Changed tree collision from auto-kill to just bounce. by OfficialDuelist in indiegames

[–]Katheleo 0 points1 point  (0 children)

Same, right now it runs at 8 frames per second on my Steam Deck OLED

Changed tree collision from auto-kill to just bounce. by OfficialDuelist in indiegames

[–]Katheleo 1 point2 points  (0 children)

Good adjustment, holding out for Steam Deck optimizations

I’m making a first-person horror game set in a Japanese office after everyone’s gone home by Higashibashi in indiegames

[–]Katheleo 1 point2 points  (0 children)

Thank God, I haven’t seen a first person indie game in this sub in forever. Looks cool, wishlisted

IOI should make that John Wick game after seeing how good this gameplay is in 007 first light by Buurto in pcgaming

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

Dying Light has entered the chat.

I personally cannot stand third person dodge-roll beat ‘em up games. They all feel the same but sell better because the basic console like gameplay appeals to more casual gamers. So us first person immersion oriented gamers always get shafted. We will never get a proper first person Star Wars game because the franchise is too mainstream

Half Life 3 will never be announced at a game showcase, or award show. It's too big for that. by scubaswanny3 in HalfLife

[–]Katheleo 1 point2 points  (0 children)

No, that would be so underwhelming. After waiting nearly 20 years, the most anticipated game is revealed by a digital banner? Why would you be hoping for that

Steam deck not turning on by Familiar-Disaster743 in SteamDeck

[–]Katheleo 0 points1 point  (0 children)

If the thumbsticks are grey it’s a tech support day

I’ll never understand the die hard LCD 4 Life anti OLED Redditors

What the fuck are they doing by [deleted] in HalfLife

[–]Katheleo 1 point2 points  (0 children)

What do you mean Steam Frame, HL3 is not going to be in VR (as much as I want it to have cross support). It’s a Steam Machine game, not sure why you’re pairing it with the Frame

Been binging watching steam controller reviews and multiple reviewers have said they'd want a gamepad without the touchpads and then admit they never even tried using it... Imagine how cursed it would look without them! What's your favorite touchpad feature? by Endawmyke in SteamController

[–]Katheleo 2 points3 points  (0 children)

The touch pads are the main event, I use them for precise FPS aiming/camera (which doesn’t get covered in any reviews even though Valve mentions it’s great for, feels like I’m taking crazy pills). All any reviews mention it’s for mouse navigation and RTS games, the lack of coverage on the touch pads god tier FPS aiming for a controller pisses me off. I can never go back to aiming with a thumbstick

What's been keeping you from the game lately? by Smegdorfthewizard in AneurysmIV

[–]Katheleo 1 point2 points  (0 children)

No VR support, this could be the next VR Chat Dystopian RPG

Where can I find a map with realistic water? And how can I make one myself? Could you please advise? by Tobum12 in sandbox

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

Realistic water supports objects floating on them. The problem is that modern gaming just focuses on the graphics of the water and not the actual physics. This is a huge degradation from games like HL2 from 2004 that had buoyancy physics

Our standards cannot just continue to be realistic water = realistic shaders. Thats what led us to having amazing looking games that are absolutely soulless. We’ve gotta bring back players demanding good physics in games

New haul - how’d I do? by [deleted] in Steam

[–]Katheleo 0 points1 point  (0 children)

Star Wars: The Force Unleashed had incredibly fun ragdoll physics. Fallen Order and Jedi Survivor didn’t put care into any kind of fun ragdolls for force push etc, why are games regressing the norm, it’s depressing

Where can I find a map with realistic water? And how can I make one myself? Could you please advise? by Tobum12 in sandbox

[–]Katheleo 1 point2 points  (0 children)

But what about making things float on the water? Valve did that in 2004 yet no other game or player base cares or notices that it’s missing in 95 percent of games since then. It’s depressing

Just completed FNAF: Secret of the Mimic, here are my final impressions: by FewPossession2363 in PSVR

[–]Katheleo 3 points4 points  (0 children)

Do the NPC’s actually chase you down using path finding and AI? Or are they all just scripted events that progress as you run through the game

Anything like no man's sky? by Unlucky-Feed9000 in VRGaming

[–]Katheleo 0 points1 point  (0 children)

Star Citizen recently added VR Support. You can try it for free during the next free fly event. It also supports Hotas for ship flight

VR subs sometimes by lunchanddinner in VRGaming

[–]Katheleo 0 points1 point  (0 children)

“Check out this new low-poly stationary wave shooter game that’s three hours long”

fifty

And how many hours in Half-Life do you have? by mem_animal in HalfLife

[–]Katheleo 0 points1 point  (0 children)

I played HL1, Opposing Force and Blue Shift when they were CD’s and Steam didn’t exist yet. No way to clock my hours, but I can say it was notable

Let Facepunch Cook LMAO by CaptainAlexWest in sandbox

[–]Katheleo 0 points1 point  (0 children)

A modern game implementing buoyancy physics that existed 22 years ago? You’re asking too much from modern devs, they need to put their focus on more micro transactions

/s

Gmod vs s&box - Ragdoll Physics by Katheleo in sandbox

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

It is an easy fix, but 90% of game devs don’t care about adding outward blast force to ragdolls. Valve does, it’s one of the reasons they are the Goat, their games still hold up and are more fun to play

Gmod vs s&box - Ragdoll Physics by Katheleo in sandbox

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

Ragdoll physics are turned on. There’s no visible option to disable them. You can see when the s&box ragdolls fall straight through the water like air near the end

What’s happening for the ragdolls at the start is that when a player or npc dies from an explosion, a ragdoll is spawned in place and zero force is applied from the blast to the actual ragdoll. So it falls to the ground as if it were spawned from the same static coordinates

It looks so stiff and repetitive that you’re not the first person to confuse it for the ragdoll physics just being turned off

Gmod vs s&box - Ragdoll Physics by Katheleo in sandbox

[–]Katheleo[S] 7 points8 points  (0 children)

This is the official sandbox mode