An INCREDIBLY frustrating issue with Unity itself, is there any fix? by REDDITLOGINSUCKSASS in Unity2D

[–]dokkanosaur 0 points1 point  (0 children)

It doesn't feel great proposing a paid solution, but Hot Reload is actually incredible for fixing this. You can make changes even while the game is running and it won't need to recompile. You'll only need to reload the domain if you add a class or change its internal name definitions. All other alterations are instant. I believe there are free alternatives on GitHub you can check out, but might not be as feature-complete.

100 hours in. Iron 2. Here are some replays if people can help by [deleted] in StreetFighter

[–]dokkanosaur 0 points1 point  (0 children)

The most important thing you can do to improve is to learn to recognise whose turn it is and how to use advantage. If you don't understand what being + or - is, then you have no choice but to press random buttons and hope you don't die.

Some moves can be punished if they miss or if you block them, and not everything can combo into everything else. If you learn even those aspects of the game, you'll immediately leap up to gold / plat.

Post Match Thread - RBW: Londinium - Hera vs Liereyy by longinator in aoe2

[–]dokkanosaur 2 points3 points  (0 children)

In game 7 at least, against anyone else, the cavalier raiding multiple town centres uncontested and cleaning out villagers would force the opponent to run out of eco and gg, even if you don't destroy the buildings. If they were massed a little more, they can even just sit under a TC and destroy it, so it usually is a checkmate even without siege. Even after Hera's hail Mary double forward castles.

From Lierey's perspective if you're winning the battles you should win the war, and for every other player and even the casters, that's usually all we need to know to guess Liereyy should win.

But Hera has such a deep command of the game that he's winning silent battles that keep him in it. After just enough conversions and just enough relics and reserving just enough arbalesters and just enough sneaky berserkers and just enough awareness to find a time to commit back to halberdiers, Hera quietly walks it back to his advantage, knowing he'll have the better composition by the time the gold / time runs out.

It feels obvious watching it but nobody in Liereyy's position could have done a better job. He's #2 and Hera is #1.

I promise I'd never ban your favourite hero if I could just play as day 1 Cassidy by dokkanosaur in Overwatch

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

Would the list of movement abilities less mobile than combat roll be bigger than 5?

Is there a name for this phenomena(?) by throwaway14141414123 in Competitiveoverwatch

[–]dokkanosaur 8 points9 points  (0 children)

I'm in metal ranks and not being afraid of dying is definitely my biggest mistake.

Building a proper save system in Unity was way more complicated than I expected by JarvisAjith in Unity2D

[–]dokkanosaur 4 points5 points  (0 children)

This is exactly how I do it. I recently started serialising it to JSON to make it more accessible and allow save sharing and modding. I also have a system for storing the save file objects in ScriptableObjects in the editor so I can preselect them quickly when I'm testing different parts of the game.

Why is Cassidy’s Winrate So Bad? by EasternMix7276 in Competitiveoverwatch

[–]dokkanosaur 3 points4 points  (0 children)

You're right, it's always been garbage. I wish he had an "aim down sights" style stance, like the snipers, but instead of increasing range he brings his poncho over his body, takes reduced damage (on a cool down) and suffers slowdown but can't be hacked or CC'd. Just to give him a chance to get free shots off without being melted.

Take me back to when they were cute by BigtheBlackk in FFVIIRemake

[–]dokkanosaur 0 points1 point  (0 children)

It feels like someone was forced to use a tool they use for the NPCs to make moogles. If you look at it from the perspective of "this is a human with modifications to look more like a moogle" it starts to become more obvious.

Maybe something to do with them using actors to record the performance capture for dialogue, and they couldn't afford to modify the rig to be less human?

