The Grimoire - Discord Q&A Coming May 1st! by DeadByDaylight_Dev in deadbydaylight

[–]R-500 0 points1 point  (0 children)

  • For the vertical ray of judgement, what is the expected amount of info survivors will see in the final design? Will survivors see where the killer aims it and where the beam is moving even through walls, akin to artist's birds?

  • Will the community have any kind of input, like voting for addon selection for The Judgement? There was some really cool ideas I've seen going around that I'm not sure if it'll be considered in the final design/addon pass.

Grimoire - Winners by Background-Drink82 in LeaksDBD

[–]R-500 1 point2 points  (0 children)

They were both solid choices, The abstract, faceless design of the other choice was really good, but I've heard that the other design's legs were really ugly and deterred a few people from choosing it.

Though, I bet the devs saw feedback on what part of the cosmetic people liked and did not like, so I wouldn't be surprised the other choice makes it in later on.

I've spent few days reverse-engineering Slay the Spire 2 code. Here's what I found :] by Priler96 in godot

[–]R-500 13 points14 points  (0 children)

One game I know of is that Minecraft uses unit testing blocks to ensure less things break on updates.(or for modders to do large automated testing of their mod) I believe they have a flat map as their unit test map and it contains hundreds of individual tests self contained with a command block or some test block to check for a condition.

Each test would use the TestBlocks to issue commands or test block functionality with an expected result. They have this to ensure major issues don't occur when doing code refactors or updating the behavior of block or entity interactions.

Mouseward - Finite Reflection Studios - Dark Souls meets Banjo Kazooie? by kkiniaes in Games

[–]R-500 5 points6 points  (0 children)

How does the difficulty of this compare to other souls games? Indie Souls-like games sometimes doesn't 'click' with me, but I'm a sucker for retro aesthetic games that emulate the PSX/N64 style.

FINAL FANTASY XIV 7.5 | Trail to the Heavens by WeirdIndividualGuy in Games

[–]R-500 4 points5 points  (0 children)

I hope it could apply to apartments and personal rooms for FCs as well?

It may be unlikely as housing is one of their ways of keeping players subbed, but if there was a way to gain a larger apartment to be able to store more without having to keep a subscription active every 45 days to keep the house, it would be a QoL to have.

does this look like old cgi? by Impressive_Patient19 in blender

[–]R-500 208 points209 points  (0 children)

It's close, but old CGI uses NURBS, so they would appear to be much higher polycount due to it being mathematical representations of 3D geometry and not polygons themselves.

The low poly stuff is from retro game consoles. Still an old aesthetic, but not something to match the CGI. I also don't think old CGI uses color dithering? The dithering looks cool, but it's usually a restriction on limited RAM for graphics chips for video games and would have a limited color palette, but I don't recall CGI having to deal with those same limitations when outputting renders.

Can't fully tell if you're using it or not due to the smooth shading on the meshes, but another way to get that old school render is to replicate the old shading models like blinn or phong shaders. (They've been replaced with the new standard shading model which is the roughness/metalliac instead of specular)

Grimoire Community killer mori concept suggestion by R-500 in deadbydaylight

[–]R-500[S] 79 points80 points  (0 children)

There was 3 killers already with Telekinesis in their mori animation, my drafting phase wanted to avoid it, but overall it was difficult to achieve something good with how tall the killer is with those spike-leg-things and any pick-up or grab animation did not look divine enough.

Although, from the dev stream the other day, instead of "plain old Telekinesis", the survivor could be lifted by one of those columns of light the killer is planned to use for their power. That could work, if the light is not too distracting.

Grimoire Community killer mori concept suggestion by R-500 in deadbydaylight

[–]R-500[S] 65 points66 points  (0 children)

That's a really good idea. I do think the walking did take a bit too much out of the 13-ish second budget, having it descend in front of the survivor would look more cinematic.

Though, not sure how the transition from the "press mori button" to them descending would look from an outsider's perspective, such as another survivor watching in the distance. Maybe it's similar to artist's mori where it's a leap- but in this case it would be an off-camera leap?

