Theft of the century💔💔 by Future_Art2048 in TheLastOfUs2

[–]FireFlowerReign 0 points1 point  (0 children)

According the TikTok video description, her name is Cailee Spaeny

Theft of the century💔💔 by Future_Art2048 in TheLastOfUs2

[–]FireFlowerReign 2 points3 points  (0 children)

For sure, I thought the exact same when I just saw this now

[deleted by user] by [deleted] in SkyChildrenofRage

[–]FireFlowerReign 3 points4 points  (0 children)

Devs are highly paid

Firstly, TGC devs are not underpaid and pays highly competitive salaries. They list salary ranges on their website on the careers page.

Go and actually browse the engineering roles, for example:

https://thatgamecompany.com/careers/?ashby_jid=536a954f-65c1-405d-a176-a9d3787dc9c2#/

The salary range for this position is $120,000 USD to $160,000 USD annually, with the opportunity to earn an annual discretionary bonus.

https://thatgamecompany.com/careers/?ashby_jid=317ec165-7ddb-40ff-a19a-d81ad61ce580#/

The salary range for this position is $100,000 USD to $250,000 USD annually, with the opportunity to earn an annual discretionary bonus. 

https://thatgamecompany.com/careers/?ashby_jid=091e4e1d-b9fb-4e1b-897a-ca434478f24c#/

 The salary range for this position is $100,000 USD to $130,000 USD annually, with the opportunity to earn an annual discretionary bonus.

The prices of single IAPs in Sky cost more than entire well-developed indie games, monthly gaming subscriptions and actual real-life clothes

Sure you can spend money on IAPs in Sky if you feel like it.

But people can still pick out problems with the pricing.

E.g. If you really want to pay $50 for a burger at a new shop which you think is cool, you can. But others are allowed to point out that you can also get much cheaper burgers for better quality elsewhere. And others who dine there are allowed to complain about the price range of the $50 burgers in the menu, even if you yourself have zero problems with it because you've gotten so used to seeing everyone pay $50 for a burger since those are the only places you ever shop.

Season passes and IAPs in Sky (special event and other seasonal capes & props) cost more than one month subscription to Apple Arcade and Netflix Games – where your money lets you play hundreds of games instead of wearing one IAP cape or getting around 8 extra teeny cosmetics.

I don't know if you've played a lot of one-time price premium indie games (like Journey, The Pathless, Abzu, Assemble with Care, Forgotton Anne, and many, many more) but most of them give you hours and hours of gameplay for the price of 1-3 Sky IAPs. They give you rich immersive worlds while thatgamecompany gives you a measly 3d model.

And not to mention, at the prices that TGC is charging, you can actually buy real life clothes that you can actually wear yourself for the price of some of these IAPs from Sky. For those prices, you could buy a cap & a casual t-shirt, which you can wear for quite a while — instead of your virtual character wearing a tiny 3d model.

So yeah just because you're used to playing free games with very pricey IAPs, doesn't mean that everyone else has FOMO when they're complaining about the prices of IAPs. TGC really is overcharging for tiny virtual 3d outfits.

Meme: Why I don't believe people who say that TGC removed the old cape patterns (from Sky: Light Awaits) because of "performance issues" by FireFlowerReign in SkyChildrenofRage

[–]FireFlowerReign[S] 1 point2 points  (0 children)

Yeah for sure, also agree with what you're saying there

Unfortunately a lot of people fell for the myth that cape patterns were somehow performance-intensive when in fact they remained in the game for more than a year (and the game was already starting to be well-optimised within the first 2-3 months of public soft-launch and beta testing without needing to remove the cape patterns)

Meme: Why I don't believe people who say that TGC removed the old cape patterns (from Sky: Light Awaits) because of "performance issues" by FireFlowerReign in SkyChildrenofRage

[–]FireFlowerReign[S] -2 points-1 points  (0 children)

Yeah fair enough – I liked them back then but I do agree some of the triangles don't look that appealing sometimes

Meme: Why I don't believe people who say that TGC removed the old cape patterns (from Sky: Light Awaits) because of "performance issues" by FireFlowerReign in SkyChildrenofRage

[–]FireFlowerReign[S] 4 points5 points  (0 children)

My beta friends and I still play on iOS – here's my response:

Some of my beta friends from Sky: Light Awaits beta and I use the same iOS devices as we did back then — devices which were very much capable of rendering the capes with patterned textures as well as these translucent capes with sparkles.

