Monday, March 28, 2022

Fun New Things

Fun new project! Over the past couple of days I've been hard at work on a small project that I've temporarily dubbed "WideFi", which is an Android application that you can use to share your Android device's internet connection with other devices like a laptop or game console.

This came about after a weekend in an area with no Internet. I had connection to the Internet on my Android phone, but my Nintendo Switch could not get online to download updates from the eShop. I thought to myself there must be a better way, and thus after a week of frustration, WideFi was born.

WideFi is a play on the word WiFi, and the idea of opening up the "single" internet connection to a wider audience - your other devices.

WideFi is currently a work in progress but I hope it will get to a state of "generally working well" soon.

WideFi works by creating a WiFi network using your Android device via the Wi-Fi Direct technology. WideFi creates a Wi-Fi Direct legacy group with a network name and password that any device can connect to. Now normally, this Wi-Fi Direct group does not give access to the outside internet, but WideFi solves this problem by also running a very small HTTP proxy server on the Android device. A connecting client device can connect to the Wi-Fi Direct group, and set their network proxy settings to WideFi's proxy server at 192.168.49.1 and port 8228.

By doing so, any device can use the internet connected Android device to proxy it's connections. You can use this to connect to the web for general internet browsing and "normal" usage. Due to limitations with Android, it is currently not possible to use WideFi to get your game console an open NAT type to play multiplayer games, though you should be able to browse most game stores (note that the connection to the Playstation Network fails currently, so the PS store can't be accessed). This can allow you to do things like connect to and download games from the eShop when your Switch does not have access to Wi-Fi.

I hope to one day better understand what causes an open NAT type on a game console so that WideFi can be used as a full proxy to allow you to play multiplayer online games as well. But first thing's first, I will need to finish up the starting version and release it onto the store.

Until then, you can find WideFi's source code here on GitHub, though it's heavily a work in progress.

Stay tuned!

========================
Follow pyamsoft around the Web for updates and announcements about the newest applications!
Like what I do?

Send me an email at: pyam.soft@gmail.com
Or find me online at: https://pyamsoft.blogspot.com

Follow my Facebook Page
Check out my code on GitHub
=========================

Tuesday, December 28, 2021

Dealing with Depression in a Post Video Game Era

Wow that's a lot of words, what does it all mean?

I want to invite you for a moment to glimpse into my gamer life. Over the course of the last 2 months I have bought the following video games for myself. Numbers are loose estimates and not the actual price:


Ori and the Blind Forest ($15)

Ori and the Will of the Wisps ($15)

Baba is You ($10)

Deponia (4 games) ($2 each)

Lost in Random ($30)

GrindStone ($10)

Loop Hero ($20)

Yoku's Island Express ($10)

Figment ($3)

Moving Out ($7)

Darkest Dungeon ($20)

Tetris Effect: Connected ($40)

Mario Party Superstars ($60)

Nidhogg 2 ($6)

Castle Crashers ($10)

Risk of Rain 2 ($7) 

Chicory ($20)

Night in the Woods ($5)

Oxenfree ($2)


Some quick calculator math later, that's 22 games and $298 dollars spent. Not bad given that some of those games were on major sale. Of those games purchased, I've put about 70 hours into Tetris Effect, and have greatly enjoyed both Mario Party and Nidhogg.

All those other games though, I've played only a little. Most I've played only once for maybe an hour or two at most, like Baba is You, Deponia, Grindstone, Lost in Random, Loop Hero, Figment, or Darkest Dungeon.

There are actually 2 games (I'm not counting Castle Crashes or Risk of Rain having bought them just yesterday) on this list I've bought and just never ever played - both Ori games. They're great games (or so I've heard) and yet I've never even started them.

Now every gamer has a large backlog, and not getting around to games is not an unheard of thing. But let's examine this slightly more in depth.

Of these games listed above I've actually purchased multiple copies for other people (presents and such):

 

Tetris Effect Connected (4 more times)

Castle Crashers (2 more times)

Nidhogg 2 (1 more time)

Risk of Rain 2 (2 more times)

Moving Out (2 more times)

Figment (1 more time)

Mario Party (1 more time)

 

Which brings my total count up to 35 games and around $575 dollars spent on myself and others for strictly Nintendo Switch video games in the last two months. That's a lot of games.


Why buy so many?


If you want my self reflective diagnoses, its a way to deal with depression I suppose. The constant feeling of wanting something new - yet always being ultimately unsatisfied with what I have, even when I acquire the thing that I once thought would bring excitement into my barren gamer life. Now, it's not all bad, 70 hours in a Tetris video game is not exactly a waste of money. A fun time in a game like Mario Party or Nidhogg is something I wouldn't trade away for any amount of money - but what about all the rest of those games?

