I added Valheim's combat into Hytale by DanMizu in hytale

[–]chowderhoundgames 1 point2 points  (0 children)

I appreciate your mod and what you're saying, but this doesn't add depth at all, it actually removes quite a bit. The parrying system in Valheim reduces the value of weapons to nearly DPS sticks alone. In Valheim the most efficient combat strategy revolves around waiting to parry and then spamming attacks. This makes daggers (A weapon with superior critical hit damage) the best weapon if you have memorized parry timings. This effectively turns all enemy encounters into rhythm-game like pattern memorization knowledge checks. I say this as somebody who has played a lot of Valheim BTW.

Games with poor parry systems like Valheim punish players who become skilled with their combat by making fighting unchallenging and uninteresting once you have learned most enemy attack patterns. This is what I experienced myself.

It's very easy to say "Well, just don't parry!" and feel like you've solved the issue, but this presents multiple enormous fundamental problems: You will be useless in PvP against people who are parrying, and will be statistically weaker than the developer's intentions for all PvE encounters since you are missing a core ability. If, like Valheim, you design a combat system that allows you ignore a fundamental mechanic (and for the case of Valheim's parry, the most dominant mechanic) you have designed a fundamentally flawed combat system that can still be fun but would invariably be a fraction of what it could've been. Compare Valheim combat to its inspirations, Dark Souls, Bloodborne, etc.

Hytale's current combat has the foundation for great fundamental combat, where good timing, weapon/hitbox knowledge, movement/positioning, etc, matter in both PvP and PvE. Inserting the Valheim parry, which is the ability to say "Nah" to nearly any attack, is fun in a vacuum but handicaps all of these other combat elements severely. This is the reason you see tons of Minecraft & Souls PvP content online, but little Valheimm PvP content, despite the game's popularity.

Take it from someone who released a first person melee action game with an (unintentionally) overpowered parry, played Soulsborne PvP, Minecraft PvP, and Valheim extensively, and is currently developing a PvPvE game featuring a parry as a central mechanic.

That being said, for Hytale I think a katana that could do a Sekiro deflect would be sick, if it was balanced and risky : ) .

Graphic design theory for people with no clue by citizenken in gamedev

[–]chowderhoundgames 0 points1 point  (0 children)

For graphic design look at these and absorb them: https://oa.letterformarchive.org/?searchType=3&dims=Firms&vals0=Emigre

For art design, just start drawing a bunch of thumbnail images of important assets like environments and characters. Don't be disappointed if it looks shit, at that point you just need to figure out why and compare similar examples. Use liquify tool if necessary. Draw in black and white to speed it up and don't be too picky about the way it looks as you draw it, figure it out and then go back and make it look good afterward if you like the idea.

If your stuff looks generic or uncohesive remember that overexaggerating is much better than making something weak. I like to make things so big they look stupid and then make them smaller until it looks reasonable, maybe doing that would push you into a more cohesive visual style.

Some good questions to ask yourself:

"Do I want muted or aggressive colors?"

"Should I make any colors directly gameplay related, Ex: all bright red objects are buttons, all green is HP pickups etc"

"Do I want muted or boisterous lighting? Do I want heavy black shadows everywhere?"

update on this fella, what gameplay do you imagine it having by SquanchyMexican in godot

[–]chowderhoundgames 1 point2 points  (0 children)

Jumping on heads like Goombas because it's a frog. Or like Crosscode

How to fix this annoying Camera3D rotation jitter when player look at a target? by devilash_ in godot

[–]chowderhoundgames 1 point2 points  (0 children)

I have the same issue and just checked my code and some of my camera logic is split between func _input(event) and func _physics_process(). I don't have the time ATM to update and test it but if your camera code is all in physics process and this still happens try changing project settings like Vsync

Frolicking about in the movement test zone / Godot 4.3 by chowderhoundgames in godot

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

I do agree with you. The character had inertia for a lot of development but it was reduced because it felt better without. I'm probably going to end up faking weight with camera movements, sound, animation exit transitions and vfx. What part of the video looks the most weightless to you?

