32 results for "be6b1a8435d53dae7491dc261fe7ca3a"
>>724518749
>Apparently to the guys at Capcom it’s rocket science. Give us a hydra at least. An Ur dragon even.
They removed my boy the Evil Eye from the game, the fucking hacks. And I don't get it, DD1 already did the "few cool dungeons here and there and the main quest makes you travel to them" part. It made me feel like everytime I was leaving Gran Soren I was departing on some cool adventure. Meanwhile in DD2 all I do is talk to some nigga at the tavern that's asking me to go and steal some shit. What's this? GTA San Andreas? Fuck that. The main quest of a game should revolve about the game's best qualities, but instead they decided to focus on the most half-baked stealth gameplay I've ever seen in a game. Even sneaking into the castle in OOT felt more exciting
>Shit, hard mode is so necessary and all we’d need is three sliders in the options for enemy health, damage, and MAYBE one for max wandering pawn level in the world so every pawn ain’t carrying endgame gear and can wipe any mob out.
I would a slider for enemy stun resistance. In DD2 it's way to easy to put a big enemy on their knees. Hell I barely fought any minotaurs in the game because the moment my warrior pawn engaged with them they were on the ground
>>724518749
>Apparently to the guys at Capcom it’s rocket science. Give us a hydra at least. An Ur dragon even.
They removed my boy the Evil Eye from the game, the fucking hacks. And I don't get it, DD1 already did the "few cool dungeons here and there and the main quest makes you travel to them" part. It made me feel like everytime I was leaving Gran Soren I was departing on some cool adventure. Meanwhile in DD2 all I do is talk to some nigga at the tavern that's asking me to go and steal some shit. What's this? GTA San Andreas? Fuck that. The main quest of a game should revolve about the game's best qualities, but instead they decided to focus on the most half-baked stealth gameplay I've ever seen in a game. Even sneaking into the castle in OOT felt more exciting
>Shit, hard mode is so necessary and all we’d need is three sliders in the options for enemy health, damage, and MAYBE one for max wandering pawn level in the world so every pawn ain’t carrying endgame gear and can wipe any mob out.
I would a slider for enemy stun resistance. In DD2 it's way to easy to put a big enemy on their knees. Hell I barely fought any minotaurs in the game because the moment my warrior pawn engaged with them they were on the ground
>>724518749
>Apparently to the guys at Capcom it’s rocket science. Give us a hydra at least. An Ur dragon even.
They removed my boy the Evil Eye from the game, the fucking hacks. And I don't get it, DD1 already did the "few cool dungeons here and there and the main quest makes you travel to them" part. It made me feel like everytime I was leaving Gran Soren I was departing on some cool adventure. Meanwhile in DD2 all I do is talk to some nigga at the tavern that's asking me to go and steal some shit. What's this? GTA San Andreas? Fuck that. The main quest of a game should revolve about the game's best qualities, but instead they decided to focus on the most half-baked stealth gameplay I've ever seen in a game. Even sneaking into the castle in OOT felt more exciting
>Shit, hard mode is so necessary and all we’d need is three sliders in the options for enemy health, damage, and MAYBE one for max wandering pawn level in the world so every pawn ain’t carrying endgame gear and can wipe any mob out.
I would a slider for enemy stun resistance. In DD2 it's way to easy to put a big enemy on their knees. Hell I barely fought any minotaurs in the game because the moment my warrior pawn engaged with them they were on the ground
>>2033997
the idea is that big enemies have different hit zones, and in the case of the cave troll his weakspot is the head, so that's what you want to hit. Now how to make it lower his head, that's something I'm still thinking about. Waiting for him to do an attack that ends with him in a "tired pose" is one idea but I don't like when games force you to wait, so maybe I'll make it so hitting his feet ends up putting him on his knees. Or maybe I just make it so his head is reachable by doing an Skyward Lash kind of attack, that would mean no waiting and would be a nice way for the player to learn that that skill is useful against big foes and not just smaller, flying ones
>try making variants
oh for sure! this one's the simplest but later on there'll be armored ones. Since I'm already going to code being able to detect which zone of the enemy the player is hitting I think I'll have no problem making it so you can make the troll drop it's tree by hitting his hand or even breaking his armor. Armor breaking is already implemented for the goblins (webm rel), who don't flinch as much as naked goblins against normal attacks but since their armor sucks it breaks with strong attacks
>>723653868
hope it's better now
>https://files.catbox.moe/9hmzek.webm
>>719963724
How is the name Emily a pejorative? Like honest question. Who fucking associates a stereotype with the name Emily? The fuck are you on about? God you must be so desperate.