Did I really need to buy Baba is You only to just play it once and never touch it again? Did I need to buy Loop Hero even though I know I'm not usually a fan of roguelike or roguelite games? Why buy Risk of Rain if I know I'm not a fan of that style of game at all? Why spend 40 dollars on Tetris - furthermore, why spend 40 dollars on Tetris so many times for so many different people?

Did I really need to spend 300 dollars to purchase a PlayStation 4, and then buy PS Plus on an annual subscription for 70 dollars and Kingdom Hearts 3 for 60 dollars, only to not really enjoy the game? Why spend so much money, and take so much time, playing video games that I'm either not going to enjoy, or only enjoy briefly?

What I believe is that the cost is outweighed by the fun I would have playing the game with other people. This I believe is the one thing that helps me step away from the steep precipice of overwhelming depression, is knowing that, even if only for a brief moment, purchasing and playing a video game can help me and other people have fun - genuine good fun. It is unfortunate that it is so expensive, but such is the price of medication I suppose.


Code stuff later.


Stay tuned!


========================
Follow pyamsoft around the Web for updates and announcements about the newest applications!
Like what I do?

Send me an email at: pyam.soft@gmail.com
Or find me online at: https://pyamsoft.blogspot.com

Follow my Facebook Page
Check out my code on GitHub
=========================

Full Circle

I began my career as an Android developer by creating a power management application for old Android phones that would turn off Wifi and Data when the screen was off. This was back in the olden days, before AppCompat and support libraries - where we needed to use Eclipse to manually download JAR files and used ActionBarSherlock to support older devices because nobody actually had any modern version of Android.

Life has changed and wow - how we have grown.

I feel it is only fitting then that I come to you today, glad to announce that things have come full circle. I am now an Android developer 10 years older.

 

 

Developing a power management application for Android devices that saves battery when the screen turns off.

 

 

Built in two days as a simple pet project to do a simple task. Now hold on, before you complain about shitty power manager applications that don't actually do anything - this is not snake oil. There is no custom power managing logic happening here, since this application is very simple. It does exactly one thing.

When you turn the phone screen off, this application enables the Android system built-in power-saver mode. When you turn the screen back on, your phone is set back to normal mode. That's it.

By relying on the built in system power-saving mode, we can ensure that a bunch of things "actually work." Battery is actually saved because the system has the ability to shut off or throttle a bunch of things. Whitelists are correctly handed because this is just the same system-wide battery optimization whitelist that you already have on your phone. Nothing actually changes about your device, this application just helps to do one additional convenient thing for you.

As always, full open source with no tracking or analytics or advertisement. I hope to have it up on the store soon.

 

 

Stay tuned!



========================
Follow pyamsoft around the Web for updates and announcements about the newest applications!
Like what I do?

Send me an email at: pyam.soft@gmail.com
Or find me online at: https://pyamsoft.blogspot.com

Follow my Facebook Page
Check out my code on GitHub
=========================

Saturday, December 4, 2021

Compose, ViewModels, and Configuration

Let's talk.

First is Jetpack Compose UI. It's cool, it's new. I've migrated all supported pyamsoft Android applications to use it. It comes with some new ways of doing things. This is largely a nerd corner post.

First, the move to Jetpack Compose UI sees the deprecation of a number of PYDroid things. The entire UiView system is deprecated, along with UiViewEvents and UiControllerEvents. The UiViewModel is deprecated. The only thing that survives the migration without deprecation is the UiViewState. Let me tell you why.

First, the UiViewEvent and UiControllerEvent and UiView existed as a hacky way to create a React-like render loop, where a ViewModel would control and constantly push an entire view state. In Compose UI, this is all done for us, so all of this ceremony around binding to the normal Android view system is gone. Write Composables as you normally would, pass then props and callbacks as you normally would, and have those callbacks call ViewModel methods as you normally would. This effectively migrates PYDroid-Arch from an MVI to a better MVVM architecture.

Second is ViewModels. I am going to put forward the controversial claim: You no longer need the Android Jetpack ViewModel. PYDroid uses completely independent simple ViewModels called ViewModelers instead of Jetpack ViewModel and it's weird ViewModelStore and other initialization quirks. Why do this? Well, lets examine what exactly we need from a ViewModel that we do not otherwise already have.

