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    2. Septopus

      Arcade car physics

      That's looking really great!! You should definitely start a project page/blog here(it's all available on gamedev.net), it's a great way to get some more feedback and have a central location to keep your updates if nothing else. Just click on Blogs or Projects from the home page and you should get the option to start a new blog or project respectively. A project page is just general information about your game/project, and a blog can be used to post updates about a project or anything on your mind really. Can't wait to see what you make!
    3. JoeJ

      Interpolation over Mesh

      Yes, what you want is called a 'harmonic map' from given boundary vertices. To build the laplacian you need to calculate 'cotan weights' per edge to guarantee values propagate in equal quantities over all directions on the irregular mesh. Here is a tutorial that solves the problem with simple iterative method: http://rodolphe-vaillant.fr/?e=91, but you can also solve just one linear system per color channel. Notice that cotan weights do not work well if triangles contain angles much larger than 90 degrees. In practice you can mostly ignore this. Otherwise a solution is to flip edges until you get a proper delauney triangulation, or to modify weights (i remember a paper: 'HOT' method).
    4. Septopus

      It's NOT a Simulation! :D

      I think I've finally put my finger on the button(s)(quite a few apparently) that may explain my project. It's helping me to clarify my vision anyhow, so just play along okay? I'm not building a game simulation.... I've been trying to use that term because it's what everybody else uses, and it really just doesn't fit my project at all. There is no single starting point and there is no single ending point. The story elements are to be primarily interaction based and not strictly tied to highly specific locations or circumstances. The visual synchronicity of the experience is only dependent on entity proximity, which in effect makes it more of a relativistic kind of synchronicity than the absolute kind anyhow. All gaming entities(players,npcs,mobs,bosses..etc) will be autonomous actors in the gaming environment, regardless of what controls it. e.g. Each NPC will essentially be their own entirely isolated behavioral code(running on a server OR client node somewhere). This code will generate a game entity that is just as actualized in the environment as any other object or player character, it will just behave according to its "script". All in real-time, with client controlled physics. So, I'm building a "Multiple Entity Gaming Environment".... It's a working title.. In essence, instead of streaming data that has been aligned to a unified simulation out to many many clients, I'm streaming data about many many ongoing semi-synchronous real-time "INTERACTIONS" from game clients into a massive, fast, circular buffer. From which, the servers shall draw conclusions and route corrective actions to multiple endpoints simultaneously, and hopefully in many cases, preemptively. When we're worrying about things in a game becoming out of sync, it's usually in relation to some kind of fast motion or relative positioning, a gun-shot or a left hook, something that is moving/has moved/will move and the event needs to have the same outcome on multiple gaming clients. Users in most games with this kind of action, don't generally care if their team-mate was .5 meters closer to them then they looked like they were when they helped shoot down the boss. They only care that the shots they saw coming from that team-mates gun were hitting the mark that the team-mate was aiming at, which was hopefully the boss, if the team-mate is any good. This may be something of a contrived example, but it more or less illustrates my point. As long as the servers can provide the appropriate real-time adjustments to certain aspects of the entity interactions to make the synchronicity fall into a zone of acceptability, then nearly all the heavy lifting can be done by the client without running every client input into and back out of a tightly wound server controlled simulation. Then, how do we control anything? The major change here is how Authority is implemented, in a standard server-simulation, the policy is trust nobody. Here, it is trust everybody, but also verify and cross-check everything. In this paradigm the authority is purely corrective in nature, with designs on preemptive corrective abilities(where applicable), but primarily relying on minuscule corrective actions that steer the simulation variances into a zone of acceptability. Another fairly extensive level of control comes from the decoupled nature of the system. Since all entities are autonomous components, they can each be turned on or off at will. So, that pretty much gives us all the control, never heard of before. Each entity can be rewritten, debugged, uploaded and instantiated into the game. Without a single system restart, or change to the game code(goals, I got em). So, since we aren't wasting all of our server horsepower on a massive interactive simulation, we can use it to play cop, crossing-guard, mail-carrier and chauffeur all at once. We can implement heavy-handed position and relative distance checking into the entity data feeds that are being streamed INTO the servers, we can correlate those patterns with known good behaviors and known cheat behaviors/known out of bounds behaviors. We can implement corrective actions that will steer the entities back into synchronous path(s) when necessary. And we can allow certain entities to become out of sync for longer periods without risking the integrity of any one game-wide "simulation". Generally speaking, entities that fall too far out of sync can either get dropped like a laggy player, or will be re-instantiated from a node of the network closer to the action, depending on it's level of importance to the current branch of the narrative/network or game conditions. Haha, well I hope that this rambling mess helps you understand what I'm doing better. The more I write it down the clearer it becomes to me. I started building this beast before I even knew what it was going to look like.
    5. Brunni

