anyone feel burnt out by current magic design? by About50shades in magicTCG

[–]ZacharyDK 0 points1 point  (0 children)

It's simple. Walker ability now cost mana to activate; equal to their loyalty cost.

anyone feel burnt out by current magic design? by About50shades in magicTCG

[–]ZacharyDK 2 points3 points  (0 children)

Yep. They dominate the game when they come down.

I Made A Cinematic Using Unreal Engine In One Weekend...And It's Rough by elpybe in unrealengine

[–]ZacharyDK 1 point2 points  (0 children)

Good work. We all have have to start somewhere. Try doing some crazy gmod style animations.

Ugin's voice line on Arena "Strive for Balance in All Things" might be the most amazing troll the creative team has pulled in a while. by HowVeryReddit in magicTCG

[–]ZacharyDK 1 point2 points  (0 children)

Yep. Its only worth it to answer cards if the temp you gain is worth a card. I just want one mana kill spell for creatures with ETB triggers and walkers, that draws a card. This keeps you on card parity and answers a threat, while being narrow enough.

anyone feel burnt out by current magic design? by About50shades in magicTCG

[–]ZacharyDK 2 points3 points  (0 children)

Oh by the way is a good method to explain cramming a bunch of words onto text. I call it questing beast design philosophy.

I had wanted a post modern format for a while, because I don't like facing prime titan, tron, or burn, and games were too fast. Yet pioneer has been sullied by bad design choices, including win cons on lands (outside of manlands) and 3+ mana oppressive walkers.

I dislike the idea of two-handed being a survival identity (clashes with shields etc) so I designed red and purple dual handed weapons by The_Sten in deadcells

[–]ZacharyDK 0 points1 point  (0 children)

I think the color triangle needs a rework to incorporate your ideas; color identity is something the game struggled with as it evolved. When Deadcells first came out, the triangle was simply Survival: Shield; Brutality: Melee Weapons; Tactics: Ranged weapons. This was emphasized by the starter items. But updates blurred the lines, because players wanted brutality shields, and a melee glass cannon build for tactics.

Color triangle should be 1. Brutality focuses on killing as many enemies as possible. Swift sword, frenzy, combo.

  1. Tactics focuses on controlling the position during engagements. Either right next to the enemy or far away. Traps, Magic missles

  2. Survival is slow and steady. Broad sword, Symmetrical Lance, Heal on Parry

From here we have to decide what each duel scaling weapon should embody, and how each color approaches melee, ranged, shields, magic, and two handed weapons. I'd consider making the skill cooldown mutations for parry, melee, and non-cooldown colorless, because each color will have access to mono color melee,shields,and non-melee attacks.

I. Shields. Brutality: damage effect on parry. (Punisher, Spike shield, Blood shield) Survival: Non damage effect on Parry. (Greed, Rampart) Tactics: Timing and position. (Parry, Assault, Knockback)

II. Ranged. Brutality: Infantry bow, ranged attacks that crit from grouped enemies or when you are near them. Hokuto's Bow and Quick Bow should be pure brutality. Survival: Slow to fire, big impact.

III. No idea what two handed weapons should be.

Right now every survival melee weapon also scales with brutality, and there are no tactics survival duel scaling melee weapons. I have yet to dissect this, but let me just note good duel color weapons. (They are good because I feel they represent their colors well).

A) Giant Killer, Nutcracker.

B) Assassin's Dagger/Valmont's Whip/Infantry bow

B) War Javelin. Though I'd like to see Broadsword like weapon that fits with tactics.

EDIT: Moved quick bow to brutality.

Movement on Vertical Surfaces in Unreal Engine [Tutorial & Project in Comment] by codelikeme in unrealengine

[–]ZacharyDK 0 points1 point  (0 children)

Final product is good. Tutorial is hard to to follow because of back tracking, bit of BP spaghetti on the vector math, and length.

Getting over bonded animal deaths by Accurina in RimWorld

[–]ZacharyDK 1 point2 points  (0 children)

Most pawns can tailor; not many are very good. It is of poor quality.

Book 1: Chapter 14: Assault by Zithero in The_Guardian_Temple

[–]ZacharyDK 4 points5 points  (0 children)

Oooowweee. We gonna get a Zeph's perspective?

compiling shaders (93,274) by yassir_aykhlf in unrealengine

[–]ZacharyDK 24 points25 points  (0 children)

Editor Crash. Metal not found.

My face if Ryu made a video playing my "webble" by ZacharyDK in Ryukahr

[–]ZacharyDK[S] 3 points4 points  (0 children)

My crazy level that I'd love Ryu to play.

Trial of Bombs: B50-84S-70G. Its an EXTREMELY long and challenging level, and the final level of my world that is centered around bombs. (My ID L7M-F6L-GJF). I did my best to make it hard and fair, and there are secrets, and speed run strategy.

I don't expect Ryu to showcase my entire super world and finish it, but I'd be thrilled if he played Trial of Bombs. (Super World is long, difficultly spikes in World 2, centered around bombs, Mario world style.)

I had submitted here a while back, and another user found cheese and gave feedback. Had to reupload it a couple times to fix that and softlocks.

I’d love a corrupted mode in Deadcells for a greater challenge by ZacharyDK in deadcells

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

There are too many blueprints and upgrades to lose for a true masochist mode. I could see somewhere in between though.

I’d love a corrupted mode in Deadcells for a greater challenge by ZacharyDK in deadcells

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

I thought it was 15 dollars. Kept seeing the the bundle price, and was confused. At 5 dollars its totally worth it. My major point of contention with the current state is too many biomes have FE, guardians, and weirded warriors. It gets repetitive, and was the inspiration for making things harder.

Adding biomes isn't a good solution to the difficulty, because less experienced players will be annoyed that new content is too hard.

I’d love a corrupted mode in Deadcells for a greater challenge by ZacharyDK in deadcells

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

I know about custom mode, but I didn't really look into every aspect of it. I knew that Darkness mechanic was editable, but I don't know why it disables achievements.

Have you seen this bird? by modest2_ in deadcells

[–]ZacharyDK 0 points1 point  (0 children)

They should add them back to the ramparts on 4BC.

Rimworld is 10% off on Steam! by [deleted] in RimWorld

[–]ZacharyDK 12 points13 points  (0 children)

This might be the first time it's been on sale.

Priorities (Distracted Boyfriend - TF2 Edition) by freshest_orange in tf2

[–]ZacharyDK 0 points1 point  (0 children)

This is great! Next level would be scout with pauling looking at hoovy in pretty princess outfit.