ViewModel comes with 2 very important things for us - it survives configuration changes, and with SavedStateHandle can also persist data across process death. As a trade off, we receive the ViewModel class which must be injected by a ViewModelStore and a Factory, and is difficult to configure with things like scope and injection. What if we could remove all this extra baggage, and be left with a ViewModel that still survives configuration changes and process persistence? What if we could manage scoping and injection simply through Dagger as we do for every other class in our project? Well lets see if Compose UI can't help us change things around.

Let's examine configuration changes first. What if I told you that Compose UI can handle all configuration changes on it's own due to the new system? Yes, thats right. You can finally add the configChanges line to your manifest as follows:

android:configChanges="orientation|keyboardHidden|keyboard|screenSize|smallestScreenSize|locale|layoutDirection|fontScale|screenLayout|density|uiMode"

Also, be sure to override in your Fragments or Activities

override fun onConfigurationChanged(newConfig: Configuration) {
  super.onConfigurationChanged(newConfig)  
  mySyncDarkThemeFunction()
  myDialogSizingFunction()
  myComposeView.apply {
    if (isAttachedToWindow) {
      disposeComposition()
      createComposition()
    }
  }
}


This way your components will guarantee that Compose UI is kept in sync with the rest of the system like dark theme and dialog sizes and window sizes and whatnot.

This is massively important because now 1 of the two benefits of ViewModels has been effectively replaced. Now we just have to look as data persistence across process death, which can easily be achieved using our old friend onSaveInstanceState.

As you can see, we have all of the tools provided to us now to control the configChanges in our own application. No more die-recreate Activity lifecycle callbacks when a user simply rotates the phone, or opens the keyboard. Applications can be smooth and responsive, thanks to Compose UI.

Finally, let's talk about handling view state in a ViewModel. Many people like to use Kotlin data classes with val properties to represent their entire view state, and then calling copy() with individual fields changing to handle updates. This is, in fact, how PYDroid itself used to handle state internally. I'm writing today to recommend against this process, for reasons I'll detail now.

Compose runs a re-compose loop as often as it needs to keep things consistent. Let's say you've got a view like this psuedocode:

data class MyViewStateState(val name: String) : UiViewState

var myState = MyViewState(name = "")

fun onNameChanged(name: String) {
  myState = myState.copy(name = name)
}

@Composable
fun MyComposable(
  state: MyViewState,
  onNameChanged: (String) -> Unit,
) {
  val name = state.name
  TextField(
    value = name,
    onValueChange = onNameChanged,
  )
}



Each time you type a character into the TextField, it will re-compose. This will cause onNameChanged to be called which copies the myState object, allocating more memory, and then stores the variable. It's a ton of allocation and memory, which is slow, and bad.

Let's fix this, by replacing the data class State with an interface

interface MyViewState : UiViewState {
  val name: String
}

@ActivityScope
internal class MutableMyViewState @Inject internal constructor() : MyViewState {
  override var name by mutableStateOf("")
}
var myState = MutableMyViewState(name = "")

fun onNameChanged(name: String) {
  myState.name = name
}

Look at the differences in code now.

Notice how the Composable has not changed because we have correctly separated concerns of our View from our ViewModel, yay!

Now, whenever the name changes, the string will simply be assigned to an already allocated string in the MutableMyViewState, which is private to our ViewModel and to the Composable, MyViewState looks like it has not changed at all because it is now a simple interface. By doing ViewModel state this way we can avoid constantly re-allocating new objects whenever a recomposition happens.

These changes and more will be arriving in PYDroid 24.3.0, which deprecates basically anything touching the old Android View system and makes way for a Compose future.

Stay tuned!


========================
Follow pyamsoft around the Web for updates and announcements about the newest applications!
Like what I do?

Send me an email at: pyam.soft@gmail.com
Or find me online at: https://pyamsoft.blogspot.com

Follow my Facebook Page
Check out my code on GitHub
=========================

Wednesday, November 10, 2021

End of More Ages

Seems like only yesterday I was writing about this.

Sad to say it but it must be said - Pasterino, ZapTorch, and WordWiz have all been deprecated today and are henceforce unpublished and wholly unsupported. They will receive no further updates or bugfixes.

Long story short, Google Play Store and the Android ecosystem have evolved once again to a point where applications like these that serve as simple utility single-function applications are no longer needed nor encouraged. Rather than fill out disclosure forms regarding data I don't collect and having to comply with a continuing restrictive process, I've decided I would simply rather not invest additional work and time into hobby projects I already struggle to maintain.

They are, as of this moment, dead. Any existing versions should continue to work until they don't with any new Android versions, and if you've already installed the application you will continue to be able to use them as always. I just will not be working on them in the future any further unless the landscape once again changes.