      Arcade car physics

      A little demo of what I have so far It's all coming up so nicely. I feel like a student again haha, trying many things until I just get it right (and leave no room for something fishy or not figured out). I'm not completely blocked for now. I'll add the downforce (starting with a simple force parallel to the normal to the ground surface below the car, multiplied by the velocity of the car in its local coordinate system), then friction (so that I can push the engine much further, as it's currently almost free-wheel, and it can fight gravity better, allowing for fun, arcade slopes) and change the shape of the car collider obviously (sphere?). Will keep you posted thinking about starting a project topic btw, if you have something for that? CarGame-v1.mp4 Yup exactly! Thinking about doing exactly that. Like him I have a target suspension compression of 0.75 (well in my system it means the opposite of him, where 1 is fully extended and 0 compressed), so I'm thinking about increasing the damping a lot when we reach 0.25, this way the car body will never actually hit the ground. This is one of the things that are so easy to do when you do it your own way: I believe Crash Team Racing didn't even check for collisions on the bottom of the body, only simple sideways checks, and then restituting the same equivalent force to both bodies so that they split quickly, and for walls it's likely the same as they do in most FPS (one thing that I haven't grasped at all yet).
    6. TeaTreeTim

      Interpolation over Mesh

      You're sweating the interpolation algorithm but skimp on how the vertices in question know the colours of their neighbours. Is colour a component of vertices or determined based on something like textural coordinates? Is this a pre-computed operation or something you want to do runtime, if so how? How do you associate vertices, by triangle neighbour relationships or by vector distance apart?
    7. Today
    8. Given a mesh with N vertices suppose that we know the colors for a subset of those vertices. How to interpolate the colors at the known vertices to the other vertices? I've only seen one paper called "Interpolation on a Triangulated 3D Surface" that it looks like MATLAB implements in mesh_laplacian_interp. However, this paper looks kind of old and I'm wondering if better algorithms have been developed since then.
    9. Shmelkin

      Improving Interrupts

      Can't say for xcom, but in vanilla Ja2 interrupts are completely determined (mostly by experience level), there were no random interrupts in original game.
    10. Dear everyone, this is my newest game, please check out and give me feedback. Thanks for your consideration. Overview: Cross n Puzz is a creative and addicting word puzzle game. It not only challenges your brain but also improve memory and other types of cognitive function. For IOS: https://itunes.apple.com/app/crossword-puzzle-image/id1435575074 For Android: https://play.google.com/store/apps/details?id=com.caag.crosswordnpuzzle Game trailer: https://www.youtube.com/watch?v=stNuktpJH44&feature=youtu.be Crossword Puzzle Image Trailer Official.mp4
    11. A lawyer could tell you about the risks, so you can decide whether or not you are prepared to take those risks. There's a list of game lawyers pinned to this forum.
    12. phil67rpg