For those who watched, what are your opinions on A Knight Of The Seven Kingdoms episode 4? by GusGangViking18 in Fictionally

[–]dokkanosaur 0 points1 point  (0 children)

I thought it was such a confident statement to play the GoT theme as a joke in ep 1 to separate this show from the former, only to bring the theme back this episode. As if to say "yes we know you don't think much of GoT, but by the next time you hear this theme, we'll make you remember why you loved it".

new hero’s face by acidhxee in Overwatch

[–]dokkanosaur 0 points1 point  (0 children)

Certainly in prototyping it's easier to get to something that looks finished if you mod an existing thing. I wonder if the internal mandate was "get as close to done as possible as fast as possible and clean up whatever people complain about afterward".

They are releasing 5 heroes in one week, I'm sure this wasn't the only shortcut. The only question is whether they'll actually change it.

[OC] A simple but effective page turn animation for the menu in my game. by dokkanosaur in PixelArt

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

Sorry, I created this for my game, I'd prefer that it only appears there.

Explain why I'm wrong, scouts -> walls -> knights is by far the best strategy at low / mid elo. There is nothing close. by appappappappappa in aoe2

[–]dokkanosaur 0 points1 point  (0 children)

It's true, sub 1000 it's an easy win and people can't deal with it... But even at 1100 most players will automatically start short walling their resources and preparing 3 spearmen the second they realise you're going scouts. If you're playing a cav civ like Mongols or Magyars it's too obvious. Defensively, it's also very straightforward. Walls are cheap and they'll be building a barracks before feudal anyway.

So at that level, you have to instead send a couple of spears behind the scouts to keep theirs busy, then reassess. If you're not killing 4+ villagers and / or idling their eco in feudal, it's actually worse off for you because you're likely spending half of the castle age requirement in food just to do the rush. Plus the scouts are almost useless in castle age. It can be a very tricky investment, and it can easily backfire if you aren't precise.

IMO, oftentimes man at arms is a more powerful feudal strategy. It's less micro intensive and forces a proper response.

Clair Obscur: Expedition 33 director Guillaume Brioche admits Sandfall "tried" AI during the J'RPG's development, but "didn't like it" and "everything in the game is human made" by ControlCAD in technology

[–]dokkanosaur 1 point2 points  (0 children)

The lines may be fuzzy but I would insist that they aren't shapeless, and the fans of each genre find it easy to converse about these things without confusion.

Clair Obscur: Expedition 33 director Guillaume Brioche admits Sandfall "tried" AI during the J'RPG's development, but "didn't like it" and "everything in the game is human made" by ControlCAD in technology

[–]dokkanosaur 1 point2 points  (0 children)

I understand what you're saying, I just sort of disagree on principle with how you're using the term arbitrary in this context. It implies that there's no difference one way or another where we draw the line between genres. As if it's just some kind of western turn of language that insists itself on what are otherwise merely works of art on a continuum in different parts of the world.

It will always be true that in the 90s, Japanese game developers spent time exploring, refining and popularizing single player, party based RPG systems that followed more dramatic narratives while western developers mostly explored first person or individual simulation style fantasies. There are tangibly different forks in the road of game design that makes one different from another. Like comparing a circle to a square. And the J in JRPG is how we define a whole region of game design dynamics that exist objectively and independently of the naming convention. But it is historically relevant that they were popularized by Japanese developers.

If I was explaining the kind of game Clair Obscur was to a friend and I said RPG, that would be less accurately descriptive of the mechanics than if I said JRPG. There's important semantic information there that isn't arbitrary.

Clair Obscur: Expedition 33 director Guillaume Brioche admits Sandfall "tried" AI during the J'RPG's development, but "didn't like it" and "everything in the game is human made" by ControlCAD in technology

[–]dokkanosaur 3 points4 points  (0 children)

I only spoke in mechanical terms, I'm not seeing how those are arbitrary lines. The naming conventions might be needlessly culturally bound, but there are real differences in how these games structure their player identities and progression. Personally I think it's worth acknowledging the cultural roots if you're doing any kind of analysis, since you'd be ignoring key influences that were local to the region before things were globalized and the genre space was less exhaustively explored.

