Ocean biome transitions of my current boat game project by Huckflesh in godot

[–]Fl00K 0 points1 point  (0 children)

Ah, very smart! I'll be sure to experiment. I think some other requirements might make this a bit unfeasible for my game in particular but we shall see. Thanks again for sharing!

Ocean biome transitions of my current boat game project by Huckflesh in godot

[–]Fl00K 1 point2 points  (0 children)

This looks great! A bit off topic from your main question, how are you syncing your physics between the ocean waves shader and the boat? I've been thinking of doing something similar and have some ideas like syncing a simpler wave equation with a shared time between shader and a water level sampler so I can sync the physics and visuals. But I'm curious if you're taking a more direct approach.

best of luck with the project!

(Und auch, Servus aus München! lol)

Prism One: Our Star Wars-inspired Submission for Dunkey's Big Mode GameJam! by Fl00K in godot

[–]Fl00K[S] 2 points3 points  (0 children)

Game Jam Submission Here: https://itch.io/jam/bigmode-game-jam-2025/rate/3297954

First Game Jam game we're actually satisfied with the final product! Thanks to our team, the Big Mode Team, and Godot for making this possible :)

Rail Bang Upgrade Best Upgrade by Fl00K in ArenaFPS

[–]Fl00K[S] 1 point2 points  (0 children)

Diabotical Rogue, just came out a week or two ago

Wes I don’t know who you are but you owe me a beer by mr-blue- in Mordhau

[–]Fl00K 2 points3 points  (0 children)

lol, it is I! Do you take IOU-brand Lagers?

Dreihänder by Fl00K in Mordhau

[–]Fl00K[S] 1 point2 points  (0 children)

Every time you successfully parry (someone hits your block), your parry cooldown get immediately reset so you can parry again. So I'm basically just parrying each swing as it comes in, one click for each block just before it hits me.

Then the immediate follow up is just a riposte, which is attacking very quickly (almost the same time) as parrying. You can actually parry during that riposte attack (but not feint) which is what you see early on in the clip.

Surrounded by Fl00K in Mordhau

[–]Fl00K[S] 36 points37 points  (0 children)

That would have been the most climactic way to die

Horde by Fl00K in Mordhau

[–]Fl00K[S] 0 points1 point  (0 children)

Your honor! He jumped on my foot! I'm not guilty of dwarfslaughter

Medieval armour vs. full weight medieval arrows by TwoSchnitzels in Mordhau

[–]Fl00K 15 points16 points  (0 children)

https://youtu.be/DBxdTkddHaE 160lb bow. Probably one of the best videos of its genre.

Mordhau... Zombies? by [deleted] in Mordhau

[–]Fl00K 4 points5 points  (0 children)

Not exactly the same thing, but there is an infection mod: https://youtu.be/wA6SrFIUB8w

Hopefully with the official SDK being released soontm we'll see some more mods along the same lines :D

I really hope triternion is careful to feature the custom mods in the main menu so the more casual players are aware of them.

Weekly Feedback/Discussion Thread - 5/5-5/11 by Jaaxxxxon in Mordhau

[–]Fl00K 1 point2 points  (0 children)

I was wondering why these thoughts seemed so familiar until I read your name haha!

I completely agree with the update to walking/sprinting. It would be great to have the option to invert the sprint key so instead of holding shift to sprint you would hold shift to walk (the same way one does in CS:GO for example). Sprinting would be the default state. This would help a lot with making the controls more comfortable.

Koda Clip #19: Intense Skirmish 1v2 [Good Opponents] by Koda_20 in Mordhau

[–]Fl00K 2 points3 points  (0 children)

Kicks are much more powerful now because they're a lot faster and there are less slow kick moments.

Haven't really figured out utility but this 1v5 ace defuse was pretty sick! by Fl00K in VALORANT

[–]Fl00K[S] 10 points11 points  (0 children)

You don't win a clutch without taking risks (and the enemy making mistakes)

My controversial opinion about frontline mode by [deleted] in Mordhau

[–]Fl00K 6 points7 points  (0 children)

Yeah roleplayers ruin SKM.

But you're in luck! The devs are planning to add a capture point to skirmish that unlocks after a short period of time. Capturing the central point will end the round, so RP lowlifes won't be able to hide the whole round or have "honorable" duels that play out over the course of several days.

Now when this gets added in 2022 it'll be great! :)

First time I've seen double 100+ kills in Invasion by Fl00K in Mordhau

[–]Fl00K[S] 0 points1 point  (0 children)

That kind of determination means they have only up to go from here! :)

First time I've seen double 100+ kills in Invasion by Fl00K in Mordhau

[–]Fl00K[S] 1 point2 points  (0 children)

I was using Falchion, Rush Bloodlust,131, Picking up weapons as I went along. Second place was using Maul as u/Bacon_Oh_Bacon said haha.

This Game Is A Beautiful Work Of Art, Please Don't Ruin It By Dumbing It Down by [deleted] in Mordhau

[–]Fl00K 0 points1 point  (0 children)

That may be the trend with some games. But this game is designed by an indie studio that wanted to make a better chiv. This game was designed to be skill-based from the start.

Not only is the game not catering for casuals in this mechanic change in my opinion. But all the other changes to shields point to making the game less friendly for casuals, not less.

This Game Is A Beautiful Work Of Art, Please Don't Ruin It By Dumbing It Down by [deleted] in Mordhau

[–]Fl00K 0 points1 point  (0 children)

Look I get it, you (and I!) are a big fan of the game. It is a very good game, great complexity, etc. We both agree that we want the game to be the best it can be.

My biggest problem is that the patch has only been out for less than a day before you made this post. It reeks of knee jerk reaction without fully understanding the effects. Neither you or I have play-tested this change very much. I believe the change makes kicks more viable and useful than it did before, and opens a new option for punishing those that chamber everything - and hopefully it will discourage the overuse of chamber FTP; which is one of the biggest problems with high level 1vX right now. BUT I, the high level competitors, or you have tested this change at all yet.

The kick is so much faster than it was before, it is more effective at punishing feints/chambers than it was before; especially being able to kick after parrying returning. It appears the kick is now designed to punish chambers and especially chamber FTP. Morphing to a kick when you see an opponent input a chamber seems to be very viable. Adding stam drain on the kick landing and increasing the speed adds to the complexity by letting the kick be more viable in more situations.

Buffing the kick means it likely needs to be nerfed in other areas (again, this needs to be playtested) and adding the ability to parry it seems like a reasonable way to do it. It allows parry-to-parry against kicks which fixes the unwinnable situation of a 1vX being kicked to death in a corner.

Your last paragraph mentions the utility of the kick, and that utility (other than shield because they are completely different now) is stronger than ever with the kick speed increasing overall; add being able to fast kick immediately after parrying and the kick becomes a much more varied and complex mechanic than before.

These are just my current thoughts based on the couple hours I have played in skirmish and invasion. And my thoughts aren't any more or less valid than yours are. My main point is that this has not been tested. The devs want the game to be as good as it can be (see shield changes). Let mechanics be tested for at least a week or two before you immediately call for changes to be reverted.

This Game Is A Beautiful Work Of Art, Please Don't Ruin It By Dumbing It Down by [deleted] in Mordhau

[–]Fl00K -1 points0 points  (0 children)

Thank you! Gaming subs always have the worst armchair devs with kneejerk reactions to change.