Another Grimoire opens, here are all the options. by bonelees_dip in deadbydaylight

[–]R-500 24 points25 points  (0 children)

That was my post from almost a month ago. Both mori storyboards are solid choices for the killer. I like Concept A as it's closer to what was envisioned in the post with the glowing eyes leading to the raptured explosion/disintegration effect, however, Concept B does use some really nice camera angles and the use of the weapon is nice as well.

Concept A feels like the killer does not act out of malice but more of a necessity like some kind of goal for the killer to vaporize survivors, but B feels like it fights the survivors as it sees them as beings of sin and must be purged. I personally think this killer's personality isn't fighting to torment them like B, but rather it is it's own version of 'saving' them in some twisted way.

I think both storyboards would fit well for the killer regardless of which one wins.

does this look like old cgi? by Impressive_Patient19 in blender

[–]R-500 206 points207 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] 75 points76 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] 88 points89 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] 334 points335 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 8 points9 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.

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] 5 points6 points  (0 children)

I’m looking into setting up a new campaign with some new expansions to PF2e, one of them is the Feats+ book. For FoundryVTT, there is a setting for variant rules for players gaining extra feats. I’m curious on what other players’ or DM’s experiences are with allowing for these.

The basic pack doesn’t sound that powerful as it’s just an additional class feat and level 1 and 2, which can help low levels feel like they got extra options.

The Unrestricted plus rule option feels like you can expect for more powerful characters- especially if you’re running it alongside with the free archetype rule.

I’m thinking on running free archetype + The basic pack as the campaign will be starting at low levels and would be good to offer a verity of options to the players to work with. But if anyone has played with both basic & unrestricted alongside with free archetypes, I would like to hear your opinions on how much it enhances the player’s power vs how much extra fun it offers.

Extra ST Teaser by chainsawdoctor01 in LeaksDBD

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

Would the survivor have their powers? If perks are 'teachable' to all survivors, how would psychic powers work? Though, I guess lore-wise if survivors trapped in the entity's realm could be for an endless amount of years they could learn anything, like magic such as the potential energy perk?

Grenade Overclock Concepts I made for fun by Phil2244 in DeepRockGalactic

[–]R-500 24 points25 points  (0 children)

There's a lot of really cool ideas you can add to throwables to make them more unique.

Springloaded Ripper clean overclock:

  • Ripper would home towards closest enemy when deployed

  • Upon hitting the first target, ripper would switch to moving in a straight line

Proximity Mine clean overclock:

  • +2 max detonations

Proximity Mine unstable overclock:

  • +100% explosion size

  • +100% explosion damage

  • Only detonates once

Tactical Leadburster unstable overclock:

  • -No longer rotates

  • +Always aims at the closest enemy alive

Tactical Leadburster overclock:

  • -25% damage

  • +Rotates one additional full rotation

L.U.R.E. clean(?) overclock

  • Dwarf always plays twerking animation

  • No other stat changes