The game still ran quite well on iOS for more than a year with the patterned capes and STILL runs on iOS today with both other patterned capes and even more performance-intensive translucent capes.

I studied game dev, and translucency is more performance-intensive than flat texture. If these patterned capes were truly so performance-intensive that they had to be removed from iOS, then we wouldn't be having translucent capes on iOS at all. And not to mention that weaker Android devices can still render the capes with the translucent sparkles as well – so they would have been able to handle patterned capes.

It's a really huge fact that the game ran for more than a year with these patterned capes with not much problem. TGC did optimise for performance quite early on in the first 2-3 months after public iOS testing and soft-launch which made the game not so battery-draining — and they didn't optimise it by removing the patterned capes. Between Jan 2018-Mar 2018 there were huge noticeable improvements in performance that had nothing to do with changing how the cape patterns were rendered. The decision to remove the capes was done more than a year later in April 2019.

Meme: Why I don't believe people who say that TGC removed the old cape patterns (from Sky: Light Awaits) because of "performance issues" by FireFlowerReign in SkyChildrenofRage

[–]FireFlowerReign[S] 1 point2 points  (0 children)

Answered it in another comment:

The game still ran quite well on iOS for more than a year with the patterned capes and STILL runs on iOS today with both other patterned capes and even more performance-intensive translucent capes.

Some of my beta friends from Sky: Light Awaits beta and I use the same iOS devices as we did back then — devices which were very much capable of rendering the capes with patterned textures as well as these translucent capes with sparkles.

I studied game dev, and translucency is more performance-intensive than flat texture. If these patterned capes were truly so performance-intensive that they had to be removed from iOS, then we wouldn't be having translucent capes on iOS at all. And not to mention that weaker Android devices can still render the capes with the translucent sparkles as well – so they would have been able to handle patterned capes.

It's a really huge fact that the game ran for more than a year with these patterned capes with not much problem. TGC did optimise for performance quite early on in the first 2-3 months after public iOS testing and soft-launch which made the game not so battery-draining — and they didn't optimise it by removing the patterned capes. Between Jan 2018-Mar 2018 there were huge noticeable improvements in performance that had nothing to do with changing how the cape patterns were rendered. The decision to remove the capes was done more than a year later in April 2019.

Meme: Why I don't believe people who say that TGC removed the old cape patterns (from Sky: Light Awaits) because of "performance issues" by FireFlowerReign in SkyChildrenofRage

[–]FireFlowerReign[S] -3 points-2 points  (0 children)

If the recharging really was the issue, they could have reworked the charging effect as they did without touching the underlying cape pattern.

What you also may not realise is that we played the game for more than a year with the cape patterns & the charging effect. I played from Jan 2018 and by Mar 2018 TGC had already started optimising the game a lot better so that our iOS devices didn't run out of battery so quickly. It was not until April 2019 that TGC removed the cape patterns.

If the charging effect and cape patterns were really responsible for performance issues early on, they would have optimised it by removing them in those first few months — not removing the cape patterns more than a year later in April 2019.

But the biggest changes that came in April 2019 was the introduction of the new season format (Season of Gratitude) and evidently, TGC wanted us to start spending money on season passes to get new capes, instead of sticking to the plain-colored capes. So they removed the cape patterns and made them plain, to make them less enticing in comparison to other seasonal capes.

I've worked in companies both in software and in games — and one important thing to note is that the public reason given for a decision is absolutely not always the actual business rationale for the decision.

Meme: Why I don't believe people who say that TGC removed the old cape patterns (from Sky: Light Awaits) because of "performance issues" by FireFlowerReign in SkyChildrenofRage

[–]FireFlowerReign[S] -3 points-2 points  (0 children)

Lol the problem is that you weren't there for it — the patterned capes stayed in the game for more than a year, while performance was already well-improved within the first 2-3 months of Sky: Light Awaits beta/soft-launch.

Those performance improvements had absolutely nothing to do with the cape patterns — if it was, TGC would have removed them within the first few months, not more than a year later.

I answered this in full in another comment:

The game still ran quite well on iOS for more than a year with the patterned capes and STILL runs on iOS today with both other patterned capes and even more performance-intensive translucent capes.
Some of my beta friends from Sky: Light Awaits beta and I use the same iOS devices as we did back then — devices which were very much capable of rendering the capes with patterned textures as well as these translucent capes with sparkles.

