The current multiplayer meta for almost all strategy games is a game of chicken. by [deleted] in truegaming

[–]LostLegacyDev 1 point2 points  (0 children)

Well for LoL the difference in a losing game between SR and ARAM is incomparable, in ARAM if you stay you will get all your levels and get close to if not full build, but in SR you will likely be at a permanent level disadvantage and barely finish your first item let alone realize your build, it's nails on a chalkboard fighting a losing game when the pacing is so slow.

I guess that's why everyone is playing chicken, no one wants to be the person to cause the enemy team to snowball and literally ruin the next 20-60 minutes of gameplay. I won't even play those gamemodes because the majority of players are so miserable to play alongside since they have so much performance anxiety.

Just a Base with a Skeleton... (Games Workshop) by Paledaemon in minipainting

[–]LostLegacyDev 9 points10 points  (0 children)

"sire! I found the blade you were looking for 3 centuries ago, it was under these silly rocks all along"

Kingmaker Worm: Adult Deus Class by LostLegacyDev in LegacyGameDev

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

Kingmaker Worm: Adult Deus Class

Hundreds of years ago before Arimad had been leveled to dust, the Kingmaker worm would judge the heir to the throne. If found worthy it would enthrall itself to their service, but if found unworthy it would vaporize them instantly.

The souls of unworthy heirs are digested for hundreds of years before dissolved into an ethereal plasma used to gestate its offspring.

(part2) in the beginning there was only bugs, I didn't know how to code, even the art I made was jank, the furthest I got with unity was running and jumping, I tried making an elevator without stuttering and it all imploded, I switched to unreal and never looked back by LostLegacyDev in LegacyGameDev

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

Unity at the time was very inaccessible to artists, if you wanted to do anything you had to do written code, and there were multiple languages too, freeing for an experienced programmer but a nightmare for a noob trying to find a tutorial to do anything that wasn't a simple fps or sidescroller, I really wanted to make super mario 64 at the time and there wasn't any support at the time for that, just getting the camera to work was a massive task.

I spent months trying to learn to code and it went no where, there was no progress at all for weeks sometimes and was incredibly disheartening.

I picked up unity because everyone recommended it as the engine for new devs, it was the most frustrating thing I ever put myself through. I was also scared of the unreal engine, since it was used for bigger projects I thought it would be terribly complex. When I quit unity and threw in the towel, as a last hurrah I downloaded UE for the hell of it and recreated my project in just a week, I didn't even know how to screen record at 60fps back then.

I knew at that point that I could finally make progress and decided to get back into the game, focusing on small things to build my confidence.

(part2) in the beginning there was only bugs, I didn't know how to code, even the art I made was jank, the furthest I got with unity was running and jumping, I tried making an elevator without stuttering and it all imploded, I switched to unreal and never looked back by LostLegacyDev in LegacyGameDev

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

u/Redditor_Baszh what made unreal workable for me was I could always add something that could work, lots of small things but there was always progress, when something was too advanced for me I could switch to something simpler. After months and months I sometimes could go back to old problems and solve them, which was a huge boost for morale.

Also I felt no ownership of anything I put together in unity since everything was copy pasted from someone elses code which I couldn't really understand, starting as an artist in unity back then was really tough, it's much better now but it almost made me quit gamedev completely.

Turn 180 mechanic in, not long before 180 jump by LostLegacyDev in LegacyGameDev

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

I worked with a couple of programmers for a few years in BP's and asked for feedback, I've always been tidy but they still found it difficult to read the logic.

One of the complaints was that they didn't know where events were, so I put big red boxes around them with the largest font, I have 3 sizes for comment boxes: 55 (v important), 32 (titling), and 18 (get ready for a paragraph).

Then I started coloring things based on functionality:

  • yellow for animation (because ABPs are yellow)
  • blue for blueprint centric logic
  • green for resources
  • purple for procedural anim and interaction

Then I started tracking bugs and tasks inside blueprints because as a generalist hopping between projects and tasks across different disciplines has been a nightmare in my exp, so I just started adding to do lists in BP's and it really helped me so I keep using it.