>>719963724
How is the name Emily a pejorative? Like honest question. Who fucking associates a stereotype with the name Emily? The fuck are you on about? God you must be so desperate.
>>719963724
How is the name Emily a pejorative? Like honest question. Who fucking associates a stereotype with the name Emily? The fuck are you on about? God you must be so desperate.
>>719963724
How is the name Emily a pejorative? Like honest question. Who fucking associates a stereotype with the name Emily? The fuck are you on about? God you must be so desperate.
>>719963724
How is the name Emily a pejorative? Like honest question. Who fucking associates a stereotype with the name Emily? The fuck are you on about? God you must be so desperate.
>>719713832
based
>>718784853
because I live in front of a computer
>>718617542
>What do you guys think? Basically I want to make a very small Ocarina of Time style action fantasy game with a darker yet stylized low/ mid poly art style... and I'm trying to nail down a targeted art style so I can build out my workflow.
unfathomably based, the world needs more OOT-likes specially with a hack & slash kind of combat system. Is doable solo I believe, and I'm making good progress while having 0 3D knowledge prior to starting it out. I don't have a kid tho, so that'll probably take a lot of your time away. But if you already know your coding and your 3D shit, setting up a basic version of the game should take a few months at most.
>Any games I should look at as a refrence of an interesting art style to study?
For that particular style you talk about? Rune, Heretic II, Severance/Blade of Darkness, Arx Fatalis, maybe Enclave but I haven't played it lmao. On consoles, checkout Vagrant Story.
Best of luck anon! Hope to see your game soon.
>>718626071
jej
>>718184445
>when the player get hits
when the player gets hit*
>>718018976
you need to either blend the attack and walk animations, or lock the player in place when attacking (I prefer this one, gives more weight and meaning to the attacks). Aside from that, holy damn dude that looks pretty nice.
>>717864485
>>717864560
have a lot of fun! spending quality time with the old man is always worth it
Between all the shit that gamedev implies, working on UI stuff is by far the most boring for me.
>>717292748
you can count on me spamming it to hell and back once it's ready. Might even go balls out and buy an ad.
>right click on node
>Godot crashes
>>717019924
been there. I think it's fine to wind down for a while then come back full of gamedev power
>>717019924
been there. I think it's fine to wind down for a while then come back full of gamedev power
>>717019924
been there. I think it's fine to wind down for a while then come back full of gamedev power
got lots of shit to play but nothing grabs my attention, so I spend my time browsing /v/ while working on my videogame.
>>716348303
thanks friend
>>716254425
I've been lazy too. I blame it on the summer heat.
>>714888371
>I'm not gonna pay for it by any means
aww why not? it'll be a fun game
>>714371873
stop killing goblins
>>714259057
>are you making progress on your game?
yeah, working on the inventory. Think I have a good idea of how I want to design it.
>will you submit to demo day?
no. I don't like setting up deadlines. Had enough of those at work lmao.
>have you heard about the latest unity hub online nonsense?
don't care about that kind of stuff. Whatever it is I hope no one is affected.
>>713437732
some people just won't ever be satisfied man, but what can you do.
>>712916798
I have a job and still find enough time to gamedev. I'd say that as long as you don't have a family or gf, you should be able to make up time enough for your game.
>>712917131
>but I would at least want it to be something I personally find interest in and am compelled to make
I agree with this, and the rest of the post really. Your first project should never be your dream game, and it's best to learn by making smaller stuff first. As for ideas, dunno, maybe try mixing 2 games you really like? My first game played like Nuclear Throne but had the level design of a DOOM game.
>>712917136
This is the town builder, right? looks awesome man
>>712917265
>How so? Total xp count buffs enemies?
You go from Level 1 to Level 3 and then finally Level Die.
>https://godhandcapcom.fandom.com/wiki/Difficulty_Level
Levelling up not just makes enemies stronger but they also unlock new moves, which can throw off the player quite easily. It's a neat system, but the game's a beat'em'up. Dunno how you could adapt it to other type of game but I think the concept is interesting enough to at least give it some thought, you might end up with something cool.
>>712728032
I don't know why would you need anything besides goblins, but here you go:
hobgoblins,
kobolds,
gnolls,
lizardmen,
skeletons,
zombies,
banshees,
wolves,
big rats,
spiders,
harpies,
gargolies,
imps,
hobbits,
gnomes
>out of ideas
just add "lesser" before the enemy name: Lesser Ogre, Lesser Yuan-ti, Lesser Salamander, etc.
>>712728747
yeah agree. Slimes should be immune to physical damage, damage the player on touch and apply some slowdown debuff. For how many flaws Dragon's Dogma 2 had, I think that game handled slimes quite well.
wish I had as much imagination as Fygoon. So far my game is goblins = bad and that's it.