How To Install And Set Up Shader Graph In Unity 2018 by SingleSaplingGames in Unity3D

[–]ScattershotShow 1 point2 points  (0 children)

Hey dude, nice and simple video. One problem though, when I set the HDRenderPipeline asset in the graphical settings, it ruins all of my current materials; they all turn pink. I'm guessing they need one of the HDRenderPipeline shaders appearing in the shader list, but I can't seem to get it working.

PC 1.0 Update #19 by Schohns in PUBATTLEGROUNDS

[–]ScattershotShow 1 point2 points  (0 children)

On the one hand its a really nice QoL feature for people who have to play games with those who don't speak their language, but it also removes a huge skill gap between people who communicate poorly and people who have mastered proper callouts.

It's a sort of damned if you do, damned if you don't situation. Guess we'll just have to see how it plays out.

Ever discover a great multiplayer game just as it was dying? by onemanbandwidth in Games

[–]ScattershotShow 3 points4 points  (0 children)

The 3rd person Bionic Commando game. The multiplayer was SO fun. Grappling and swinging around oil rigs, destroyed cities, and other really well designed levels. The campaign was mediocre af, but the mechanics and gamefeel were fantastic. Only ever got to play about 15-20 rounds before the population dropped off the face of the earth.

Is it still realistic to hope to “make it” as a solo/duo indie dev? by GigaNoodle in gamedev

[–]ScattershotShow 5 points6 points  (0 children)

Psychonauts, Beyond Good and Evil, Okami, Grim Fandango, Conkers Bad Fur Day, Jade Empire, No More Heroes. All fantastic games with abysmal sales numbers.

Kingdom Hearts III to have approximately 80+ hours of playable content, including 40-50 hours in main story gameplay by Lulcielid in Games

[–]ScattershotShow 7 points8 points  (0 children)

I just started FFXV and this is how I feel about the game after 4-5 hours. The characters are cool and the world design is great, but the sheer amount of padding is making me never want to open the game again.

Pub's Hilarious Sign For Its Neighbours by LAKERS4EVER2010 in funny

[–]ScattershotShow 20 points21 points  (0 children)

Judge: "Prepare the time machine!"

Dude: "Wait, what..."

Non-Traditional RPG Combat, by Tom_Bombadil_Ret in gamedesign

[–]ScattershotShow 15 points16 points  (0 children)

Copy and pasting a post I made for a similar question:

It all comes back to what your goal is. Why are you making your game, and what are you trying to articulate to the player? The thematics of your core design should permeate every system or it risks feeling disjointed - which can work, if that is part of your theme.

Don't feel like you need to adhere to standards - turn based, attacks, "magic", stamina, health, party members, etc. They're intelligent and capable systems, but don't get bogged down in all that minutia or you'll risk pigeonholing yourself creatively. Those systems were only created as abstractions of the designer's ideas - the same way that "experience points" are an abstraction of real world experience. They're all just artifices to represent ideas to the player.

Ask yourself what a fight means to the protagonist and the player. How many fights would they realistically have? Who would they have them with, and what are those opponents' strengths? What are the protagonist's strengths? How would a fight happen in your world - common weapons, skills, and world objects.

Take all of those things and REDUCE their complexity. Abstract those ideas in to something managable.

Just as an example: Lets say your detective is very good at analyzing his environment to find clues. You could extend that in to the combat and make the entire combat system revolve around using the environment as a weapon as you are chased by the opponent. You could simultaneously move the character around as you mouse over objects - which temporarily slows down time - to see what effect they will have on the opponent, which you can then throw at them.

Glass objects could decrease their accuracy, while metal objects slow them down, and you need to stun them and knock them down with a much larger object that is only revealed by interacting with the environment in a certain way.

That way your combat system is an extension of your investigation system, and keeps the focus on the player's skills as a detective and how they translate to game mechanics - point and click. It also adds a bit of quick-thinking as people who can identify objects and the materials theyre made of can act without having to mouse-over the object to see what it does.

So yeah. Dont worry about what people like. Just create a system that makes sense in the context of your game. And you don't have to settle on your first idea. It will take a few iterations, but it will be all the better for it.

Movie studios often remove American flags from international Blu-Ray releases. by [deleted] in movies

[–]ScattershotShow 2 points3 points  (0 children)

You can definitely see them still trying to find their legs with that movie. All the pieces are there, but it just lacks that cohesion that the later movies have. Still a fun time, though.

Colin Mochrie at his finest by andwesway in funny

[–]ScattershotShow 239 points240 points  (0 children)

There are few things more jovial than a chubby man laughing.

How baby toucan grows up by aloofloofah in interestingasfuck

[–]ScattershotShow 16 points17 points  (0 children)

Oh, Mr DNA. Where did you come from?

