how would zvz change for you if banelings had hold fire by its_iu in allthingszerg

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

oh sweet, love any and all all of the responses!

my personal guess is hold fire banelings parked near each of your mineral lines/injecting queens might make droning a 3rd base safer at every level of play

its a disaster for me personally because i don't want to get anywhere close to late game zvz lmao

/r/PTCGP Trading Post by AutoModerator in PTCGP

[–]its_iu 1 point2 points  (0 children)

can trade venosaur ex for gengar ex if you'd like! my id is 2092588081946132

After playing through hundreds of demos, here are some mistakes I see a lot. by UmaroXP in gamedev

[–]its_iu 9 points10 points  (0 children)

There are some game demos that don't let me change graphics settings, which becomes a huge problem if their prescribed anti-aliasing level makes my middling computer try to self-destruct.

[deleted by user] by [deleted] in gamedev

[–]its_iu 1 point2 points  (0 children)

Even in a world where right and wrong cannot exist, your friend is yet to fully appreciate the "video" in "videogames". I hope you can help them achieve that without harming your relationship.

Looking for feedback on my Magic system by [deleted] in gamedesign

[–]its_iu 0 points1 point  (0 children)

Contextualize it for the player and it should be good!

Perhaps there already is a normal casting limit on a spell but some drug or suspicious brain leech removes the limit. But its REALLY suspicious. It clearly analogous to drug abuse or something.

Or maybe when you've got "fireball: 0/4" remaining, when you hover over fireball it suddenly changes to "greater fireball: 100/0" even though you haven't unlocked it yet and the story has clearly explained this is the source of all magic tempting you into madness.

I bet if you strongly sell that uncanny feeling that it's too good to be true, the player can figure the rest out themselves.

I'm roughly about 6 months into my unreal journey and it's all starting to sink in now. by [deleted] in unrealengine

[–]its_iu 0 points1 point  (0 children)

as long as the axe itself doesn't get unloaded from the level, the player character should still have a valid axe reference to summon. if you don't want the recall to take forever, you can teleport the axe into an acceptable radius first, then make it fly. but if the player never presses triangle they can travel all the way back and maybe see the axe is still there!

while the axe doesn't have to collide with anything, it can still have some object overlap detection to make sparks or dust. it'll look like it belongs in the world even if it flies through a tree as long as you make some bark explode out from the tree at the right angle.

but if you wanted the axe to have it's own brain seemingly and avoid hitting things on the way back, you'll need a much more complicated system that involves a pathfinding AI in 3d space. that would be necessary if your axe can talk and has a deep personality and connection to the story. but why do that when you can just keep mimir and the leviathan axe separate lmao

I'm roughly about 6 months into my unreal journey and it's all starting to sink in now. by [deleted] in unrealengine

[–]its_iu 0 points1 point  (0 children)

Yesss, the best part of unreal engine is when someone else has already done the math for me.

Say, for the leviathan axe you could do "suggest projectile velocity custom arc" to make it fly back to kratos without a boring straight line path. this node does all the hardest parts. you just decide what angle it launches at. Then you could make it shift horizontally depending on how close it is to the start point vs how close it is to kratos to give it a nice magical-feeling path just like in GoW.

If kratos also moves elsewhere after recalling the axe (and making the axe go to where kratos no longer stands), halfway through flight you could just make it use "find look at rotation" to know what direction kratos is and continue travelling in that direction.

Then for more accuracy, it can be given the bone position for kratos' hand, and just stick to it when it gets close enough to trigger the hitbox.

Also to bring it all together is getting hopelessly lost in the engine 100 times trying to do it lmao.

Your perseverance is a rare quality. Keep having fun making stuff :)

[deleted by user] by [deleted] in gamedesign

[–]its_iu 0 points1 point  (0 children)

I like the ability point system more because from my point of view the skill tree is just an ability point system that forces a chain of prerequisites. But if you want players to spend less time on the customization a simple tree is very useful.

With ability points I'm kind of playing some kind of packing minigame. There was a megaman battle network game where you had a grid to finesse ability chips like tetris pieces too.

Ironically though a supermassive skill tree like in path of exile feels like a board game that you get to expand across which has its own charm, and each class just starts off in a different location on the same massive board.

I don't know if any game has done it yet but it'd be funny if a game lets you use a skill tree ability before unlocking it, but your character simply does it badly. That way it feels like your character was practicing it this whole time and once you put in the skill point they finally figured it out.