      1943 Plane Game

      I have got both planes to shoot bullets in all directions.
    13. Hello! In my game, there's a character that loves cosplaying. Everytime you meet him ingame, he'll be wearing different clothes related to animes/cartoons/games/movies/people. He also dislikes pants and is always in his underwear and flip flops, which is one of the ways you can recognize him. His physical shape also changes everytime you meet him, as a part of a joke that is explained in game. This design choice will be a core part of the game's story and I wanted to know if there are any copyright issues. He'll never reveal which character he's cosplaying and it won't be super obvious. The player has to guess who he is (i don't know if that changes anything copyright related, but I thought I should mention it). Here's what 3 of his cosplays looks like (einsten, luffy and popeye): Does anyone know if I'll have copyright issues with this? Thank you!
    14. I believe you may be referring to Player Character Animations and Network Player Character Animations? Well, that's what I call them anyhow. The Animations themselves are no different in nature. It's the controller that is different, one(the Player Character) is controlled by the Game client's input devices, either directly or relayed to the server first for authorization, and the other is controlled by the server according to input from another player's Game Client. They are both generally speaking animated rigs with meshes that are made in 3D modeling software, usually different assets altogether, but still just 3d models with animations. Let me know if I misread or missed a point you would like some further help with. There are lots of options for adding network play to your games in Unity, are you using one of those or are you trying to build your own?
    15. [I accept: tutorials, videos, blog posts, scripts, any help is useful] [Preferably, if you are sending scripts to help please in C#] (i already created a post in a discord server, so i'll attach the post print)
    16. RulerOfNothing

      Does anybody help me?

      One simple way would be to have each asteroid have a size, and when you shoot an asteroid spawn a smaller asteroid (size 1 or 2) and decrease the size of the asteroid that was shot by the size of the spawned asteroid.
    17. phil67rpg

      1943 Plane Game

      I am still working on my 1943 plane game. I have got the one plane to move and shoot bullets in all directions. I am going to do the same for the second plane.
    18. The book Texturing and Modeling: A Procedural Approach was super helpful for me. That being said, on Amazon it's listed for $101 USD for the hardcover edition, which is way more than I paid for it many years ago. A lot of the information in that book can be found online, as it deals greatly with things like fractal noise.
    19. hplus0603

      Auth tokens

      The data in the token is potentially encrypted and signed, but that doesn't protect it against interception and re-use in transit, unless you also have transport security (such as HTTPS.)
    20. Yesterday
    21. Rutin

      Update 0.19.0

      No problem! Keep up the excellent work!
    22. Hello all, I'm looking to learn some tools for making programmer art. (for prototypes and whatnot) Are there any resources you've used that have been very helpful and stood out to you when learning art skills as programmers?
    23. Not really, but what you describe sounds like building / using a 2D BSP tree. There the definition of 'Halfspace' is one or the other side of a single line which seperates them. (The line can have start and end point, but it is extended to infinity when dividing space.) Then each of the two spaces can be divided further recursively to two child subspaces, using new lines which form intersections with the parent line. (Those intersections clip the child lines so they are no longer infinite.) The result is always a set of convex cells. Finding Boxes which fall into a certain subspace can be done efficiently by traversing the tree bottom down, and of course you can limit your seperating lines to be axis aligned. The first Doom game used this kind of trees to define its levels.
    24. tldr; -> just read the bold words Youtube Updates: https://www.youtube.com/watch?v=vPQltrr-Juo About This Project What is the name of the project, you might ask. The project is nameless right now since this game will be created all around the creative influence of it's early community. The problem of a community-driven creative process is the many developers or their games lose their identity and personal touch. My goal is to find a perfect balance between community influence and my personal taste. This is my first game which I aim to professionally release on several platforms. I am ready to embrace the challenge and also prepared for a (hopefully) not to bumpy ride and I invite you all to join me. About The Game I do not want to give too much away yet but the basic idea is to design a game which has a turn-based strategy system. You are a hero who controls an army of restless souls which are the classic RPG breeds - Ghouls, Ghosts, Skeletons, etc. There are several kingdoms in this realm who fight for territory. You used to be a hero, but your name has been forgotten. In this realm, every soul that enters it is nameless and unimportant. Though, it is still possible to make a name for yourself and your underworld kingdom. You are a commander of battle and a commander of war. You collect souls to fight for you in battle, strategically place your man and spread fear among those who try to stand in your way. The goal is to make this realm yours. There will be a few classes to choose from. If the interest in this game is big enough, I will consider adding more. Right now, I plan to add 3 to 4 classes. Planned features are: Boss fights Stamina System (Each turn +1 Stamina) Experience System Optional Hardcore Mode Highscore Items and Equipment Alchemy Interactable objects on the battlefield (e.g. temporary boosts, Small Story-line (main focus is on the gameplay) Not planned yet, only in future updates if: Crafting system More items PVP More customization More Storyline More Maps How can you help? There will be weekly votes on several aspects of the game on forums and maybe someday youtube. Just vote! Give advice and feedback Constructive Criticism Follow on Youtube and like the videos (only if you really like them!) Spread the word Donate assets (3D Models, 2D GUI, Textures, Unity Terrains, etc.) They will only be used if they fit into the games design Pricing As passionate gamer on a budget, I dislike the idea of overpriced titles and Micro-payment. Of course, it would be too early to determine a price and marketing strategy just yet. But I can promise that this title will cost under 20€ on PC. On Android it will probably cost around 5€ at most. Multiplayer Since it is my first project, I have not planned to implement multiplayer, just to keep things simple. But the main reason for that is that currently there would be too few players to play online, resulting in a poor multiplayer experience. Local multiplayer could be a considerable option. About Myself I am 22 years old and I study Computer Science in Germany. My main programming language is C#. If you want to know more, feel free to ask! Pictures and More information comming soon Youtube Updates: https://www.youtube.com/watch?v=vPQltrr-Juo
    25. noname999