That leaves FridgeFriend, HomeButton, and the mystery stock application alive for now - who knows what the future holds?

Stay tuned...

========================
Follow pyamsoft around the Web for updates and announcements about the newest applications!
Like what I do?

Send me an email at: pyam.soft@gmail.com
Or find me online at: https://pyamsoft.blogspot.com

Follow my Facebook Page
Check out my code on GitHub
=========================

Friday, November 5, 2021

A New Age

Lets talk Android.

 

Jetpack Compose UI is the new hotness, and last time we spoke I mentioned how I would begin bringing Compose support over to all pyamsoft Android applications.

First, for users.

Almost all pyamsoft applications have been converted to Jetpack Compose. This includes Home Button, Pasterino, ZapTorch, WordWiz, and SplatTrak. FridgeFriend is larger and thus is not complete yet, but support will be coming soon. Please look forward to seeing these new versions on the store within the next couple of months as bugs and testing need to still iron out any kinks. There will be no new features and the applications should keep 100% feature parity with the current version.

-----

This is a nerd corner post.

100 commits into PYDroid later and I'm happy to report that the first-version-pass support for Jetpack Compose is live in PYDroid 24.0.0!

 Jetpack Compose is, for comparison's sake, a better version of React.js but built for native Android applications using Kotlin. It's awesome.

 All PYDroid internal screens and dialogs have replaced the old XML view system with Compose views, and bridging support for themes is handled per application. Let's go over the main user facing changes with PYDroid first.

1. The PYDroid.init function takes a couple new parameters now.

googlePlayLicenseVerificationKey: String

imageLoader: () -> Unit

theme: ComposeThemeProvider?

logger: PYDroidLogger?

First, the license verification key. This is a new required parameter which should resolve to your Google Play LVL base64 string for your application. Internally, PYDroid will check the Google License verification service to make sure that your application has not been tampered with whenever you make a release build. License verification requires that you extend from PYDroid-UI ActivityBase. To disable this feature, set ActivityBase.disableProtection = true.

Next, the required imageLoader callback. PYDroid now internally uses Coil as an image loader. To allow a user to configure the image loader, this lazy resolver accepts an ImageLoader instance from the application, and uses it in the library on demand. Your application must pull in Coil as a dependency.

The theme is an optional parameter, which allows you to pass your applications Compose MaterialTheme and is provided with a ThemeProvider and a composable content callback. This will allow your Compose theme to be applied to PYDroid internal components for application consistency. Your application must implement its own Compose theme, or provide an instance of MDCTheme, otherwise this will fall back to Compose defaults.

Finally, the optional logger parameter is a new logger interface which is used in the library internally. If you do not wish for the library to show logs, you do not have to pass an implementation. As a result of this interface, PYDroid no longer depends on the Timber library, but your applications can still use Timber as a logger by implementing the DebugTree in a PYDroidLogger interface.

Now let's talk progress - specifically, let's talk deprecations.

From PYDroid-Arch, the entire UiView, BaseUiView, UiRender, ViewBinder, StateSaver, and UiViewEvent system has been deprecated. The UiView system was a way for XML Android Views to fit into PYDroid's component style architecture, which worked well to separate large screens into small independent visual components. With Jetpack Compose, this separation can be achieved inside of a Composable itself, which means that our own independent UiView system is no longer needed. The UiViewModel will continue to exist and operate with a UiController and handle a UiViewState in the MVI style, but any methods revolving around UiComponents and UiViews have been deprecated.

All PYDroid-UI which revolves around the Android View system and XML views have been deprecated. This includes XML Preference support in the SettingsFragment. Preferences should now be handled in the Compose friendly PYDroid-Ui PreferenceScreen composable, which provides a bridge between the old XML based views and the new Compose UI. Applications still using the old AppSettingsPreferenceFragment based settings screen can continue with no changes, but any new applications will be able to use SettingsFragment for Compose compatible preference UI.

All PYDroid-Util functions revolving around Views have been deprecated. As well as these, the Context.asDp() and Drawable.mutate related functions have been deprecated in favor of the Compose built-in counterparts.

The entire PYDroid-Loader module has been deprecated in favor of Coil and it's ImageLoader. Glide is large and not Kotlin-first and Coil is a smaller project and already has first party support for Compose. PYDroid-Loader was built around the old View system, and is both less feature filled than Coil and lacks Compose support.