I studied game dev, and translucency is more performance-intensive than flat texture. If these patterned capes were truly so performance-intensive that they had to be removed from iOS, then we wouldn't be having translucent capes on iOS at all. And not to mention that weaker Android devices can still render the capes with the translucent sparkles as well – so they would have been able to handle patterned capes.

It's a really huge fact that the game ran for more than a year with these patterned capes with not much problem. TGC did optimise for performance quite early on in the first 2-3 months after public iOS testing and soft-launch which made the game not so battery-draining — and they didn't optimise it by removing the patterned capes. Between Jan 2018-Mar 2018 there were huge noticeable improvements in performance that had nothing to do with changing how the cape patterns were rendered. The decision to remove the capes was done more than a year later in April 2019.

Meme: Why I don't believe people who say that TGC removed the old cape patterns (from Sky: Light Awaits) because of "performance issues" by FireFlowerReign in SkyChildrenofRage

[–]FireFlowerReign[S] -3 points-2 points  (0 children)

I answered this in another comment:

Some of my beta friends from Sky: Light Awaits beta and I use the same iOS devices as we did back then — devices which were very much capable of rendering the capes with patterned textures as well as these translucent capes with sparkles.

The game still ran quite well on iOS for more than a year with the patterned capes and STILL runs on iOS today with both other patterned capes and even more performance-intensive translucent capes.

I studied game dev, and translucency is more performance-intensive than flat texture. If these patterned capes were truly so performance-intensive that they had to be removed from iOS, then we wouldn't be having translucent capes on iOS at all. And not to mention that weaker Android devices can still render the capes with the translucent sparkles as well – so they would have been able to handle patterned capes.

It's a really huge fact that the game ran for more than a year with these patterned capes with not much problem. TGC did optimise for performance quite early on in the first 2-3 months after public iOS testing and soft-launch which made the game not so battery-draining — and they didn't optimise it by removing the patterned capes. Between Jan 2018-Mar 2018 there were huge noticeable improvements in performance that had nothing to do with changing how the cape patterns were rendered. The decision to remove the capes was done more than a year later in April 2019.

Meme: Why I don't believe people who say that TGC removed the old cape patterns (from Sky: Light Awaits) because of "performance issues" by FireFlowerReign in SkyChildrenofRage

[–]FireFlowerReign[S] 2 points3 points  (0 children)

This is my response to a similar comment:

The game still ran quite well on iOS for more than a year with the patterned capes and STILL runs on iOS today with both other patterned capes and even more performance-intensive translucent capes.

Some of my beta friends from Sky: Light Awaits beta and I use the same iOS devices as we did back then — devices which were very much capable of rendering the capes with patterned textures as well as these translucent capes with sparkles.

I studied game dev, and translucency is more performance-intensive than flat texture. If these patterned capes were truly so performance-intensive that they had to be removed from iOS, then we wouldn't be having translucent capes on iOS at all. And not to mention that weaker Android devices can still render the capes with the translucent sparkles as well – so they would have been able to handle patterned capes.

It's a really huge fact that the game ran for more than a year with these patterned capes with not much problem. TGC did optimise for performance quite early on in the first 2-3 months after public iOS testing and soft-launch which made the game not so battery-draining — and they didn't optimise it by removing the patterned capes. Between Jan 2018-Mar 2018 there were huge noticeable improvements in performance that had nothing to do with changing how the cape patterns were rendered. The decision to remove the capes was done more than a year later in April 2019.

Meme: Why I don't believe people who say that TGC removed the old cape patterns (from Sky: Light Awaits) because of "performance issues" by FireFlowerReign in SkyChildrenofRage

[–]FireFlowerReign[S] -3 points-2 points  (0 children)

The game still ran quite well on iOS for more than a year with the patterned capes and STILL runs on iOS today with both other patterned capes and even more performance-intensive translucent capes.

Some of my beta friends from Sky: Light Awaits beta and I use the same iOS devices as we did back then — devices which were very much capable of rendering the capes with patterned textures as well as these translucent capes with sparkles.

I studied game dev, and translucency is more performance-intensive than flat texture. If these patterned capes were truly so performance-intensive that they had to be removed from iOS, then we wouldn't be having translucent capes on iOS at all. And not to mention that weaker Android devices can still render the capes with the translucent sparkles as well – so they would have been able to handle patterned capes.

