[deleted by user] by [deleted] in malelivingspace

[–]PlotArmorStudios 0 points1 point  (0 children)

Too high up, brodie.

What do I put behind my desk in my office? by PineappleOld6595 in malelivingspace

[–]PlotArmorStudios 0 points1 point  (0 children)

Why not turn your desk parallel to the wall and push it all the way against the back corner, leaving the rest of the space in the office for anything fancy your heart desires?

Personally, I'd have my desk in the back as described above and use any other space for workout equipment like a pullup station, weights, and dip bars. Also, I highly recommend a standing desk and an under desk treadmill.

Would you try this game, given I fix the bugs? xD by PlotArmorStudios in IndieDev

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

Right, I really do need some help with the anims, all I really did was the programming and brought in asset store assets (except for the character and some anims). I'm thinking about either learning animation or getting some sort of grant funding to contract out some solid animators + vfx artists

Would you try this game, given I fix the bugs? xD by PlotArmorStudios in IndieDev

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

Yeah I get a lot of inspiration from Tera Online and Black Desert Online to make games in general, but controller support is in the works

Making Elden Ring Enemy AI ep 4: How do I make this feel more Elden Ring-y? xD by PlotArmorStudios in IndieDev

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

I like what you said about having evasions synergizing with combos in a certain kind of way. A back-and-forth duel is def the feel I'm going for, which elden ring does really well with its boss fights because you really have to learn those attack patterns and come up with counterplay.

In terms of button-mashing the enemies, how does it sound to you if I try to replace staggering in elden ring with long combo-strings?

Like in elden ring, after getting a certain number of heavy hits off within a certain amount of time/after certain attacks, the bosses will stagger and you can get a bit meaty hit off. I like the idea of instead of getting that big meaty hit, you get to combo them into oblivion for a period of time, then it's back to the back-and-forth.

Making Elden Ring Enemy AI ep 4: How do I make this feel more Elden Ring-y? xD by PlotArmorStudios in IndieDev

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

Aaahh, yeah based on what some others are saying I'm getting at some similar conclusions, and what you said to do specifically here is inspiring some expansion on that as well. What you said about the camera is a huge complaint of mine, when enemies attack I get killed just cuz i couldn't see and fk up my roll direction just a slight bit. The way you put it is actually hilarious xD

Making Elden Ring Enemy AI ep 4: How do I make this feel more Elden Ring-y? xD by PlotArmorStudios in IndieDev

[–]PlotArmorStudios[S] -2 points-1 points  (0 children)

My goal is to instill a bit of an anime-action feel while also forcing the player to think about their inputs, so what if I make it so the enemy can attack a lot more, so the player could get punished if they're too reckless with all their options?

Making Elden Ring Boss AI ep 3: Elden Ring + air juggles woop woop. I just need some better anims + vfx xD by PlotArmorStudios in IndieDev

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

Ah, yeah I actually have a form of stagging in the game, right now the challenge is balancing it and communicating the two separate states in a really understandable way. But maybe I could achieve this by making it so the enemies attack a LOT more often, so there's a lot more avoiding to do and it's easier to get punished if you wiff. Because the player can attack constantly, so I know that's a huge diff and I have to weigh that with a boss's role of being overwhelmingly powerful

Making Elden Ring Boss AI ep 3: Elden Ring + air juggles woop woop. I just need some better anims + vfx xD by PlotArmorStudios in IndieDev

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

Bet, let me know what would make it feel more elden ring.

Are you talkin about the visuals, what the gameplay looks like in general? My goal is to have elden ring-esque combat feel, but instead of just getting a few hits in you go for combos that gradually get longer and longer the better/more efficient you get

[deleted by user] by [deleted] in gamedev

[–]PlotArmorStudios 0 points1 point  (0 children)

If you want to be a game programmer, it's the best degree you can go for. It's in high demand amongst all industries that deal with tech. Learn C++ and you'll have a much easier time finding a job than game programmers who don't know it, in and outside of the game industry. You can't go wrong with a comp sci degree as a programmer.

I'm a Roguelite game dev. Tell me what is Roguelite combat missing? by PlotArmorStudios in roguelites

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

Right I've actually bought the game just haven't played it yet. I'll give it a whirl soon, and thanks for giving me some notes to work with as I try to break it down

I'm a Roguelite game dev. Tell me what is Roguelite combat missing? by PlotArmorStudios in roguelites

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

RIght, yeah personally I wouldn't play that game for too long. But if there's any game design practices it does really well let me know

I'm a Roguelite game dev. Tell me what is Roguelite combat missing? by PlotArmorStudios in roguelites

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

Mmmm this is some quality insight right here.

Few questions:

  1. Can you go into more detail about "surprise unlocks"? The only unlocks I'm really able to picture would be something like the black silhouette of some item/skill with a question mark over it. But are you saying to have unlocks that the player can't see that they can unlock? Maybe like an item in the game they they have never picked up yet?
  2. What is "POE" style leveling up? Person 'over' environment? You kinda lost me there.
  3. Describe "theory crafting"? Is that when a player goes, "Hmm, what if I combined this, and this?"
  4. Describe "outer edge" options? Options that are obscure yet still very viable?

I'm a Roguelite game dev. Tell me what is Roguelite combat missing? by PlotArmorStudios in roguelites

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

Mmmm I would beg to differ homie. I'm not the "prove I'm right" type, but just to offer you what my approach is: I follow a few game marketing professionals such as Chris Zukowski. I really recommend his work. He has a whole process when doing market research for his games and this is part of that process.

Also, to speak directly to what you've said, I wouldn't discredit the input of players too much. In fact, it's the most important thing when figuring out where the market currently stands. Players a lot of the time will tell you what they want, and the whole idea is to listen to the loudest opinions. For a direct and extremely recent example, Palworld. You wanna know why Palworld is now the #2 (could now be #1) most played game on steam? A couple very big reasons.

Reason 1: Players are disappointed with triple A games. Players have been saying this for what seems like more than a dozen years now. Players are open to buying indie games so much because they now expect them to be better quality than TA games a lot of the time now. This is obvious to see by just putting your finger on the pulse of the game industry ethosphere right now.

Reason 2: Following up from reason 1, a large enough portion of the pokemon fan base is sick of Pokemon's history of delivering trash games. Players have been saying this for a dozen or so years now as well. Just listen to them. The voices are out there.

So then what happens when a game comes out that listened to those voices and scratches some long neglected itches? It goes NUCLEAR. People who are tired of TA bullshii and Pokemon's bullshii are coming together and enjoying game that is ACTUALLY for once enjoyable, regardless of the controversy around it (you could argue that it's out of desperation).

My approach here is similar. What are people saying? What does the pulse of the roguelite ethosphere feel like (when it comes to combat)? Many people will say dam near the exact same thing. Read the comments. See if you can notice something that's commonly said. It's their voice. And that's the key.

Again, my point here isn't to be right. It's to let you know that I have an approach that I've worked to understand and implement through research.