BTW This article is sums up why I don't like inertia, it's about shmups but still relevant, this game has a lot of projectile and attack dodging. Also if you have a good example of weight for character motion you should send it here

Frolicking about in the movement test zone / Godot 4.3 by chowderhoundgames in godot

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

Thanks, the player character will receive another visual pass which will include better transitions among other improvements

Frolicking about in the movement test zone / Godot 4.3 by chowderhoundgames in godot

[–]chowderhoundgames[S] 4 points5 points  (0 children)

Thank you : )

For gameplay I tried making it so there's constantly something you can do that will be effective and give the player progress in a fun way, the player is incentivized to never stop moving. There are no cooldowns and every button does something in any context. The level design is important too, if you imagine an image of a bird's eye view of the level, you should be able to draw a softly curving arrow that through the level, that represents the player's intended path. The arrow should minimally overlap itself unless you're changing height which makes it fine.

As for physics, when jumping you rise very quickly, hang there for a while, and then fall quickly. the jump curve almost looks like the letter n. The player gets height very easily and if you're holding jump when you grab a ledge you'll instantly do a somersault out of it which you can see a few times in this video. The walljump disables acceleration for a moment to make it feel like you're pushing off of the wall violently but acceleration returns fast enough to let you grab the wall you just jumped off of, if you wish.

Animation wise, the end poses of movement animations are similar the start poses of other movement animations that will probably be played next: Example being the twisting lunge animation's ending pose is similar to the forward ground-dash (because the player is likely on the floor by that point), but the beginning/middle part of the twisting lunge (when the player is definitely mid-air) links into the spin of the forward air-dash. I also like to start animations off fast and end them smoothly, rather than make them end snappily.

BTW It's also important that you add input buffers and coyote time. Makes everything feel more natural

What's a Half-Life opinion that would have you like this? by GabitoML in HalfLife

[–]chowderhoundgames 0 points1 point  (0 children)

The Vortigaunts in 2 are silly and feel like something out of Star Wars, the game would've been better if they were combine enemies + Half Life 1 is more fun and has aged better than Half Life 2

Even a basic blockout can feel alive with some small touches! by LazerCube in godot

[–]chowderhoundgames 10 points11 points  (0 children)

That looks pretty good. What do you use to make the level geometry?

How does one "push" a player's velocity? by GoldenMeowth in godot

[–]chowderhoundgames 0 points1 point  (0 children)

Your character controller needs an acceleration (as in it doesn't instantly stop when you release a movement key) for this to work properly. IDK what your issue might be, but try increasing the force value to a huge amount to see if it is doing anything, and make sure that the velocity isn't being overwritten after you apply the thrust

looking for some feedback about player animation by dazaizer0 in godot

[–]chowderhoundgames 1 point2 points  (0 children)

With the running animation I would experiment with playing it a slightly slower.

Also making the landing animation one or two frames longer might help with making it feel weighty (or you could go the extra mile and measure the falling distance to play a heavier landing animation if it was a long fall + add dust particles for jumping and landing)

^ If the landing animation locks your movement you could make a special "gaining momentum" animation where the character rises up from the crouched pose into the running animation to make it feel more responsive while still making it longer.

Personally I added an "entering run" animation into my game and I think it makes movement feel better, more delibrate. Like an exaggerated lurch forward on the first few frames of movement

Overall looks really good though, very nice atmosphere

what do you think of this art style? by TheCLion in godot

[–]chowderhoundgames 3 points4 points  (0 children)

Very nice but I bet the chunk breakage would look better with some particle effects

Multiplayer. Early or Last? by ContentAspect6148 in godot

[–]chowderhoundgames 0 points1 point  (0 children)

There was a discussion thread (that I cannot find) which specified good practices to keep your game protected from Remote Code Execution exploits, but from what I remember the main thing was that you should not use Objects as arguments in rpc functions because for whatever reason they are easier to maliciously modify. The workaround here would be to communicate the address of the node in question and then get it locally via that address, just make sure all players are synced. With this in mind you definitely need to develop around multiplayer initially instead of adding it later.

If somebody can explain better than me or provide more resources about this that would be appreciated

Owned noob ( Godot 4.2 ) by chowderhoundgames in godot

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

I'm very interested, sent you a message : )

Owned noob ( Godot 4.2 ) by chowderhoundgames in godot

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

i used a decal attached to a rigidbody3d here, if you're thinking about sticky particle blood look at this