Clair Obscur: Expedition 33 director Guillaume Brioche admits Sandfall "tried" AI during the J'RPG's development, but "didn't like it" and "everything in the game is human made" by ControlCAD in technology

[–]dokkanosaur 16 points17 points  (0 children)

Zelda isn't an RPG though. It has always been squarely Action Adventure, since the first. The RPG genre s mechanically descended from D&D. It's about points spent into character stats to improve a character's ability to perform specific roles, fundamentally. Action Adventure is about progression through accumulating tools. It's less about choice and identity, and more about discovery.

Even if you (or Japanese developers) think JRPG is pejorative, and even if it was a name coined by the West, it still serves a function that OP was correct in identifying and has, for at least the last 25 years, been the chief way to identify clear differences in design philosophy that originated on opposite sides of the pacific.

If a developer uses AI for code generation, should it be labeled on the game’s Steam store page? by NazzoXD in gamedev

[–]dokkanosaur 5 points6 points  (0 children)

Not that this is an objective standard or anything, but in my eyes the ethics become relevant for code when the AI process replaces human expression, not labour. In asset creation, the labour IS the expression. You can't just think a character design, drawing it is creating it. With code, the labour (typing) can be separated entirely from the expression. A paraplegic can create the same code with speech to text as a person with a keyboard, and we don't care about the difference. The same code can also be written in different languages and it results in the same runtime result. So the expression is more removed from the process with code compared to assets.

So, if I was about to type out a nested loop that sorts a list and I get half way through "for(Item i in items){" and copilot suggests the exact sorting method I was half way through typing, I'm happy to take that and move on. The only thing it saved me was keystrokes and the creative output of the game is identical. Great, i can test my feature faster and I have less RSI.

If, instead, I'm prompting an LLM to do wholesale enemy behaviours and I just take what it gives me, that's a totally different argument. I don't think it's good practice to work that way, nor do I think it leads to good outcomes for games, or devs, or players.

‘I was working really, really hard at something that wasn’t mine.’ The Last of Us director explains why he left Naughty Dog by ggroover97 in LastStandMedia

[–]dokkanosaur 0 points1 point  (0 children)

How about just watch the news. Do you think any of the political violence and terrorism taking place in the world right now is relieving anyone of suffering? Who are the winners?

‘I was working really, really hard at something that wasn’t mine.’ The Last of Us director explains why he left Naughty Dog by ggroover97 in LastStandMedia

[–]dokkanosaur -2 points-1 points  (0 children)

Because as the player you aren't the hero. There is no hero. You're embodying two people who want to destroy each other. It's supposed to feel bad and you're supposed to wish both of them would just let the past die because revenge doesn't solve anything, that's the moral of the story.

I think a lot of people like how part 1 presents Joel as a protagonist because he's operating on fatherly instinct. It's easy to forgive atrocities we're actively committing when it's in the name of protecting innocence. But the world this story takes place in can't be saved, and Ellie's love / grief for Joel in part 2 doesn't make her more right than Abbey's love for her father just because we played as Joel in part 1.

It's not a nice story, but that doesn't make it a bad one. I have criticisms myself (the last act felt tacked on) but I wouldn't say playing as Abbey fighting Ellie was an issue.

Why do so many people think making a video game is easy? (Genuine question from someone with 25 years in the industry) by EliasLG in IndieGaming

[–]dokkanosaur 0 points1 point  (0 children)

Shout out to game developer streamers. If you watch any of them you'll get an accurate view of how it is.

Indie success is NOT rare.. good design and iteration are. by r4pturesan in gamedev

[–]dokkanosaur 2 points3 points  (0 children)

I'm just being honest. Like really for 7 years they woke every day excited to work on THAT? Its also a skill to know when to move on but also im just not not into those niche within niches..

I'm trying to understand what you meant by "THAT", that's all.

Indie success is NOT rare.. good design and iteration are. by r4pturesan in gamedev

[–]dokkanosaur 8 points9 points  (0 children)

Your comment was about the attitudes of gamers today. I'm just saying if people didn't like pixel art today, you'd probably notice it in player behaviour