To migrate to the new PYDroid 24.0.0, you should break up your migration into the following

1. Migrate to PYDroid 24
2. Migrate your application to Compose

To migrate to 24 is (hopefully) very simple. Provide the 2 new required parameters to your application level PYDroid.init() call (you may need to get your Base64 LVL key from Google Play Developer Console), and remove the deprecated fields from your MainActivity like the fragmentContainerId and snackbarOwner. You should be able to then build and run your application. You will notice at this point that some PYDroid UI components are not themed correctly. To resolve this you should either migrate to a Compose theme, or pull in the MDC Theme adapter project to convert your XML theme. Once you have done this, you can now begin the full migration to compose on your own time.


========================
Follow pyamsoft around the Web for updates and announcements about the newest applications!
Like what I do?

Send me an email at: pyam.soft@gmail.com
Or find me online at: https://pyamsoft.blogspot.com

Follow my Facebook Page
Check out my code on GitHub
=========================

Monday, September 27, 2021

The Return

Updates are going out tonight and tomorrow for all pyamsoft Android applications!

This update brings a visual refresh to FridgeFriend, as well as minor bugfixes to ZapTorch, Pasterino, WordWiz, Home Button, and SplatTrak.

Wait

SplatTrak?

That's right! A new app, quietly released some months back! SplatTrak is a simple Splatoon 2 map rotation tracker. It's very simple and barebones right now, simply displaying the rotation for the 3 different lobby game modes, but I hope in the future to update it with Salmon Run schedules, as well as notifications that can alert you to when a map you dislike is entering the rotation, or when a map you enjoy is coming up soon!

I've also been working for the past few months on a stock related application which should help you monitor (but not trade) your portfolio as you sit at home and wait out the pandemic still after a year. I will be able to share more information soon!

As the Android landscape changes, pyamsoft continues to change with it. With the recent release of Jetpack Compose, I look forward to updating the UI of all pyamsoft apps to take advantage of this new fancy way to create delightful frontends for apps. The rewrite will be slow and take a couple of months at least, but please stay patient as I move to the latest and greatest that Android has to offer!

Stay tuned!

========================
Follow pyamsoft around the Web for updates and announcements about the newest applications!
Like what I do?

Send me an email at: pyam.soft@gmail.com
Or find me online at: https://pyamsoft.blogspot.com

Follow my Facebook Page
Check out my code on GitHub
=========================

Friday, April 16, 2021

PYDroid Updates

PYDroid's next version has been released!

There are major API changes to the library as detailed in my previous blog post.

Of note is the charge to the artifact path, now that PYDroid and other pyamsoft libraries are distributed via JitPack

The old artifact ID's used to be as follows

com.pyamsoft.pydroid:<library>

com.pyamsoft.cachify:cachify

com.pyamsoft.highlander:highlander

The IDs have now changed to the following

com.github.pyamsoft.pydroid:<library>

com.github.pyamsoft:cachify

com.github.pyamsoft:highlander

 

Notice the addition of github to the group ID, and the removal of cachify and highlander from the group ID 


With this change, the latest versions of the libraries are as follows

PYDroid: 23.0.1 (23.0.0 release exists but it is broken)

Cachify: 0.0.22 (0.0.21 release exists but it is broken)

Highlander: 0.0.17 (0.0.16 release exists but it is broken)


These new libraries will be used in future pyamsoft application updates, which will also be coming soon.


Stay tuned!


========================
Follow pyamsoft around the Web for updates and announcements about the newest applications!
Like what I do?

Send me an email at: pyam.soft@gmail.com
Or find me online at: https://pyamsoft.blogspot.com

Follow my Facebook Page
Check out my code on GitHub
=========================

Thursday, April 8, 2021

Persona 5 Strikers and Sequelitis

I just finished Persona 5 Strikers on the Nintendo Switch, a wonderful little (30 hour) game that is a worthy follow up to the original. But it suffers from a bit of same-old-sequelitis in the shadow of its predecessor. Let's briefly chat about the good, bad, and ugly.

The Good

Well, I get to see Makoto again, so that's always good. Let's be very clear. First off - I did enjoy this game. I think it was a very good one. Was it better than the original - no way are you kidding me. But does it at least deliver what I expected it to - yes and quite well in fact. So many things are still here in the spirit of the original. 

All of your friends from vanilla are here (sorry Kasumi), though this time around your time with them is slightly less meaningful. Gone are the confidant levels, so you simply shoot the shit with Ryuji because you want to, not because he's gonna give you something. Gone are working shit jobs for shit pay, now you work no jobs for no pay. Gone is the ability to explicitly romance a partner throughout the game, and gone are the player-character stat-points controlling things like intelligence and guts. There is much less life-sim between dungeons and much less RPG style growth. There is a new cooking mechanic, though that ultimately just serves as a way for you to acquire better healing items now that Strikers removes the ability to visit the doctor in your free time. There are no jail deadlines anymore - as now jails take place over the course of a single in-universe day, regardless of how many times you enter and exit. Think of Strikers as a lighter P5, that doesn't make it bad - but it does make it different. Adjust your expectations accordingly when you go into this game - its a 30 hour not a 150 hour like P5.

