when I ask for them, and make them "hints" not the direct solution. I remember when I was a teenager playing Zelda Ocarina of Time, how I spent days trying different stuff to solve its puzzles and getting how helpful was N'avi (the little fairy, I think this was her name) while never giving you the exact solution.

Anyway, what do you think? Do you agree that being hobbyist gives us this freedom to design something unpopular or niche that goes against current design trends? Do you disagree with my examples, or my general position?

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u/JedahVoulThur — 12 days ago

I am fine with my games being niche, I don't want to reach a wide audience

I am an IT professor, teaching has been my vocational call since I was a little kid. I love it and would never leave it for anything. And as the name of the sub implies, I'm also a gamedev. A hobbyist one, meaning I do it for fun. I'm not seeking employment in the industry, I don't even care if one of my games become a massive hit and I become a millionaire, as I said before, I love my "official job" to call it someway.

I guess that brings me a lot of freedom. As it allows me to build whatever game I want, independently of how popular or unpopular the features included on them are. As the title says, I know that my games are/would be considered "niche" and I am fine with that. I develop for myself, not for others.

Sure, it's a nice feeling when someone plays my games and find them fun, to the point of even donating money or something. But that's not my goal when I sit in front of my computer the weekend and spend some time writing code or designing a character, I do it because it's fun and helps freeing me of the weekly stress teaching kids bring.

I perfectly understand why indie or AAA devs that have different goals that mine (earning money, getting a job in the industry) sometimes add features or design their projects with the intention of reaching as wide an audience as possible, I really do but at the same time, I hate the end result that mentality brings.

Nowadays developing has became my main hobby, meaning I don't have much time to play games anymore, but still last weekend I spent 5 hours trying to pass a level in an indie strategy game. I failed multiple times because I found it hard, and while the game has a lot of difficulty settings that would allow me to make it easier, I didn't touch them. Why? Because I was having fun! Losing and reloading a previous save or starting the level from the beginning, isn't a frustrating experience, but a learning one. I'm not in a race to finish the game as fast as possible, I play games to have fun and I was having it, even losing.

And I hate the "yellow paint" or how some games present you with a puzzle and gives you the full solution unprompted if you spend 3 minutes thinking. It feels as if the developers think I'm an idiot that can't think for myself or can't solve it/find the correct path by myself. If you design an open area, let me explore it however I want, otherwise design your games as straight corridors. If you design a puzzle, let me solve it myself and give me hints when I ask for them, and make them "hints" not the direct solution. I remember when I was a teenager playing Zelda Ocarina of Time, how I spent days trying different stuff to solve its puzzles and getting how helpful was N'avi (the little fairy, I think this was her name) while never giving you the exact solution.

Anyway, what do you think? Do you agree that being hobbyist gives us this freedom to design something unpopular or niche that goes against current design trends? Do you disagree with my examples, or my general position?

reddit.com
u/JedahVoulThur — 12 days ago

¿A ustedes les molesta que gente random les hable por la calle?

Desde chico tengo la manía de que me encanta comer mientras camino. Y no, no me refiero a que voy comiendo un plato de ravioles por la avenida, no soy TAN anormal. Me refiero a cosas como medialunas, sandwiches, tortas fritas, etc El tema es que siempre alguno me dice "provecho" cuando le paso por al lado. Mi reacción es siempre la misma: poker face y sigo como si hubiera sido el viento lo que sonó. Dado que quienes lo dice suelen tener apariencia medio indigente, mi razonamiento es que lo dicen esperando que yo reaccione con "oh, que buenos modales que tiene usted, sr indigente. Tome una porción de mi alimento, me ha conmovido." .

Pero no es esa la única situación. En otra ocasión ya había contado como por usar una gabardina de cuero, hay siempre (y no exagero, siempre es siempre) algún pelotudo que me dice "Batman" al cruzar. Lo cuál no sólo es molesto, sino que objetivamente es incorrecto y en mi mente lo interpreto como que dicho individuo no sabe distinguir lo que es una gabardina de una capa. Pero aún si me dijeran "Neo" o algún otro personaje que si usa gabardina, me molestaría de todas maneras.

Y así también con quienes vienen a manguear monedas o a querer venderme algo. Parece que en cada cuadra, 2 o 3 personas intentan decirme algo y me vuelvo loco. Lo único que no me molesta es si alguien me pregunta por una calle o ubicación (en cuyo caso intento ayudar) o no se, si se me cayó algo de la mochila y me quieren avisar. Pero cualquier otra interacción en la vía pública con gente random me resulta extremadamente molesta. Y no se si es que me estoy convirtiendo en un viejo cascarrabias o si tengo algo de razón.

A veces digo que si fuese mujer pasaría a las piñas por la calle, porque la cantidad de comentarios que suelen recibir ellas sólo por existir es algo que yo no podría tolerar.

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u/JedahVoulThur — 13 days ago

Human clothless model?

Hi, for some time I've looking for a workflow for creating human clothless models.
I'm not interested in creating lewd content (not judging either, just stating it isn't my goal), my goal would be something like a barbie / ken doll, a human mesh without genitals. In 3D, based on a clothed reference image, that is stylized as an anime character (I mean they don't look like real human beings).

My current workflow is creating a reference image of how the character would look in a "beach suitable attire" (I use those exact words) and the manually sculpt off the clothes using smooth brush. The results are far from perfect, it takes a lot of time and through this workflow I can't even use the albedo (because it has the colors of the beach clothes) so I was wondering if someone know a working workflow.

It can't use local models as I don't have a computer powerful enough. I've tried multiple Stable Diffusion platforms, nanobanana, chatGPT, arena.ai, assethub and more without success. And I'm afraid that even if I get the turnaround pictures, I don't even know if 3D modeling tools like Hungyuan or Tripo accept them? What's been your experience?

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u/JedahVoulThur — 1 month ago