      understanding viewport opengl

      @ a light breeze Most of the GLFW tuturials comes with SDL. @ Zakwayda For windows i got a window that can be with and without border. a few resolutions(hard code) that can change by a button (object linked to class). Some text that change when klicking on a button (screen flash becose the window get destroyed and recreated). None are persistand. buttons tend to overlap Using the wrong tools is just a pain and that is what i learned. Also i did had a text based game before going to opengl (perhaps a bit to soon) writers most of the time asume you continue writing code with previous example. i asume that in the example shows the code that makes the example work. i don't have other ppl to ask becose the ppl i know don't do code. i've learned that c++ for linux often opens with void() or main() for windows c++ often opens with int main () both are correct and can be used on different senario. int main () works for both and void works a bit more specific for windows therefore is int main() sometimes beter to be used. (i might be wrong but that is how i got some code working)
    26. Hello, I am Ukrainian guy who is interested in gamedev. Its hard to make game alone so i will participate in your team (and even if there is no team yet) if i will like your idea. I want to have interesting experience while coding. If you are an artist do not be shy and write me here. But pls, no super duper MMO or something like that)
    27. Zakwayda

      understanding viewport opengl

      I get the sense you have an objection, but I'm not entirely clear what it is. I'm also not clear why you put 'framework' in scare quotes, or if your comments about SDL are directed at me (they don't seem to relate to anything I said specifically). In any case, I stand by my original suggestion. The OP seemed to be attempting low-level cross-platform development without having a good grasp on some important fundamentals. I and others suggested that might not be the best strategy. This seems fairly uncontroversial to me. If there's some particular statement or suggestion you disagree with, maybe you could quote just that part and say why you disagree. Anyway, not trying to be difficult I'm just a little confused by the conversation, that's all.
    28. Tom Sloper

      Advice for a young game writer...

