Speedrun.com

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Speedrun.com

Speedrun.com

@speedruncom

https://t.co/sT6drMixro is a hub for speedrunners to host their leaderboards with tools to help them bring their communities to the next level.

Katılım Temmuz 2014
86 Takip Edilen18.5K Takipçiler
Speedrun.com
Speedrun.com@speedruncom·
@SkozzyM Agreed, at least on in-game timers and leaderboards - although I think the benefit of them is putting people (maybe non-speedrunners) into a speedrunning mindset, and they try it out
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Skozzy
Skozzy@SkozzyM·
@speedruncom So many games with timers have ended up being inaccurate. Leaderboards get abused more often than not. Intentional speedrun strats in games tend to be lame
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OT Zendigo
OT Zendigo@ZendigoPlayz·
@speedruncom Naw, we bully through the run like adults. We don't need glitches
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Speedrun.com
Speedrun.com@speedruncom·
if reload dashing is patched, we riot
Bethesda Game Studios@BethesdaStudios

A NOTE FROM BETHESDA GAME STUDIOS We love making these worlds as much as you love playing in them. Today, we want to share what's next for Bethesda Game Studios and what you can expect from us in the years ahead. For forty years, we've built games that have entertained almost half a billion players. More than just games, these are worlds. Worlds for you to explore, shape, and make your own. Worlds we return to together. That's what's driving us forward. We're investing more deeply in the worlds players love, giving creators a bigger role in shaping their experiences, and bringing our teams closer together so we can get our games into your hands sooner, support them longer, and continue building them alongside you for decades to come. STARFIELD CONTINUES With over 17 million players logging almost a billion hours to date, Starfield remains an important part of our future. As we enter Year 3, we'll continue expanding the Settled Systems with new stories, targeted gameplay improvements, and additional updates, while preparing for the launch of new Starborn content next year. More than 40% of players already customize their experience through Creations, and we'll continue investing in creators and giving players new ways to make Starfield their own. CREATED BY PLAYERS We've believed from the beginning that our worlds belong not only to the people who make them, but also to the people who play them. That's why we've long provided players with the tools to create their own experiences, dating back to the Morrowind Construction Set. This year marked another major milestone for Creations with its expansion to Fallout 4, joining Skyrim and Starfield. We're proud to say Creators have already earned more than $10 million in royalties from their work. THE FUTURE OF FALLOUT Fallout is one of our biggest priorities today. Fallout 5 remains our long-range destination, and we have multiple Fallout projects in active development right now. Fallout 76 continues to be home to millions of players exploring Appalachia together. With nearly 70 free updates released to date, the journey is far from over. In fact, we have a major Fallout 76 expansion planned for next year: Raven Rock, a prequel story to Fallout 3. Fallout 4, the most award-winning game in the franchise, just celebrated its 10-year anniversary and recently passed over 35 million copies sold, continuing to attract a new audience every year. We also know many players want to revisit previous Fallout experiences. While we're not announcing any dates today, we have been working on remasters for both Fallout 3 and Fallout: New Vegas. Fallout Shelter continues to be the most popular way to experience Fallout on the go, with more than 250 million players. There’s more ahead for Fallout Shelter, including new Seasons. An unscripted Fallout Shelter television project is also in the works with our partners at Amazon Studios and Kilter Films. We'd like to congratulate Kilter Films and Amazon Studios on the 10 Emmy nominations for Fallout Season 2. Production on Season 3 is already underway. And while we won't host a traditional Fallout Day broadcast this year, we're already planning something special for Fallout's 30th anniversary in 2027, when Fallout Day will be celebrated live in Washington, D.C. STUDIO COLLABORATION The wasteland continues to expand as we team up once again with our longtime friends at Obsidian Entertainment. We're happy to confirm they're working with us on a new Fallout project. We'll have more to share in the future. We're also bringing our teams closer together across Bethesda. ZeniMax Online Studios will partner closely with Bethesda Game Studios on The Elder Scrolls franchise, while continuing to deliver incredible new experiences for The Elder Scrolls Online. Season One: Return of the Thieves Guild recently launched, and the team has more planned for the future. By aligning more directly across the franchise, we can create even better experiences for players. Bringing our teams closer together is helping us build a stronger foundation for everything we create next. THE ELDER SCROLLS AND BEYOND That foundation extends beyond our teams to the technology, tools, and systems that will power the next generation of Bethesda RPGs. Our teams are now developing The Elder Scrolls VI and Fallout 5 on Creation Engine 3, a shared technology platform we've been building since Starfield's launch. It allows our teams to support multiple projects simultaneously with new tools, rendering, and systems that define our games. Fallout 5 is currently in preproduction. The Elder Scrolls VI is our primary development focus today, with the majority of our team currently working on the next chapter of the franchise. With over 65 million copies sold, players are still exploring Skyrim 15 years later, but we know it’s been a very long wait for the sequel. The next chapter is on the way. We’re where we planned to be, loving how it looks, and playing it every day. THE ROAD AHEAD Across Bethesda Game Studios, we're building for the future of Fallout, The Elder Scrolls, and Starfield. We're investing in our technology, bringing teams closer together, supporting our live games, expanding into new forms of entertainment, and developing the next generation of Bethesda RPGs. We couldn’t be more excited for what’s ahead and wanted to share as much as we could today. We can’t thank you enough for all you’ve given to us and these worlds. And we can’t wait to continue them together. –Bethesda Game Studios

