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3121
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Player / General / Re: Human Hugs
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on: April 07, 2015, 09:51:33 AM
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I'm not really talking about anyone in particular. A classmate of mine died about a month back and I started thinking about death and now I have a morbid fear of it constantly. I just don't want to die myself. I am completely and absolutely terrified about dying whenever I start thinking about it. So I get triggered by death in movies, and even laying down in the dark. The only solution I see is to ignore it, but then I'll have to face it eventually. Does anyone have words of advice on how to deal with my own mortality as an atheist?
Hm, reminds me of something that happened to me quite often as a child because I would keep thinking about my great grandfather who died. At that time I would just wait for it to pass and try to ignore it whenever it did happen. But now, I don't consider death that scary of a thing anymore, however weird that may sound. I kind of just know that it will happen anyways and that there is nothing to do about it. Plus, since I don't believe in any form of afterlife, I consider my life a precious and limited resource. My plans are to live happy, maybe find someone to marry and live with and do something fulfilling of my life. And as long as I can provide happiness for myself, I consider my life to be worth living. Edit: And, of course, hug 
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3123
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Community / DevLogs / Re: Kerfuffle
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on: April 07, 2015, 08:16:01 AM
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Wow, lots of insight from you guys on fighting game mechanics. Definitely stuff I'm going to use! I also realize how bad my propositions were....
BTW by esoteric I meant non obvious to you, not the player. Ideas you wouldn't think of normally but that still result in clear and smooth gameplay mechanics of course. You don't want to put fifty charge bars on the screen or fourth dimension movement just because it's different.
I also wonder in what kind of case you have the luxury of charging an attack for an entire second.
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3124
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Player / Games / Re: What are you playing?
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on: April 07, 2015, 05:46:34 AM
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I've played BoxBoy for the first eight worlds so far. It's pretty good and the mechanic is definitely unique to me, but I find that it holds your hand just a bit too much by showing you your moves. I think it should have gone the Super Meat Boy kind of way of letting the player figure everything out. That being said, I'm sure the end game provides great depth to counter the easy nature of early levels. I also like the way it tells its story.
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3125
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Community / DevLogs / Re: Kerfuffle
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on: April 07, 2015, 05:10:54 AM
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How about no recovery, but you can only use it so often? like every ten seconds?
Or, alternatively, you can calculate in advance if she's gonna fall of a platform during the attack, and if she does, the attack simply doesn't trigger.
Try to think of esoteric ways of balancing, it (almost) always leads to interesting design!
Oh, and nice progress so far, keep it up!
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3126
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Player / Games / Re: 3rd-person 3d games with good weight of movement
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on: April 06, 2015, 02:22:51 PM
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basically looking for games that feel closer to the physicality of walking vs popcorn butter nah SM64 Does have great weight of movement because of all the momentum based platforming that you do. However, I would be a fool to call it realistic. Both definitions are different.
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3131
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Community / DevLogs / Re: Kerfuffle
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on: April 06, 2015, 07:34:21 AM
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I just downloaded the original off of gamejolt, and I can't wait to this weekend for the build! I'll maybe try the game with a friend or my brother.
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3136
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Developer / Art / Re: The animation thread
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on: April 02, 2015, 09:40:30 AM
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Here, it's not an iteration on the swing, but it did help me figure out anticipation a bit.  (Swiggity swooty, I'm coming for that Rozy) - "AH! where did my upper body run off to?"
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3137
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Community / DevLogs / Re: Lightfield[wt]
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on: April 02, 2015, 08:44:13 AM
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First point: This looks really good and the insight on platforming physics is really great!
Second point: Your main character looks like an earplug. Do what you want with that information.
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3139
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Player / General / Re: Fight Thread Pollution! Post here if it's not worth a new thread!!!
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on: April 01, 2015, 03:48:26 PM
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That's how golden eye works more or less, this mode is accessible in halo too. The define vertical might have a problem of resolution (precision) but then why not try this in a prototype, it takes very little to implement in modern 3D engine. Might not work as a generic replacement for FPS game in general, but a single game around this might fly. Strafe is important for small adjustment, trust me.
Edit: this might fly on a vehicule based game (strafe removal included)
I like the vehicle mode idea! I will take a look at my options for a quick engine prototype and see if it works well enough!
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