Let's touch on the battle system too, as this is the most significant difference from the original P5. The entire elements, strengths, weakness, technicals system is here from P5, along with the showtimes from Royal, and all-out attacks. And Gun, which works as it does it Royal and refills after a fight instead of after a run. These are, in my opinion, very faithful to the original but have now be reformed to fit a real-time action oriented battle system.

Instead of the P5 turn-based system, now you move, dodge, and attack in real time against an enemy who moves and attacks in response. This dramatically shifts how battles are approached. Before, some battles would literally not be possible by the sheer fact that, if you were level 1 fighting a level 10, the enemy would absolutely win because there was nothing you could do to avoid an attack directed at you. In this new system, you now have player agency, and could in theory take on and defeat a boss 100 levels higher than you, just by dodging and whittling down it's health. Interestingly enough, this actually makes random battles less fun, and you are slightly less motivated to fight because you know that any boss no matter how big can be out-dodged. It does however, make battles more exciting, as you now are the single most important variable in deciding whether your party wins or loses the fight. With this new system comes your new greatest enemy though. The Reaper don't got shit on the Camera. The camera spinning around violently or clipping into a wall during a fight will get you hit more than anything any shadow can put out. If you can survive the camera though, the new system is a lot more engaging and involved. Gone are the days of press start to watch the game play itself. Gone are the days of Morgana moves faster than I do and he always goes first and the shadows are weak to wind. Gone are the days of Rivers in the Desert playing to start off the epic "last" boss, before shifting to buff guy Shido just standing there while you pick whether to smack him with a knife or eat a parfait. Now when Rivers starts playing, you know the fight is about to go down. And you'd better - because Rivers is used and re-used in the end game for maybe 3 or 4 or 5 different fights, so I hope you like it.

The Bad

Re-use. So many things are re-used. While character re-use is generally a positive, almost all music is the same, or remixed from P5, which is both cool, and not cool. Even though Last Surprise is super dank - it's also the song for Persona 5, just with some instrumentation changes. Same with Rivers in the Desert, same with Life Will Change or Beneath the Mask. It's cool to hear these songs again, but we've lost out on being able to fall in love with another banging Persona soundtrack because they've instead opted to re-use hit music. Such wasted potential it seems like.

Another big re-use though, is story structure. Strikers follows an almost identical story progression, so much so that the character in game remark about how similar places and events are. While this generally helps tie the story of this game back to the first game, it also brings the focus front and center on just how similar everything is again.

Game starts. Ryuji, Morgana, and HaremFucker69 are thrown into the Metaverse unexpectedly, and then thrown into a prison. First dungeon is Ann's story, second is Yusuke's. A person of "the law" is trying to take you down on the side. You meet someone early on who is in a respectable position in society and you generally like them, and they help you. You go to the beach and have a party. Ryuji makes a boob joke. You and Makoto fall in love. Police person converts to your side. You beat the final boss, politics guy who thinks he is a hero, and then the game says "wha-oh guess what that wasn't the final boss" and then it drops you back into a Mementos dungeon for the real final boss. Nice person betrays you. Guess what, still not the real final boss. Metaverse and real world combine except only your party and the villain are aware. You climb a skyscraper and then get to the real real final final boss boss, and it's second form the superduper final forreal endboss boss. You win. Everyone else forgets, and things go back to normal. Boss makes coffee and curry. Credits roll, but the music is not Hoshi to Bokura to, so you throw your controller at the wall.

Let me be very clear, Strikers is not the masterclass of a game that vanilla was, but its also not trying to be. Strikers' story is passable, and let's be honest you don't really care. If you are in to Strikers, then you are here for more game with the P5 characters you've come to enjoy, but with a new action-orientated battle system. You know just as well as I do that if Strikers was just the Persona 5 characters sitting and talking in Leblanc doing generally nothing for 10 real time days, you'd play it too. You're in too deep with the cult and you can't leave now.

Strikers is a solid follow up to the game you've come to love, but I do not think that on it's own it stands as a strong title. I would certainly not have picked this game up if I had not played 5 first, and the game seems to agree since it explains almost nothing at the start because, well, you already know right. You played Persona 5 right.