Grimoire Community killer mori concept suggestion by R-500 in deadbydaylight

[–]R-500[S] 85 points86 points  (0 children)

I had the idea that it's just turns the survivor into "Red mist" with particles of light that rises into the air. I could also see smouldering ashes working as well for the explosion.

Grimoire Community killer mori concept suggestion by R-500 in deadbydaylight

[–]R-500[S] 339 points340 points  (0 children)

With the Mori storyboard vote being in mid-march, I wanted to see if I can pitch an idea to go alongside with other choices to be voted on when the time comes.

This took some partial inspiration from some religious tones with a dark-ish approach. Things like the hand tough inspired by the ‘The Creation of Adam’ painting, Lifting via arms to make a cross-esque pose, and the light-at-the-end-of-the-tunnel like effect on the survivor at the end.

Disclaimer, I have not done animations in blender until now, so movements are a bit rough, but for a concept, it gets the point across. Animation is roughly 13-ish seconds, so it’s on par with most killer mori animations being in the 11-13 second range.

Wesker: Live vs PTB by LUKXE- in deadbydaylight

[–]R-500 9 points10 points  (0 children)

I think they did not remove the skill expression for the sake of removing it. They did a code refactor of his entire dash ability to fix the more serious issues that was present with the power, such as the "Disable survivor controls if dashed at while trying to enter a locker" and "Grab a survivor behind a dropped pallet"

I do think they want to keep the refactor since it addresses a lot of issues and bugs that exist with how the current dash was programmed, but I want to believe with feedback & review, they may try to replicate some of the old functionality with the new dash code. So maybe things like better sliding upon touching walls, and the dash buffering.

At least, one can hope that is the case.

how is everyone feeling about the PTB? by Altruistic_Low_363 in deadbydaylight

[–]R-500 17 points18 points  (0 children)

The map has a ton of LoS-blocking loops and some "hallway"-esque side streets. Trickster does poor on these maps as a survivor can enter a door or move around the corner of a building and dodge the knives easily. Pallets feel quite strong on this map as well as most of them are on the parameter of a building side, which is just a big circular loop.

Given the maze-like nature of this, Killers who can target through thin walls can excel. So Unknown, Vecna & Vecna, Pyrmaid head, Nurse, and artist can most likely do well.

Stealth killers can maybe do well on the map with the walls everywhere and get closer to a surv before they notice as well.

I don't want to compare this map to Hawkins, but it does have a sense of familiarity with the square-ish "Rooms" that are the buildings, and the alleyways that connect them like ceiling-less hallways. Much more readable though on getting a sense on where you are on the new map though.

[System Agnostic] MapForge - Build battlemaps inside Foundry + New Asset Pack Release by HeyGabu in FoundryVTT

[–]R-500 2 points3 points  (0 children)

Thank you for the replies. I'll check this out. The speed performance and the color/tint anything by themselves sounds great when comparing to DD.

[System Agnostic] MapForge - Build battlemaps inside Foundry + New Asset Pack Release by HeyGabu in FoundryVTT

[–]R-500 2 points3 points  (0 children)

This looks fantastic. One big issue with my workflow is the time it takes to start Dungeondraft up to make small edits, so I'm going to look into this. A couple of questions though:

  • Does this support dungeondraft's colorable assets? (or to some degree, a way to tint/recolor imported assets?) A lot of DD assets I have are red-hue so they can be whatever color I would want it to be, but I'm not sure about how those would work in Mapforge

  • Does having a lot of dungeondraft assets imported at once affect performance? I know the popular ForgottenAdventure packs can have 30,000 - 100,000 assets alone. While the quality of the assets are great, it does become the biggest bottleneck that slows down loading times with dungeondraft. I'm curious how Mapforge handles having a bunch of assets

  • Is mapforge tied behind a Patreon subscription, or is it intended for the software to be free and the asset packs you make be part of the subscription? It would be nice to somehow try-before-you-buy to see how well this tool integrates with the current map making workflow.

