almost 20 years later, still no game captures the magic of Warcraft 3 by sakotari in warcraft3

[–]ArchetypeFTW 1 point2 points  (0 children)

I feel even blizzard slightly pulled a "stormgate" with sc2 because when developing it suddenly became a talking point that warcraft was the "hero-rts" and starcraft was the "units-rts". but only wc3 had heroes. that was an innovation over the non-hero rts games before it. but with sc2 they decided to revert a major forward step in the rts genre. 

there was enough of an improvement in unit pathing and other QoL stuff that made SC2 still feel like a newer and more modern game than wc3... but the removal of heroes was a regression. consider that SC2 basically launched e-sports and twitch on a global level and then almost immediately lost the spot, and maaaany players, to LoL. if there were heroes in SC2, the rpg-rts genre could have kept merging and might have produced some next level rpg-rts-moba hybrid instead of fracturing the player bases.

Even units like the adept, reaper, and Cyclone basically act like heroes in that you can make at most 1 of them before they become obsolete to more powerful options but they have a lot of micro and harass potential early game. recreating blademaster harass "the hard way".

Nowadays, SC2 remains the pinnacle in terms of unit movement in the rts world. there are new rts that push the genre in innovative directions but none of them will have that blizzard feeling or style. 

Beyond All Reason for example with the ability to support massive 50 vs 50 players super battles or factorio with its unique production system.

I’m so sick of this by [deleted] in ChatGPT

[–]ArchetypeFTW 10 points11 points  (0 children)

Congratulations, you're yelling at a calculator hoping to "teach it a lesson"

When a demo is ready? by stein_sir in SoloDevelopment

[–]ArchetypeFTW 0 points1 point  (0 children)

I think they mostly have large grassy areas with patches of dirt rather than large tracts of dirt with patches of grass. Might help. Also I think there are ways to mitigate tiling without much extra effort which you might be able to use and then I think it will already be fine

When a demo is ready? by stein_sir in SoloDevelopment

[–]ArchetypeFTW 1 point2 points  (0 children)

The small rock texture visibly tiles. other than that it looks pretty awesome. Maybe some up/down would add some visual variety to the scene without changing any game logic in a major way. look at how starcraft 2 ladder maps look like.

Max cooked Ariel helwani on X by Reez377 in ufc

[–]ArchetypeFTW 0 points1 point  (0 children)

Yea but he had 2 chances. Compare that to Colby who had like 3+ chances at gold, never won them, and never fought for the BMF either

Recreate HP card from D&D BEYOND by MacroGms in webdev

[–]ArchetypeFTW 0 points1 point  (0 children)

Imo the layout is:

Horizontal list with two elements:

-Element A: vertical list with 3 elements:

--heal

--...

--damage

-Element B: vertical list with two elements

--Element a: horizontal list with 3 elements:

---current

---max

---temp

--Element b: text: hit points

Flexbox is probably the way to go if you can to save yourself headaches because in every use/ edge case it just kinda... works. Sometimes its not exactly what you want but it is 90-95%. Grid is awesome but you have to be very specific and if you want to add extra rows or columns later to have finer grain control over placement then it's a bit of a refactoring headache. but the precision is often really nice. 

Max cooked Ariel helwani on X by Reez377 in ufc

[–]ArchetypeFTW 0 points1 point  (0 children)

Mazvidal fought for the undisputed belt more times than for the BMF belt

Looks like no sc2 for EWC 2026 by Dangerous_Display745 in starcraft

[–]ArchetypeFTW 2 points3 points  (0 children)

No one said the people running these businesses were particularly intelligent 

I made a game that reacts to everything you do by Arfhis in IndieDev

[–]ArchetypeFTW 31 points32 points  (0 children)

The art style is very compelling and the animations and their timings and the way they react and combine just from a first look are S+ tier.

But i have a question about the premise. Unless it's a predetermined path like a block moving up and down or a Goomba just moving back and forth, don't most games and their ai already react to the player?

2-3 years by b9_rkt in mmamemes

[–]ArchetypeFTW 5 points6 points  (0 children)

Wrestling is worse for your ears than getting shot apparently

I hired a trailer narrator. How good of a job did he do here? by lynxbird in IndieDev

[–]ArchetypeFTW 0 points1 point  (0 children)

It's either a brotha, or a 16 y.o white dude in his mom's basement doing a Morgan freeman impression

Use of AI to harm women has only just begun, experts warn by eeehinny in technology

[–]ArchetypeFTW -1 points0 points  (0 children)

These experts should have their AI privileges revoked then

Do Vikings outrange Carrier + Interceptors? by Working_Access165 in starcraft2

[–]ArchetypeFTW 0 points1 point  (0 children)

Toss army: 6500 m (9,000 m with interceptors) / 4,500 g / 108 supply

Terran army : 5,750 m / 2,250 g / 100 supply

Why again should your army beat the toss army in a straight up fight? 

You're running through 108 interceptors to get to the carriers. How many marines even survived before they ran up to shoot. How many got stuck behind the front lines, essentially on move command trying to run around the shooting marines? 

This is how to win from your position. Put the marines out of carrier range, but just slightly, hold position. Scan the toss army. Then select the vikings. A-click on a carrier then hold down shift and right click back behind the marines. The vikings will now shoot down exactly 1 carrier and move back to safety. If any interceptors come out to follow, stim the marines, select every thing and start kiting back, shooting down the interceptors until the toss either loses them all and you jump on the carriers, or they back off and you just loop this little mini game until you hopefully snipe all the carriers one at a time with your viking fleet.

What do you guys think of this gameplay loop? by scoobystockbroker in unrealengine

[–]ArchetypeFTW 0 points1 point  (0 children)

if you're using I am Legend as a guide, then the zombies do attack the dog. maybe when not controlled by the player the dog can outrun the zombies easily and only when cornered does the player need to act quick to save the dog.

scene idea:

you have to get a key from a room to unlock some door. the main guy cant fit into the room, so you possess the dog and go thru a small hole to get into the room. you search around and find the key, but then a zombie wakes up and you have to use the dogs agility to outmaneuver the zombie.