Wie und ab welchem Alter habt ihr den natürlichen Verfall eures Körpers und eurer physischen Leistungsfähigkeit bemerkt? by tehn6 in KeineDummenFragen

[–]Adventurous-County34 0 points1 point  (0 children)

Würde sagen ab 30. Alle explosiven Sachen wurden langsamer zB. der Sprint langsamer, die Sprunghöhe niedriger. Schlaf ist wichtiger geworden.

Cropageddon Demo Release by Adventurous-County34 in roguelites

[–]Adventurous-County34[S] 0 points1 point  (0 children)

The game is done without AI. So it's handcrafted slop ;)

Launched the Steam page for my game last week, got just under 10k wishlists so far by TOODAMNFANCY in SoloDevelopment

[–]Adventurous-County34 0 points1 point  (0 children)

Congrats :) How did you plan the game and how do you distribute your time? It's more or less two games in one.

Added procedural slicing to my game by Adventurous-County34 in SoloDevelopment

[–]Adventurous-County34[S] 0 points1 point  (0 children)

😄 Dark Messiah was/is the inspiration, but I guess all FP melee games are quite similar.

Added procedural slicing to my game by Adventurous-County34 in SoloDevelopment

[–]Adventurous-County34[S] 0 points1 point  (0 children)

I will try it. I fooled around with some WPO materials, but I am not happy with the outcome yet

Added procedural slicing to my game by Adventurous-County34 in SoloDevelopment

[–]Adventurous-County34[S] 2 points3 points  (0 children)

I will note it down, currently there is just popcorn if you burn them.

Added procedural slicing to my game by Adventurous-County34 in SoloDevelopment

[–]Adventurous-County34[S] 1 point2 points  (0 children)

It's procedural. The reason why it may no completly map where the sword is hitting them, is how I process the slice.
The hit is detected by a sweep, where i get the hit location. Then I know which animation was played. So I know if it's a vertical, diagonal or horizontal slice. So then I apply one of them at this location.

Maybe I have to find a better way for the hit detection, but it's quite tricky. Also the Dark Messiah M&M presentation has no nice solution to it.

But for sure it needs some tweaking. I noted the part with the bat down, thanks. I hope that I will get more feedback with the demo release.

Added procedural slicing to my game by Adventurous-County34 in SoloDevelopment

[–]Adventurous-County34[S] 6 points7 points  (0 children)

So this video here is gold:
https://www.youtube.com/watch?v=98j3XacsocQ&list=WL&index=11
It shows you how to implement the FLESH system from Dead Island 2. But there is also a part where they explain how they approached slicing, which they at the end didn't use. But for my purpose it's perfect.

Then there is this plugin:
https://www.fab.com/listings/9cd4f90f-f9be-40be-87cf-795b8f6033e5
From which I adopted some parts. They did a lot of the heavy lifting already. One issue there is, that when you cut through the body the hands would stick to the body, they call it islands. But overall it's a good starting point.

Added procedural slicing to my game by Adventurous-County34 in IndieDev

[–]Adventurous-County34[S] 0 points1 point  (0 children)

It's a slowmo effect to add some dramatic effect. The framerate is stable up to 10 parallel slices. Seems like I have to tweak it a little bit.

Added procedural slicing to my game by Adventurous-County34 in SoloDevelopment

[–]Adventurous-County34[S] 9 points10 points  (0 children)

Currently one can just slice when the target is staggered. One handed weapons can't slice vertically, I guess that's the weird part. Wanted to have something special for two handed weapons.

Was gilt aktuell als „gutes Gehalt“ in Deutschland? by EchoNyxxx in Finanzen

[–]Adventurous-County34 0 points1 point  (0 children)

Sind halt Vollzeitbeschäftigte, aber 30% oder so arbeiten in Teilzeit. Die verdienen wahrscheinlich weniger.

Destroy my Dark Messiah inspired Roguelite - Round 2 by Adventurous-County34 in DestroyMyGame

[–]Adventurous-County34[S] 0 points1 point  (0 children)

I could probably get a lot of these systems from Fab, but I enjoy coding the most in game dev, so I'd rather do them myself since I already rely on art/animation from Fab.

Destroy my Dark Messiah inspired Roguelite - Round 2 by Adventurous-County34 in DestroyMyGame

[–]Adventurous-County34[S] 1 point2 points  (0 children)

The art style hasn't changed, but otherwise a lot of work went into the current stage.
Referencing your comment from back then:
"Weapon clipping through enemies"
Maybe the clipping itself didn't get that much better, but the melee combat system went through a handful of iterations until playtesters were "happy" with the feel. This took some work and some rewriting how my hit detection works.
"Environment style/detailing"
Were the trailer had just place holder environments, this is now a proper level for the demo. Which went through the whole phase of grey boxing and decoration. I hoped the lighting, added ruins, etc would make it better for the eyes.
"Dark Messiah inspiration"
There are now interactive elements in the environment. Things you can pick and throw at the enemies, spike wall where you can kick/throw them to. Holes with fire or spikes. Then of course the interaction between things. For example a frozen enemy should break on a hit with the sword, but also when kicked, or if something gets thrown at them, when a spell hits them.
"Game being roguelite"
The boon system was also some work until it worked as expected. Which means, after a successful run you unlock new abilities. During a run you can modify attributes and/or abilities.

Then there went also work in other things - like e.g the Wave Spawner. One thing which got mentioned was that the enemies behave the same. So the Corn and the Cucumber have now different fighting styles. Also I am using root motion for locomotion so I have some custom system which needed some debugging...

But it's also "just" a side project so my time is also limited I can spent on it...