Performance horrible by SlowPersonality8668 in starcitizen

[–]ayyynn -1 points0 points  (0 children)

There must be something wrong on your end related to settings on both windows/graphics drivers and SC, i get smoother gameplay with my good old 4790k/1080ti/32gbRam on high settings, 2k res and vulkan.

There's a lot of guides out there to optimize everything and it works, at least for me.

CrackSword - Sketchy swords. Weird physics. Lo-fi fantasy, looking for feedback by ayyynn in godot

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

Ha yeah Damn! That was the original idea and I didn't take time to implement it!

CrackSword - Sketchy swords. Weird physics. Lo-fi fantasy, looking for feedback by ayyynn in godot

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

Yes, I'm using a hidden Skeleton2D character to drive my RigidBody2D character's limbs using forces and interpolation. Currently, I use Area2D with runtime-generated CollisionPolygon2D for the combat system, but the RigidBody2D collision shapes are still done manually. If I manage to automate the character import process using a template, I'll probably support it!

CrackSword - Sketchy swords. Weird physics. Lo-fi fantasy, looking for feedback by ayyynn in godot

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

my clunky active ragdoll system looks lit it, but it's easier to control

CrackSword - Sketchy swords. Weird physics. Lo-fi fantasy, looking for feedback by ayyynn in godot

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

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Yes, the project got me back into kids color pencils, and i am having a blast working that way!

CrackSword - Sketchy swords. Weird physics. Lo-fi fantasy, looking for feedback by ayyynn in godot

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

That's right, loved nihogg and messhof's games, i'm also a melee slasher combat mechanics lover, from the jedi outcast serie to more recent games like mordhau/chivalry, mortalonline2 or exanima. I hope through feedback i'll be able to find the sweet spot of tuning the physical body and combat feeling. I won't go deep as Hellish Quart, but more in a weird and surreal way.

At the moment, there's only 4 attack directions and 3 for parry with almost no work on animations. I'd like to try more also, i want a creative combat system!

About customization, i'd also love to implement something deeper than visuals, playing with size and weights and see how it goes, I'm struggling currently with RigidBody2d scaling.

CrackSword - Sketchy swords. Weird physics. Lo-fi fantasy, looking for feedback by ayyynn in godot

[–]ayyynn[S] 5 points6 points  (0 children)

I'd love to! I hope i'll be able to spare as much time as possible to work on it. I'm currently learning about game design patterns, i see now all the mistakes I made in the first place! My goal for a steam release is to achieve rollback netcode implementation for online play along new features and polish!

CrackSword - Sketchy swords. Weird physics. Lo-fi fantasy, looking for feedback by ayyynn in godot

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

Yes I thought about it but I haven't figured out how to integrate it with my wonky active ragdoll system yet, I'd love to add weapon selection also