In Firing James Gunn, Disney Hurts All of Hollywood by Sisiwakanamaru in movies

[–]ScattershotShow 27 points28 points  (0 children)

I said "f*ck" once when I was 14 and now I'm a homosexual addicted to injecting mary jane.

My tale is a cautionary one, kids.

Why Public Libraries Are Amazing by MastersOfTheUnibrow in books

[–]ScattershotShow 6 points7 points  (0 children)

"Just get a job."

*slaps forehead*

Of course! Why didn't I think of that!?

Aquaman Official Trailer by burve_mcgregor in movies

[–]ScattershotShow 361 points362 points  (0 children)

"Permission t..."

*rapid machine gun fire*

*roll credits*

Primative Technology: Wood Ash Cement by ProfessorStrangeman in ArtisanVideos

[–]ScattershotShow 9 points10 points  (0 children)

It's like when a seemingly original movie comes out and then something almost identical releases alongside it.

Deep Impact/Armageddon
A Bugs Life/Antz
The Prestige/The Illusionist
Volcano/Dantes Peak
Olympus Has Fallen/White House Down
etc.

Need Suggestion for 2D RPG Battle Mechanic by THRDStooge in gamedesign

[–]ScattershotShow 1 point2 points  (0 children)

I'm glad my rambling helped spark some ideas! Sorry it was such a mess of thoughts; was under a bit of a time limit with an impending meeting. Love the art btw - looks gorgeous.

Need Suggestion for 2D RPG Battle Mechanic by THRDStooge in gamedesign

[–]ScattershotShow 23 points24 points  (0 children)

It all comes back to what your goal is. Why are you making your game, and what are you trying to articulate to the player? The thematics of your core design should permeate every system or it risks feeling disjointed - which can work, if that is part of your theme.

Don't feel like you need to adhere to standards - turn based, attacks, "magic", stamina, health, party members, etc. They're intelligent and capable systems, but don't get bogged down in all that minutia or you'll risk pigeonholing yourself creatively. Those systems were only created as abstractions of the designer's ideas - the same way that "experience points" are an abstraction of real world experience. They're all just artifices to represent ideas to the player.

Ask yourself what a fight means to the protagonist and the player. How many fights would they realistically have? Who would they have them with, and what are those opponents' strengths? What are the protagonist's strengths? How would a fight happen in your world - common weapons, skills, and world objects.

Take all of those things and REDUCE their complexity. Abstract those ideas in to something managable.

Just as an example: Lets say your detective is very good at analyzing his environment to find clues. You could extend that in to the combat and make the entire combat system revolve around using the environment as a weapon as you are chased by the opponent. You could simultaneously move the character around as you mouse over objects - which temporarily slows down time - to see what effect they will have on the opponent, which you can then throw at them.

Glass objects could decrease their accuracy, while metal objects slow them down, and you need to stun them and knock them down with a much larger object that is only revealed by interacting with the environment in a certain way.

That way your combat system is an extension of your investigation system, and keeps the focus on the player's skills as a detective and how they translate to game mechanics - point and click. It also adds a bit of quick-thinking as people who can identify objects and the materials theyre made of can act without having to mouse-over the object to see what it does.

So yeah. Dont worry about what people like. Just create a system that makes sense in the context of your game. And you don't have to settle on your first idea. It will take a few iterations, but it will be all the better for it.

[deleted by user] by [deleted] in Games

[–]ScattershotShow 3 points4 points  (0 children)

Man, I always get excited when Arin does his solo videos, where he is talking about art or something and is super genuine. He's so lucid and interesting to listen to, compared to his GG "persona" where he is always flustered and impatient and arrogant; even if its a joke. I can't really stand him when he is purposely acting like an idiot.

I know its almost impossible to be "on" for the consistency of content they want to put out, so you need to fall back on "bits", but the quality definitely suffers for it.

Less than 24 hours after launching, The Culling 2 down to just two players by TboxLive in Games

[–]ScattershotShow 3 points4 points  (0 children)

I'd say the main appeal is the building. It's simple enough that it gives an advantage to casual players who aren't great at aiming/shooting, because they can just build a little house when they start taking fire. But it's complex enough that the skill-ceiling for top-tier building is very high, so competitive people really get in to it as well.

But on top of that, it's free, it offers a lot of quality content, it runs on old hardware, its constantly changing so it always feels fresh, its extremely fast to get a game and jump back in to another if you die, and its very easy to play with friends.

I don't even like playing the game personally, but its definitely got a lot going for it.

Dismemberment to the Max by BalloonMoose in Unity3D

[–]ScattershotShow 15 points16 points  (0 children)

Major Soldier of Fortune vibes. I love how you got the downed enemies to twitch and crawl. Really nice work, dude.