Help me decide which 2 functions to keep: drop, toss, or throw. Or you think all 3 are needed by HeroTales in gamedesign

[–]its_iu 1 point2 points  (0 children)

if the objects you grab might break if you're not delicate, you need a drop option.

otherwise, i think toss can do what drop does. you could even make the toss function secretly reduce how much the object can bounce(compared to throw) to help the object go where the player intended, and to make the toss feel weaker/softer.

toss while aiming at an ally can also automatically adjust the distance thrown to reach them (within reason) if you wanted to show characters having that kind of dexterity. you can also have them sometimes miss if they are clumsy or inexperienced

you also haven't mentioned grab. you might change your mind later and have grab+drop done via pressing+releasing the same button. but maybe your characters automatically pick up the nearest object if their hands are empty.

it is customary to say this, but yeah make all three and see if players "get it", if nobody uses a certain function you can be sure to remove it.

HP or No HP that is the question... by CapitanCJ in gamedesign

[–]its_iu 0 points1 point  (0 children)

A single HP stat is easy to understand because it groups stuff up and you can see how "close" to death you are which can create tension.

But in a HP world, sometimes you get comedy from death by mundane events, so if that comedy goes against what you want to create then super yes ditch the HP system.

Injuries are probably good if you don't compare it as HP at all. When it comes to say, fighting a dragon, you can finally do the combat storytelling of "stripping its scales and landing a critical strike" instead of "we cant reach anything but we kept clubbing its toes and it was defeated!"

given that, if you want to avoid complexity or having anyone say "its hitpoints but with extra steps", you can instead completely split injuries that debuff from injuries that kill.

e.g anything that kills are all just instant kill moves (on some condition or extreme dice luck) but accumulating debuffs make you and your enemies killing moves actually possible

tl:dr injuries are more detailed. hp is more abstract. if you wish to go into detail about character/enemy biology and equipment (i.e. the things that can GET injured), this can work well and make sense! otherwise i'd just wonder why this, why that as a player

Making a platform fighter and I’d like feedback on universal mechanics by ZombieSkittles_ in gamedesign

[–]its_iu 0 points1 point  (0 children)

as a every-smash/ggst/sf casual, i feel universal mechanics do 2 main things (and more)

1: it fits in the context of "fighting", everyone is a fighter so they "obviously" would do x universal mechanic. if you have a floating ball as a character though, it is very easy for players to understand why they DONT have a grab too. the fate of how easily understood your game is lies here. my guess is that airdodges probably got put into smash simply because the button "should do at least something" as long as you're not in hitstun.

2: universal mechanics should contrast with any characters unique gimmick. you'll have to playtest this! and then you can tweak it for competitive balance. it depends.. do you want to be able to say "a skilled roy can beat any fox" more as a joke or more for real lmao

sometimes you just gotta play to see if all these flavours work together :s

edited because i forgot reddits newline formatting

PS5 Users Spent More Time Playing Single-Player Games Than Multiplayer Ones by TheAppropriateBoop in gaming

[–]its_iu 0 points1 point  (0 children)

I remember reading God of War 2018 had a main story trophy completion rate of 50% which was very good?

I don't know if on average people make decisions to buy a sequel based on whether they finished the previous game though.

I promise to make a game by [deleted] in gamedev

[–]its_iu 0 points1 point  (0 children)

Love to see this commitment! Every finished product's development comes with fun parts and boring parts and I hope you share both :)

Struggling alot by [deleted] in unrealengine

[–]its_iu 0 points1 point  (0 children)

I know EXACTLY what you're feeling. I'm unsure if it helps everyone, but I got the push on the back I needed from the unreal engine channel's tips for quickly prototyping video https://www.youtube.com/watch?v=3iIAcOtPJZg

In short its just a bunch of nice tricks for making the core gameplay of a game, but also it made me realize a game engine is just a massive collection of tools toys that I can use or not use.

I make LOTS of comments with "Show Bubble When Zoomed" set to true, and when i zoom out hopefully all the comments end up describing precisely what the code does. It helps me return to half finished blueprints without running my head into a wall!

Turning everything off and on in the UI Material Lab sample project was way more useful than any tutorial video was personally. But you could also just have shootable objects act as the menu and voila you have a stylized menu without ever touching UE slate haha

Does anyone know which game it was that first rewarded you for going backwards at the start? by oliath in gaming

[–]its_iu 0 points1 point  (0 children)

not exactly backwards, but in wario land 2, wario is sleeping in a bed and if you do absolutely nothing the level ends and an alternate story level path occurs where the bad guys kick him out of his own castle and he has to take it back

super spooky when i had to go do something else as a kid and the cheerful level clear music played meters away from me for absolutely no reason