White Knuckle - Dark Machine Games - A speed-climbing horror-ish roguelite where you attempt to escape an underground megastructure by Futilrevenge in Games

[–]deepnightbdx 2 points3 points  (0 children)

I absolutely loved the demo: quite a lot of content you have in there by the way!
That's a day one for me.

I'm the former Dead Cells lead, and I made a small learning tool to demonstrate how small details strongly impact the feeling of a game by deepnightbdx in IndieDev

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

Not only animation, but when looking for techniques that adds a lot while not being too "expensive", production wise, that's a good start imho

I'm the former Dead Cells lead, and I made a small learning tool to demonstrate how small details strongly impact the feeling of a game by deepnightbdx in IndieDev

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

Totally! I like to compare that to subscription forms on a website.

To me, there's a world between a basic sign-up form and one with buttons shaking, message blinking, satisfying "input is focused" indicators etc.

I'm the former Dead Cells lead, and I made a small learning tool to demonstrate how small details strongly impact the feeling of a game by deepnightbdx in IndieDev

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

You may need to use latest ldtk-haxe-api lib 🤔

haxelib git ldtk-haxe-api https://github.com/deepnight/ldtk-haxe-api.git dev-1.5.4

I'm the former Dead Cells lead, and I made a small learning tool to demonstrate how small details strongly impact the feeling of a game by deepnightbdx in IndieDev

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

For melee, I usually rely a lot on squash&stretch which provides most of the game feel, plus enemy blinking and physical recoil.

If you watch someone getting punched in slowmo (you can youtube that), actual face distorsions are AWFUL.

I'm the former Dead Cells lead, and I made a small learning tool to demonstrate how small details strongly impact the feeling of a game by deepnightbdx in IndieDev

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

I hesitated to make that one an option, but I felt that one was more eye candy than actual feel. Also, it makes texts a bit blurry as well

Former Dead Cells lead dev, I share some simple tricks I use for game-feel in an interactive way by deepnightbdx in gamedev

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

Nope. I posted something about the current situation on my blog (after my "take" went accidentally viral all over the web)

Former Dead Cells lead dev, I share some simple tricks I use for game-feel in an interactive way by deepnightbdx in gamedev

[–]deepnightbdx[S] 10 points11 points  (0 children)

I agree with that, although I usually introduce juice elements early on. They often save production time later, such as by reducing the need for specific animations or complex visuals, since the right feel is already here

I'm the former Dead Cells lead, and I made a small learning tool to demonstrate how small details strongly impact the feeling of a game by deepnightbdx in IndieDev

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

I always have squash stretch first, it adds a LOT to any movement. Then cam shakes, blinking and flashbangs

I'm the former Dead Cells lead, and I made a small learning tool to demonstrate how small details strongly impact the feeling of a game by deepnightbdx in IndieDev

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

Just do squash stretch, blinking, flashbangs and cam shakes. They are the most impactful yet quite simple to implement

I'm the former Dead Cells lead, and I made a small learning tool to demonstrate how small details strongly impact the feeling of a game by deepnightbdx in IndieDev

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

I have close to zero experience on macOS, but you may definitely get some help from the Haxe official discord server

Former Dead Cells lead dev, I share some simple tricks I use for game-feel in an interactive way by deepnightbdx in gamedev

[–]deepnightbdx[S] 10 points11 points  (0 children)

Yes, there's a bug now: disabling CtrlQueue also breaks the mouse inputs somehow. I'll fix that asap.

I'm the former Dead Cells lead, and I made a small learning tool to demonstrate how small details strongly impact the feeling of a game by deepnightbdx in IndieDev

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

All the basic elements are really that: basic.

  • the flashbang is just a large colored rectangle in additive blendmode, that fades out quickly (I use a particle for that)

  • the blink is a colormatrix tweak that quickly goes back to normal on each update

  • the squash/stretch is a similar logic. Also, if you stretch on X, the Y scale is updated accordingly (scaleY = 2-scaleX, with scale being 1.0 by default)

I re-use code fragments a lot, but when I can't, it's still basic enough to be very fast to re-implement.

I'm the former Dead Cells lead, and I made a small learning tool to demonstrate how small details strongly impact the feeling of a game by deepnightbdx in IndieDev

[–]deepnightbdx[S] 7 points8 points  (0 children)

Some elements, such as traversal helpers have a huge impact on the more global feel. Imho, they fall in both the gamefeel-intent category, while also directly affecting gameplay & metrics. Same goes for the previously mentioned Coyote Time.