But, at just below 2 dollars per hour of your time, I would say that Strikers is highly worth it. It's a very solid game - though admittedly just more of the same working formula - but I could see myself replaying this in the future, though, only as a follow up after replaying the original one first.

The Ugly

Morgana is extra simpy in this one.


Code stuff soon, stay tuned!

========================
Follow pyamsoft around the Web for updates and announcements about the newest applications!
Like what I do?

Send me an email at: pyam.soft@gmail.com
Or find me online at: https://pyamsoft.blogspot.com

Follow my Facebook Page
Check out my code on GitHub
=========================

Monday, March 22, 2021

Spiritfarer and game exhaustion

Spiritfarer is a wonderful game. It's charming - the artstyle feels hand drawn and light and lively. The characters are emotive and huggable. Your travelling companion is a cat. You grow gardens and weave and cook and herd sheep and plant trees and catch fish. You play music and chop logs and smash rocks and glide around through the air and play with movement physics. I love it, it's a magical first-time experience game.

And I've never finished it.

I purchased Spiritfarer back in August of 2020, and played it for 1 or 2 hours each evening after work for about a month. I took it slow, as I was never the person for these kind of games, and had just gotten done seeing my girlfriend take a break from Animal Crossing for literally the entire month of July after playing it every day for 3 months, so I knew that the grind of playing a game every day could be killer. I stuck to only a couple of hours each evening. In that time with a couple hours each night, I was able to meet and send off Gwen, Summer, and Alice. I took a break from Spiritfarer around October - one evening I simply didn't turn it on like I had every other night for the past month or so, and my planned break of that single evening turned into days, into weeks - into months. I started up once more in January of this year, helping Atul find his Fried Chicken and started planning his dinner party (though he's still waiting for Gustav's Tuna Tataki before we can sit down to eat). I played again for 2 or 3 days before once again putting the game down, and I sadly haven't picked it up since.

Let me state that I do not think Spiritfarer is a bad game, it's just simply not my game. I played Spiritfarer for what I estimate is around 40 hours, and enjoyed it. It was not at all the kind of game I usually play, and frankly I'm surprised I stuck around for so long. I think the reasons I left the game mainly boil down to two things - uncertainty and exhaustion.

Let's touch on what I mean by uncertainty first. The beginning hours of the game are masterfully crafted. You meet Gwen and she takes you through the game's basic tutorial where you discover how things work and what kinds of things you will be expected to remember during your sessions. You learn about movement, arranging the boat, cooking food, spirit food likes and dislikes, spirit skills, and the basic "crafting" system. You meet Summer and learn about gardening and music and where to go when you need to find resources that are usually scarce. You learn more about Gwen as her backstory opens up, and you discover the locations relevant to her past and her journey. You send her off through the Everdoor. Maybe you cry a little.

And then - what now. The tutorial is done, the Spirit whom I've grown the closest too on my boat is now gone, and I'm left with Summer, Atul, Alice, and Astrid. Atul is easier since he will eat anything, but gone are the days where it was acceptable to just rotate between popcorn and coffee - now I need to actually start making food. Oh but, I've only got access to Coffee Beans, Corn, and basic thread, so if I want to start making foods that Summer and Alice will actually enjoy, I need to go find more materials. My first soft wall in the game that I've picked up as a way to de-stress - everyone wants something but nobody will tell me where to find it. I open up the map and no dice - I've visited all of the locations on my map already.

But wait, what about the dark zones on the map? What if I just go off into one of those zones and hope that I'll find the magical city of cabbage and fried chicken? Beats going around looking for crates in the hopes that one of them will have not-coffee-beans.

Looking back, I now realize that this exploration is exactly what I was meant to and expected to do. The game wanted me to venture off into the far unknowns and organically discover new places and new things. I did, and I enjoyed it! But, up until that point for me the destination had been mostly laid out and setup for me, with the only obstacles on the way being making sure I had enough materials, or had shown mastery of the loom and the sawmill. I had never been required to find a new location, but rather had always been gently or forcefully guided towards that outcome. Suddenly with Gwen gone, the game had decided that I had made it to the big leagues after just one Everdoor trip, and now I had to play or go home.

Armed with my new mindset to go wherever until I was stopped by ice or rocks, I eventually succeeded in finding Bruce and Mickey, Giovanni, and Gustav. I also helped see Summer and Alice off through the Everdoor. It was at this point that the game took a major turn for me and I had to put it down for the first time. It was at this point that the game became more of a chore, and the chore became exhausting.