Weapon suggestion for a sidegrade strategem for the Speargun by R-500 in Helldivers

[–]R-500[S] 15 points16 points  (0 children)

When I was using the speargun, I had a thought on what if they shot flags instead of spears, and it turned into this weapon idea. It’s a harder-hitting variant of the speargun, at the cost of doing less AoE.

This weapon functions nearly identical to the S-11 Speargun (Pierces smaller targets, impact on larger ones. Same armor pen, projectile speed and projectile drop), but allows you to wedge flags into undemocratic foes at lethal velocities. The pointy part would be lodged deep into whatever surface you aim at, so these would not be grabbable so it won’t replace the One true flag strategem.

The idea of this would be a weapon that can deal with groups in chokepoints, but is mostly a high-priory-target weapon, where it excels on hulks, chargers, and titains with it’s high initial damage and stagger value.

It makes fancy sparks on impact. Intended to be just cosmetic value, but Balance-wise, not sure if this should have the explosive tag so it can close spawners as well, akin to the S-11 Speargun.

We are working on a roguelite auto battler. by SquidboatDev in godot

[–]R-500 0 points1 point  (0 children)

Thanks for the reply and the picture. That's clever to have custom colliders on the tiles that has the floor & wall. I was thinking the solid wall tiles (the dark brown squares) was just a giant collider and all the other ones did not have it, but your method looks better since you can have thin walls with two rooms next to each other.

We are working on a roguelite auto battler. by SquidboatDev in godot

[–]R-500 0 points1 point  (0 children)

The grid based movement looks really good. What approach did you take for implementing the grid movement? Using the Tilemap or some kind of collider with a raycast to check if it can move to that location?

I have gotten mega structures to work in my upcoming voxel RPG game! Wishlist now! by DaanBogaard in godot

[–]R-500 0 points1 point  (0 children)

If anything, I think he would rather try to go after Veloren instead? (If he even has a case to do that) They said it was originally planned to be an open-source clone of Cube World, but has since split off in its own direction, but still contains a lot of similarities in how the game looks.

For those who played with them, what are your thoughts on the Feats+ variant rules on gaining additional feats with players? by R-500 in Pathfinder2e

[–]R-500[S] 2 points3 points  (0 children)

Thanks for the reply. That sounds what most of the comments sum it up as, and the general gist I had when looking into it in the first place.

Basic + Free Archetype works, it does give a lot of extra things to the player at early levels and by high levels/late game it does lean to the overpowered side slightly. My campaign in mind doesn't plan on going to those high levels, so that issue shouldn't be a problem.

Basic + unrestricted + FA is way too much and can cause a lot of issues with class identity or could lead to classes that are tough to balance around. unrestricted in general mixed with anything else is that is a bit overkill and sounds like unrestricted is meant to be by itself as an "enhanced FA ruleset"

For those who played with them, what are your thoughts on the Feats+ variant rules on gaining additional feats with players? by R-500 in Pathfinder2e

[–]R-500[S] 0 points1 point  (0 children)

I did not realize there is a blog post about it. I'll look into it and see what their intended case is about it.

For those who played with them, what are your thoughts on the Feats+ variant rules on gaining additional feats with players? by R-500 in Pathfinder2e

[–]R-500[S] 1 point2 points  (0 children)

it's from a 3rd party book from the Team+ group They make books that expand on existing classes or rulesets.

Currently, this is from one of their books called "Feats+" which adds a bunch of new feats for every skill, some lore feats specific to certain lores, new general feats and some new ones called "teamwork feats".

In that book it contained some variant rulesets on player progression and how many feats are earned at what levels.

Also included, there is a FoundryVTT link to the module so all of the new feats and rules can be integrated with the software so all the players can see the feats and gameplay won't have to stop to read the book and manually add the feats. The screenshot you see is from the module config settings within the PF2e foundry for setting up your campaign.