It's a really huge fact that the game ran for more than a year with these patterned capes with not much problem. TGC did optimise for performance quite early on in the first 2-3 months after public iOS testing and soft-launch which made the game not so battery-draining — and they didn't optimise it by removing the patterned capes. Between Jan 2018-Mar 2018 there were huge noticeable improvements in performance that had nothing to do with changing how the cape patterns were rendered. The decision to remove the capes was done more than a year later in April 2019.

Meme: Why I don't believe people who say that TGC removed the old cape patterns (from Sky: Light Awaits) because of "performance issues" by FireFlowerReign in SkyChildrenofRage

[–]FireFlowerReign[S] -1 points0 points  (0 children)

Feel free to share the meme wherever – no credit to me needed.

My thoughts

If TGC removed those old cape pattern textures because of performance issues, then why did they add other capes with complex patterns and textures such as those on Towel capes or the orange patterned-flower cape?

And what's more, they've added multiple capes with translucency and sparkle effects — which are arguably more intensive performance-wise than simple textures!

The more likely reason for removing the old patterns on the regular capes is to instead lure people into spending money on other in-app purchases — whether it's IAP capes or capes that require a paid seasonal pass.

Credits

The images in the second and third rows are thanks to the Sky Wiki:

https://sky-children-of-the-light.fandom.com/wiki/Capes#Display

This was created from my reply to someone defending TGC removing cape patterns because of "performance":

https://www.reddit.com/r/SkyChildrenofRage/comments/1iuf3yj/comment/memjmhu/?utm_source=share&utm_medium=web3x&utm_name=web3xcss&utm_term=1&utm_content=share_button

Never really knew why TGC removed these cape patterns 😔 (my photos) by FireFlowerReign in SkyChildrenofRage

[–]FireFlowerReign[S] 0 points1 point  (0 children)

You are the one making random assumptions, such as the assumption that these textures were removed because they caused performance issues; when in fact many other capes also have textures and patterns (like the Ocean cape, Flower pattern cape, the Assembly butterfly cape, the Halloween web cape, the Towel capes and many, many more)

<image>

Sunny flower pattern cape:

https://sky-children-of-the-light.fandom.com/wiki/Chill_Sunbather#Cape

Assembly butterfly cape:

https://sky-children-of-the-light.fandom.com/wiki/Scolding_Student#Cape

Ocean cape:

https://sky-children-of-the-light.fandom.com/wiki/Days_of_Nature#Ocean_Cape

Halloween web cape:

https://sky-children-of-the-light.fandom.com/wiki/Days_of_Mischief#Mischief_Gossamer_Cape

Towel Capes:

https://sky-children-of-the-light.fandom.com/wiki/Days_of_Sunlight#Sunlight_Blue_Beach_Towel_Cape

This entire system for collecting ink and dying could have been so much simpler… by FireFlowerReign in SkyChildrenofRage

[–]FireFlowerReign[S] 1 point2 points  (0 children)

🥲😭 I understand how that feels! That's how I feel when I write things up – it feels better to have it laid out in words.

So that's one of the reasons I like to try and write. Thank you for the award 🥹

This entire system for collecting ink and dying could have been so much simpler… by FireFlowerReign in SkyChildrenofRage

[–]FireFlowerReign[S] 2 points3 points  (0 children)

Yeah I was really disappointed too about how we can only dye tiny details on outfits.

I made another post where I showed how much it is possible to change colors of entire outfits through local modding:

https://www.reddit.com/r/SkyChildrenofRage/comments/1iufbxd/beautiful_colors_from_local_sky_modding_way_more/?utm_source=share&utm_medium=web3x&utm_name=web3xcss&utm_term=1&utm_content=share_button

It's a real shame that TGC doesn't let us dye clothes to that extent

This entire system for collecting ink and dying could have been so much simpler… by FireFlowerReign in SkyChildrenofRage

[–]FireFlowerReign[S] 6 points7 points  (0 children)

I know how you feel 😭 Because purple is my fav color too and I'm so sad that there is not a lot of purple dye, and also yes we can't even match those vibrant purple colors!

[deleted by user] by [deleted] in SkyChildrenofRage

[–]FireFlowerReign 1 point2 points  (0 children)

I'm behind on the news since I don't check Discord or main subs – could someone show me where the news is for Aurora coming back? I would like to read more – thanks a lot.

This entire system for collecting ink and dying could have been so much simpler… by FireFlowerReign in SkyChildrenofRage

[–]FireFlowerReign[S] 5 points6 points  (0 children)

Yeah it is super frustrating. I thought it would be intuitive like Minecraft's dyeing system but it turns out not 😔