Let me briefly speak on one point where I believe the game - as a game - does fall a little flat. The opening hours are supreme - there is no other feeling quite like picking up Spiritfarer for the first time. But as the game continues on and characters come and go, one thing I began to notice was that as I moved further and further into the game, the characters became less and less engaging. I sympathized with Gwen and was patient enough to wait for Summer and Atul, but my initial reaction to meeting Astrid and Gustav and Bruce were not those of patience. I didn't resonate with these later characters as much, and as a result never actually cracked their hard shells enough to get to the meat of what their stories were. Instead of the game building up more and more of it's wealth of characters and ending with a bang, it was beginning to fizzle out before it had finished. When I left the game, I was in the middle of Astrid and Giovanni's infidelity, and had just gotten done building homes for Gustav and Bruce, and I just couldn't be bothered.

I liked Gwen, really liked her. She had personality, she helped me through the first parts of the game - held my hand so to speak. Normally I'm not for that kind of thing in a game, but in Spiritfarer? In a game which I had hoped would be relaxing and stress free? In a game with wonderful music that allows you to hug all the characters? Heck yes I would want someone to help me along with a light suggestion of, at least, what to do next.

I liked Summer too, though to a lesser degree than Gwen. She and I never quite clicked the same way things were with Gwen. Alice was even less so - though I empathized with her story and how tough it became for her in the end, we never quite hit it off. It seems that I was opening up less and less to the later characters. In a strange way, Spiritfarer had burned me in a way I never thought possible.

I was afraid to become engrossed in these new relationships with my other characters because, after Gwen left, there was a hole that was left unfilled. In both a figurative emotional sense, as one of the characters I had come to enjoy was gone forever, but also in the literal in-game sense - as her house was left on the boat but abandoned, unable to be removed or re-occupied. As the exact opposite of the principal goal of the game, I had not learned to cope with loss, and I had not learned to let go - rather - I had become more fearful of the idea than ever before. If I let go of Gwen, who was my favorite, and was miserable, what would happen when Summer and Alice and Atul left. I'd be stuck with Astrid, and Giovanni, ugh, or even Gustav. Or Stanley.

So progress would damn me, as I would be left with only characters I genuinely would not want to be on a boat with. But a lack of progress would also damn me just the same. Astrid would constantly complain for me to see what Giovanni was up to. Atul would keep asking for Fried Chicken and Pork Chops. My days in the game went from exploration and wonder into the very planned and carefully calculated game of optimally watering plants, picking crops, crushing seeds and rocks, smelting ores, travelling to the next city or event location, and cooking in preparation of whose favorite dish I would be making that evening. Spiritfarer became a stressful experience, just because there was always so much micro-managing to do. And to do it for characters that I wasn't really meshing with didn't help.

Let me put it out there, that I know Stanley had a troubled past for a mushroom-thing, but boy do I despise him as a character. He shows up, basically out of nowhere, and immediately starts demanding resources and consuming space. I was not prepared at all for Stanley. With the other characters, I could at least decide to speak with them once I knew I had space on the boat, or enough food to last a couple nights, but Stanley literally pops out of the ground and then suddenly demands food and takes over my guest house. Not cool Stanley.

This large amount of micro-managing took a once relaxing and genuinely enjoyable game into a chore combined with the fun of optimizing my route around the ship and the arrangement of my buildings for the shortest path with the least button presses. Yeah. That was how I survived what had otherwise become the monotony of watering crops and smashing seeds and cutting logs. Optimizing.

I saw off Gwen in August, Summer in September and Alice in October. I was so burned out that I put the game down in October and didn't pick it up again until January. In January I saw off Atul, and then returned to a ship with Giovanni, Gustav, Astrid, Bruce, and Stanley. I looked at my fields of crops that needed watering, and my sheep that needed trimming and my food that needed cooking. I looked at my characters demanding simple food, but also exotic food, but also nothing with veggies or fruit. I looked at the quest I had to go to a town which was locked behind an ice-walled zone because I didn't have a big enough ship. I needed metals I had never heard of from places I had never been.

I put the game down and haven't picked it up since. I probably will never pick it up again.

I did not dislike Spiritfarer, on the contrary, I loved it and would actually recommend it to people who are more easily swept up in these kinds of micromanage/simulator/farming style games. It's not for me, but it is for somebody. I'm just exhausted and burned out from playing it too much - and if I have to wait for the slow animation of that tiny bird turning that huge bull around before the dialog box pops up one more time - I'm gonna lose it.



Code stuff soon, stay tuned!

========================
Follow pyamsoft around the Web for updates and announcements about the newest applications!
Like what I do?

Send me an email at: pyam.soft@gmail.com
Or find me online at: https://pyamsoft.blogspot.com

Follow my Facebook Page
Check out my code on GitHub
=========================