      Your young friend should get the best grades he can, then go to college and get a degree in writing. While he's doing that, he should become familiar with online forums and ask for additional advice himself along the way. You should start a second thread with your question for advice for yourself - in the forum most suited to what you want to do.
    29. Excitement is gathering for the 4th edition of VRX 2018 in San Francisco this December 6-7. As always, the organizers have brought together a stellar line-up of many of the world’s biggest companies and investors across industry, entertainment and tech to cut through the hype and get to the heart of what’s really happening in XR. You can see the full line-up on the VRX website. But the focus of VRX is not just the content – it’s also the people who attend and the networking the event provides. This year will see 800 top-tier XR business leaders in attendance over the two days. Here’s a snapshot of who’ll be there: Game, film and content studios: The VOID, Paramount, Skydance Interactive, Survios, Digital Domain, GREE, Dave & Busters, Felix & Paul, Sansar, Cloudhead Games, Vreal, Penrose Studios, MediaMonks, Dreamscape Immersive, Fake Production Oy, Nomadic, nDreams, Zerolight, REWIND, Happy Finish, HBO Hardware and software providers: Oculus, HTC, Google, Samsung, Qualcomm, AMD, Unity, HP, Bose, Tobii, Talespin, Almalence, Intervoke, Siemens, LG, Flex, Adobe, Varjo, Intuitive Surgical, Neurable, Ultrahaptics, Ubiquity6, Microsoft Enterprises and brands across multiple verticals: Gensler, Nationwide, ExxonMobil, Merck, Audi, Nestle, Israel Aerospace, General Motors, Allergan, DHL, Ball Aerospace, Jacobs, CDM Smith, Siemens Energy, Lowe’s, GE Power, HDR, Korea Electric Power Corporation, Applied Materials, State Farm Insurance, United Technologies, Johnson & Johnson, BASF, Honda Analysts, media and financiers: Deloitte, Comcast Ventures, SuperData, Digi-Capital, Fortune, Techcrunch, Road to VR, Capital Group, Vive X, Boston Consulting, Boost VC, HP Tech Ventures, Headlight Investments, TDPI Ventures, Maveron The organizers have also included the job titles of those attending from these companies here: http://events.vr-intelligence.com/vrx/conference-attendees.php GameDev.net has a discount for you to use, to get 15% off tickets to the event. Just enter the code GDN15 when you register here:https://events.vr-intelligence.com/vrx/register.php . View full story
    30. Excitement is gathering for the 4th edition of VRX 2018 in San Francisco this December 6-7. As always, the organizers have brought together a stellar line-up of many of the world’s biggest companies and investors across industry, entertainment and tech to cut through the hype and get to the heart of what’s really happening in XR. You can see the full line-up on the VRX website. But the focus of VRX is not just the content – it’s also the people who attend and the networking the event provides. This year will see 800 top-tier XR business leaders in attendance over the two days. Here’s a snapshot of who’ll be there: Game, film and content studios: The VOID, Paramount, Skydance Interactive, Survios, Digital Domain, GREE, Dave & Busters, Felix & Paul, Sansar, Cloudhead Games, Vreal, Penrose Studios, MediaMonks, Dreamscape Immersive, Fake Production Oy, Nomadic, nDreams, Zerolight, REWIND, Happy Finish, HBO Hardware and software providers: Oculus, HTC, Google, Samsung, Qualcomm, AMD, Unity, HP, Bose, Tobii, Talespin, Almalence, Intervoke, Siemens, LG, Flex, Adobe, Varjo, Intuitive Surgical, Neurable, Ultrahaptics, Ubiquity6, Microsoft Enterprises and brands across multiple verticals: Gensler, Nationwide, ExxonMobil, Merck, Audi, Nestle, Israel Aerospace, General Motors, Allergan, DHL, Ball Aerospace, Jacobs, CDM Smith, Siemens Energy, Lowe’s, GE Power, HDR, Korea Electric Power Corporation, Applied Materials, State Farm Insurance, United Technologies, Johnson & Johnson, BASF, Honda Analysts, media and financiers: Deloitte, Comcast Ventures, SuperData, Digi-Capital, Fortune, Techcrunch, Road to VR, Capital Group, Vive X, Boston Consulting, Boost VC, HP Tech Ventures, Headlight Investments, TDPI Ventures, Maveron The organizers have also included the job titles of those attending from these companies here: http://events.vr-intelligence.com/vrx/conference-attendees.php GameDev.net has a discount for you to use, to get 15% off tickets to the event. Just enter the code GDN15 when you register here:https://events.vr-intelligence.com/vrx/register.php .
    31. a light breeze

      understanding viewport opengl

      It's a question of priorities. You're saying (if I understand you correctly), "either write platform-specific code or use a framework". I am saying, "out of these two options, using a third-party library (not necessarily the same as a "framework") is the better choice." We both agree that these two are the only options, because it is flat-out impossible to write platform-independent OpenGL code without using a third-party library of some sort. Note that SDL doesn't abstract away OpenGL unless you use the 2D rendering API (which I would not recommend). It just creates the window and OpenGL context for you and feeds you input events. So using SDL isn't an alternative to using OpenGL with C++, but a tool for using OpenGL in C++ more effectively.
    32. adrenapps

