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Joined 2 years ago
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Cake day: July 5th, 2023

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  • You also said “feel” not “look”. If you exclusively meant aesthetics you should clarify it in your own comment.

    Also, responsiveness is not about if something is “fast enough” it’s about making the thought>action gap as small as possible for better immersion and player control. Higher FPS means there is a more consistent time from input to effect. If i press a button in a 30 fps game the input delay can be anything from almost none to 1/30th of a second (30ms, which if you played online games back in the day is not great), and there is no way to tell how much it will be. The more frames the less of a possible variance you experience.

    Also all input is tied to framerate, if you have examples of games that have their input loop completely separate from framerate I’m all ears, especially given rendering is not on demand.















  • Yep. I played an earlier version but it’s the same game.

    The key thing that made me notice was the scarecrow cards that allowed you to pick up your units, those make sense in Condottiere as it’s divided in rounds where you fight multiple battles, so it made sense to pick up your units if you had excess power and were winning anyway, save your strength for the next battle in the round, whereas it made a lot less sense in Gwent given its 1v1 nature and fixed amount of rounds.

    Mind you Gwent evolved a lot afterwards, I don’t know much beyond the witcher 3 version, which I still enjoyed plenty.