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Speedrun.com retweetledi
Bismuth
Bismuth@Bismuthi·
My advice on what makes a good speedgame - Moving around has to feel really good. Varied movement options, smoothness, skill expression. - Short iteration cycle. The shorter the run, the more important this is. - Anythin with >5 seconds without having control should be skippable.
Speedrun.com@speedruncom

Developers ask us how to make a game speedrunners will love. "Built for speedrunners" is a common trap that often comes off as gimmicky. The key: replayability, mechanical depth, a low skill floor and a high skill ceiling. A timer and leaderboards are important incentives - but can't be the whole offering. It's kind of like a "show, don't tell" thing

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Trevise
Trevise@Trevise57·
@speedruncom built for speedrunners means: skippable cutscenes dont despawn out of bounds, assume the player wont make it there assume that if the player needs 7 keys to open a door, only check for the last key in the story sequence door loading zones should always be active
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Speedrun.com
Speedrun.com@speedruncom·
Developers ask us how to make a game speedrunners will love. "Built for speedrunners" is a common trap that often comes off as gimmicky. The key: replayability, mechanical depth, a low skill floor and a high skill ceiling. A timer and leaderboards are important incentives - but can't be the whole offering. It's kind of like a "show, don't tell" thing
Speedrun.com@speedruncom

when does the next good speedgame release?

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Tweetware
Tweetware@ShipToLocalhost·
@speedruncom Make it buggy as hell, but don't let the bugs affect normal gameplay
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Speedrun.com
Speedrun.com@speedruncom·
I think balancing for Challenge Runs specifically risks the same issues. Difficulty for the sake of difficulty isn't always fun (if that's what you mean, perhaps I've misinterpreted) With a good foundation (replayability, accessibility, mastery, etc.) I feel like activities like challenge/speedruns evolve naturally out of that
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Uncle Carci🤓カルシ
Uncle Carci🤓カルシ@CarcinogenSDA·
@speedruncom the correct answer: don't make a game for speedrunners. balance your game for challenges and try speedrunning it yourself. if it feels good to speedrun, it'll work.
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Speedrun.com
Speedrun.com@speedruncom·
@ymeric Definitely, imo this is a given for any game that aims for replayability (or dare I even say, accessibility)
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Speedrun.com
Speedrun.com@speedruncom·
when does the next good speedgame release?
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Speedrun.com
Speedrun.com@speedruncom·
Dash down-diagonally into the ground, then jump before the dash ends. You come out fast and low - under spikes a normal jump would clip! speedrun.com/celeste
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Speedrun.com
Speedrun.com@speedruncom·
#TechTuesday Supers, hypers, demodashes, ultras. Celeste has a *mountain* of movement tech - and the wavedash is the one the game sits you down and teaches you itself!🌊💨
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Zojalyx
Zojalyx@Zojalyx·
@speedruncom Fear 2 from @Maxylobes because he integrated everything from livesplit to input display to look like its part of the hud of the game, looks completly seamless
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Speedrun.com
Speedrun.com@speedruncom·
Post your best LiveSplit layout! The clean, custom ones you made your own - bonus points if it's themed to the game. ...and the untouched default black box from 2014. No judgment. (there is a little judgment)
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Speedrun.com
Speedrun.com@speedruncom·
@lasByte These are great! Love the simplicity of the icons on Extreme-G 2, looks really clean. Very bitrate friendly for your VODs :)
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Mr.Blonde
Mr.Blonde@lasByte·
@speedruncom This is just a few of my MANY speedrun split layouts, and some of my favourite ones. the "Extreme-G" one is my most iconic as its the one I have had the longest. Do I get bonus points for these as they are ALL themed with level icons/backgrounds to do with the game
Mr.Blonde tweet mediaMr.Blonde tweet mediaMr.Blonde tweet mediaMr.Blonde tweet media
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Speedrun.com
Speedrun.com@speedruncom·
Some of our favorites! Including: - COD4: Modern Warfare & Titanfall 2 from @bryonato - @Blaidan's layout, featured here in Fading Echo - @zweekSR's horizontal layout for Mirror's Edge
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Speedrun.com
Speedrun.com@speedruncom·
In SM64, forward speed is hardcapped - but backward speed isn't! Redirect your long jump backwards into a slope (or the infinite staircase) and it interrupts the jump before drag slows you, so you jump again instantly, speed compounds, allowing you to clip through the endless stairs to Bowser!
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Speedrun.com
Speedrun.com@speedruncom·
#TechTuesday Kicking this off with a classic that ended up way bigger than speedrunning - the SM64 Backwards Long Jump🤸
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Speedrun.com
Speedrun.com@speedruncom·
You don't need an autosplitter or 200 hours to speedrun something! Sit down with a game you already love, steal one or two strats off a run you've watched, and just play it fast in a single sitting. Congrats - that's a PB. You're a speedrunner now!
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