      Knockout

      Knockout is a free online boxing game available for Android and IOS Choose and customize your character Train your character and fight online to build your stats! Acquire gloves and items to give you the edge in battles! The name of the game is the knock down your opponent 3 times and you win! Do you got what it takes?
    33. Legion Commander

      RPG Monster Design and Sound Design

      We are a small team of developers working on a game called Heroes Ravage, and we have developed a group of mobs for the game, and would like your opinions on this one. You can check our design philosophy in this dev post: https://heroesravage.com/heroes-ravage-the-octoboom/ Thanks Guys
    34. IADaveMark

      questions about Utility AI

      Specifically "taco salad". http://intrinsicalgorithm.com/IAonAI/2012/11/ai-architectures-a-culinary-guide-gdmag-article/
    35. alvaro

      questions about Utility AI

      Wait. I thought you were responsible for the name "utility-based salad".
    36. leemccarthyn

      Does anybody help me?

      I'm trying to make a mining mechanic for a 2D space game. I guess the most obvious way would be 2D voxels tiles, but I was aiming for something simpler, that could blow chunks off of the asteroids by shooting at them, or something like that. I'm looking for suggestions on how this could be achieved. Thanks
    37. applicant42

      Update 0.19.0

      Still just a start, WIP, but finally a new step done. New assets, new sandbox map… Isometric and alpha maths has been rewritten but still needs a lot of refactors and reviews. http://game.applicant42.com/
    38. IADaveMark

      questions about Utility AI

      Sorry... my fault.
    39. Well, learned something new today. Works flawlessly. Thank you!
    40. This is something you normally learn in school. Look up "constant acceleration" on the web. The formula you wrote describes the velocity under constant acceleration. The "1/2" and the "^2" come from integrating that formula to get the position under constant acceleration (the integral of x from 0 to t is t^2/2). Acceleration --(integrate)--> Velocity --(integrate)--> Position Acceleration <--(differentiate)-- Velocity <--(differentiate)-- Position If you know nothing about calculus, ignore everything in this post except the first line. Or go learn some calculus.
    41. A Unity Asset for customizable lowpoly weapons and shields. - Full Version: http://u3d.as/1hvG - Free Version: http://u3d.as/1jZV You can get the character model used in the video here (for FREE!): http://u3d.as/1kP7
    42. A Unity Asset for customizable lowpoly weapons and shields. - Full Version: http://u3d.as/1hvG - Free Version: http://u3d.as/1jZV You can get the character model used in the video here (for FREE!): http://u3d.as/1kP7 View full story
    43. [UNITY ASSET] Customizable lowpoly weapons and shields. - Full Version: http://u3d.as/1hvG - Free Version: http://u3d.as/1jZV You can get the character model used in the video here (for FREE!): http://u3d.as/1kP7
    44. Two ways to think about it: (1) Imagine the points of space that can be reached in time t, first with no gravity. It's simply a circle of radius v*t. Imagine that circle being animated over time. If you now introduce gravity, you can think of it as acting on the center of the circle, bringing it down as it grows. The formula (1/2)gt^2 is just the position under constant acceleration. (2) If you use a frame of reference in free fall, there is no gravity. Using that frame of reference corresponds to the change of variable y' = y + (1/2)gt^2, and in these (x,y') coordinates you are back to the situation without gravity.
    45. Hey Alvaro, can you help me to understand the "(1/2)gt^2)^2" part in the second formula? So I understand that this is using pythagoras theorem and it is trying to account for the gravity, but how does it work, where does the (1/2)gt^2 comes from? Thank you! Nvm nvm, I'll watch some videos on Quadratic formula first before I bother you again.
    46. Hashbrown

      Any tools that write shader code?

