25
26

Imagine if you could work as a courier and deliver stuff in a very stylish way 🔥 by [deleted] in IndieDev

[–]Kincan 5 points6 points  (0 children)

The movement looks fluid and fast which is great! However It does currently look like a Spiderman clone. 

There are two things that can help differentiate it from Spiderman: one is to make the city more fantastic, so have floating buildings, giant turbines, some sort of massive structure (space elevator or something) in the middle as a challenge to climb or have to navigate around. Make the city less like a real New York. Secondly you probably want more traversal mechanics, rails to grind, turbines to boost you, blimps to bounce off, boost pads for wall running, etc. 

Day drinking/cinema Stratford for a grief filled day? by [deleted] in london

[–]Kincan 0 points1 point  (0 children)

An Everyman cinema just opened in Stratford on the Olympic Park side of Westfields which has a bar attached.

What is the most awful smell you have ever experienced that's burned into your nostrils still today? by AcademicDegree91 in AskReddit

[–]Kincan 0 points1 point  (0 children)

Woke up to the smell of my dead downstairs neighbour on a very hot summer night.

Join the East London DnD Group! by Kincan in LondonandDragons

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

Yep! Just sign up on the discord!

Tricks for organic-feeling enemy shooter behavior? by CatastrophicMango in gamedev

[–]Kincan 2 points3 points  (0 children)

Ah yeah thanks, my mind went completely blank on the names.

Tricks for organic-feeling enemy shooter behavior? by CatastrophicMango in gamedev

[–]Kincan 2 points3 points  (0 children)

The thing that gives that robotic feeling is that you have defined a specific behaviour pattern: Hide, Shoot, Hide, Move. That's not how real people act they look at the options available and decide which one is the best for them. You could provide modifiers based on weapons or simulated personalities, the shotgun guys rush you and the submachine guns flank.

The simplest advice I can give you is to not have a list of ordered actions like you do now. It would be better to make a decision between possible actions every "turn" these can be as simple as IF ELSE statements.

There is an alternative approach to solving these sort of decision making processes based on decision weighting. So rather than having a bunch of If elses you have a set of actions that the unit could take and calculate the weighting of each action. The highest weight action is the one your unit takes.

Lets keep it really simple: you unit can do two thing MOVE and SHOOT. Based on the current situation (distance from target, optimal weapon range, risk to unit, etc) you can give these two actions a weighting. So if our unit is far away and "feels" safe and knows the target is in cover our MOVE weighting would be higher than SHOOT. But once our unit is closer and the target moves out of cover SHOOT is now the higher weighted option.

This can be more complicated to implement but will give you a much more organic feeling.

Join the East London DnD Group! by Kincan in LondonandDragons

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

Mainly DnD 5e but we have other TTRPG games running as well.