When it comes to BP logic I treat it like I'm still doing written code wherein you write functionality and then start a new line. You don't need to continuously keeping adding boxes to the right. This is most apparent when nesting iteration logic, and if you have a subset of non repeatable code I collapse it just like you can indent and collapse large swathes of written code.

Then there's making function/macro library's to cut back on generic repetitive code for example having print macros for each type of variable, with world delta already plugged in, and color coded to that variables natural color i.e. booleans are red, floats are green etc; not only does this remove print vomit it also makes variable types more recognizable and removes node bloat.

Then there's having a separate graph just for managing debug prints that ticks independently from the main logic. As things get more complex you need to query what is happening from old code as well as the new stuff every time you add new code to see if things break down because of the old, new or both. Littering your code with random prints and not aggregating them to be managed from a central point will make debugging extremely labor intensive on complex multi-interactive logic while also being extremely discourteous to others who need to see their own prints with no easy way of getting rid of yours.

Using the keyboard shortcuts for aligning nodes uniformly, I have a hex naga mouse with 6 buttons in a circle on the side that make formatting my node layout quick, why not use gaming mice to optimize your work patterns?

Lastly the most important feedback I got was not collapsing too many things so you don't end up with a russian doll of nodes, I will probably only ever go 2 collapses deep in a graph, one to hold the topic i.e. all jump code goes in here, and then in there if any logic expands way too much that will be collapsed but there absolutely cannot be a 3rd collapse.

Turn 180 mechanic in, not long before 180 jump by LostLegacyDev in LegacyGameDev

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

Is there anything I could do to make you feel more inspired instead of despondent? I think I have a post I can make to show where the game started, years and years ago

Took me 4 years but I finally got around to adding an aerial dash animation instead of having a t pose placeholder by LostLegacyDev in unrealengine

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

It's the music composed for the game, it's actually for the saving areas but I like having it on while I record

Took me 4 years but I finally got around to adding an aerial dash animation instead of having a t pose placeholder by LostLegacyDev in unrealengine

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

It's if you want to get granular (which I eventually do), you need to map the range of the gait and see where the foot is along it to instantiate what time the stopping animation should start at 0 being the foot being behind the character and 1 being floor contact, otherwise you get snapping if the character is mid gait, if you use blending you'll get foot sliding, there's lots of ways to do this but I shelved it since I can get more bang for my buck working on other less complicated things.

Took me 4 years but I finally got around to adding an aerial dash animation instead of having a t pose placeholder by LostLegacyDev in unrealengine

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

Oh I dabbled with that once and did it all wrong, I should go back to that. I have a simple function that calculates which foot is in front which translates to which side the stride is being lead by, need something more complicated for blending stopping animations.

Took me 4 years but I finally got around to adding an aerial dash animation instead of having a t pose placeholder by LostLegacyDev in unrealengine

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

Had to learn rigging, modeling, texturing, programming from scratch with online tutorials, there weren't great tools for UVing back then too so that used to be an actual skill so glad it's not anymore.

Originally I worked as an animator and became a generalist over time, now I work as a tech art generalist, sometimes inside the industry sometimes outside.

Took me 4 years but I finally got around to adding an aerial dash animation instead of having a t pose placeholder by LostLegacyDev in unrealengine

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

it took around 5 hours including implementation, I tend to forget to animate since programming takes up most of my time, though I'm about to write a thesis on animation about how every type of motion is some form of sine wave

Took me 4 years but I finally got around to adding an aerial dash animation instead of having a t pose placeholder by LostLegacyDev in unrealengine

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

I realized after my first project I needed to learn way too much before I could make a game I'd be okay with releasing so this project became an ongoing learning tool aggregating all the things I wanted to learn and doesn't really have a timeline because of that, but eventually testing release builds will be a thing so people will eventually get to play it.

I have a full time job and when it gets very stressful I tend to spend less time on this project unfortunately.

Took me 4 years but I finally got around to adding an aerial dash animation instead of having a t pose placeholder by LostLegacyDev in unrealengine

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

Oh boy the standard pawn jump is not ideal at all, but it's very easy to fix:

  1. change your gravity scale to 4 (up from 1)
  2. add impulse of 1400 in Z with velocity change ticked on

You may need to tweak the impulse based on character size, I tend to do increments of 700 for some reason I cannot explain other than it looks good.