      This is actually pretty awesome and not expensive. Thanks for the share.
    47. alice vvonderland

      Epic Games Awards $800,000 in Unreal Dev Grants

      HOGs: Hyper Orbital Games alicewond@eclipso.ch AW:"I think that this many unCosmic games" Unity 5 best engine then hard Unreal Engine 4 because Unity give develop android Private Games Unreal Engine only for Rich Company UE4 best for PC platform with Commando in comand 5 more then 4 P.S. cosmic ranger AMD
    48. ArtemisGodess

      Hollow Knight Design Critique

      Hi Mo6eB, Thanks for the reply, you raise some very interesting points about the game, some of which I would like to argue against in this reply. In the first section, your problem seems to be that the platforming sections are too hard for the movement system of Hollow Knight. Personally and from many others on forums, I think that the movement system is very precise compared to most games: almost every move is executed on the button press, there is no momentum (or 'float', granted the jumps aren't super-quick) and you have full air control at all times. Sure, it can be fiddly and hard to master, but since you said you beat Traitor Lord without losing much health (I assume), you should be pretty familiar with the controls by now. Have you done the white palace or path of pain? I don't think you did, but me and many others find these platforming areas to be very challenging, but definitely enjoyable and fair. However, not all movement systems are for everyone and I see how you can get frustrated by a platforming section (as I said in the article, I had to cheat a few times to skip past these when I did not yet have hiveblood). You conclude with the claim that the game is too hard for the casual controls. I understand this is your opinion, but in my belief, most others tend to think the opposite. With a quick search I found these on popular review sites: 'fantastic controls' https://kotaku.com/hollow-knight-the-kotaku-review-1827367425 'precise control' https://www.youtube.com/watch?v=7t1mxoMIDfY 11:43 'pitch perfect controls' https://www.technobuffalo.com/reviews/hollow-knight-review/ In the bosses section, you compare the bosses to a boss you say is' built around taking down his shield while avoiding attacks until you put him in a vulnerable state and have a couple of seconds to hit him before he shields again'. Further on, you mostly talk about iframes, rng, projectiles etc. and do not elaborate on the subject. Unless you specify, I cannot really agree with this: except for Uumuu, who I agree is a bad boss, you can hit them at any time in a great risk-reward system. The stunned states are just a breather and a chance to heal or do extra damage. Your main wish is to have a counter/parry/block system in the game. In my opinion, that would ruin the game entirely. I think you are comparing the game too much to melee combat games like Dark Souls that have block-hit type gameplay with less focus on dynamic or vertical movement. I would compare Hollow Knight to a radically different game to suit my explanation. Mario is a mostly a game about dodging projectiles and getting close to enemies to kill them. Now imagine a Bowser boss fight where you could parry his fireballs or had a roll with iframes to dodge through them. It would no longer be a fun dodging game and an exciting ascent in difficulty as you get closer and you have less time to react to his attacks. It would be a simple 'press the button at the right time' game, much less exciting than the original one. In conclusion, the boss fights in hollow knight are more of a platforming game type challenge with the added risk-reward element of having to go close and expose yourself to deal damage. As a side note, you can use desolate dive to get a generous amount of iframes and deal damage if you have the soul. Furthermore, there is actually already a parry system in the game: you can parry sharp attacks with the right timing, though it is incredibly hard to pull off and not worth it. While the healing system has its problems, such as being near useless in harder boss battles, I think having a permanent Bladur shell is definitely not a good idea. It takes away the risk element and deincentivizes good timing. You could just spam the button to not get hit and heal as much as you wanted. Sharp shadow is a unique playstyle that focuses on dashing through enemies - this is perfect for a charm but a strange addition as a normal ability. Thorns of agony is just bonus damage for making a mistake, I don't see why that should be a regular ability. As for the range increase, I would love that, but not sure if it would be balanced or not. In conclusion, I think your main problem with the game is that the controls feel unfair when compared to the challenges. As a person who started this game as an incompetent player, I can assure you that if you spend time learning the controls, the game becomes just as rewarding and 'tough but fair' as the other games you mentioned. If you really feel that the game doesn't suit you, I respect your opinion, but I believe for most of us the combat and platforming systems are great as they are and do not need most of the changes you mentioned. Thanks, ArtemisGodess
    49. Ok, I'll give it a shot and let you know how it goes.
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