A lot of background stuff and some refactors, but added some camera roll and a vault. #godot #solodev #indiegame #screenshotsaturday
A lot of background stuff and some refactors, but added some camera roll and a vault. #godot #solodev #indiegame #screenshotsaturday
Awesome work!
A neat recreation of Unrealβs EQS in Unity. youtu.be/RW5iAJnBXhs
Thatβs awesome, canβt wait to see more!
Start the countdown till Grubb becomes a programmer. Once you get that hit of, βI can just make myselfβ, thereβs no going back.
I mean, you can dance if you want to, you can leave your party. Because, your party donβt dance and if they donβt dance, well, itβs no party of mine.
Capcom really has become the RE4 merchant in real life.
Get them hooked early and you have customers for lifeβ¦
I havenβt played it, but having been eying it for awhile, Getsu Fuuma Den. It has elements of Zelda, Castlevania and much more. Really unique looking game.
A fitting start to an end of an era.
youtube.com/shorts/j8QDV...
This is why I use precognition all the time. About to do something that might not work out? Precog, do actions and either commit or rollback.
It could be a toggle for those that donβt mind. If people like it enough, then it could be used as a feature for backgrounds with different styles and themes. Best of both worlds and opens a route for future content.
I like the second with the exception of its background with the multi-colored tiles. I find those distracting, but, if itβs used as a loading screen that fades away, thatβs fine.
What I like about the second one specifically is that the inactive tiles are defined and form a more cohesive whole.
You can configure it to have layers, and have one dedicated to function keys. Unfortunately, thatβs the main trade-off for its compact size, you add a layer(s) to make up for whatβs missing.
I use a ZSA Voyager, not wireless, but fits the rest of the description: www.zsa.io/voyager
βThatβs how ya know the video games are workinβ, son.β
How sound detection works in Dark Souls, a lot of neat info that explains the quirks of how enemies hear the player: youtu.be/mdL75pAvt8I?...
I mistook βoz.β as Oz, and now I can wait to make a DND character called Oz of Gin. Reeks of juniper berries and gets into fist fights with Oz of Vermouth.
The art style looks clean, but I miss the more gothic darker style from the older games. Rondo of Blood and SotN are my two favorite for aesthetics. Theyβre beautifully bleak.
Yup, thatβs Jira. A lot of stuff you did not ask for and long load times. Itβs the best.
Rewatching some KOOK gameplay, I agree with no crouching. Why crouch, when you can jump kick a dude and ride their body as a skateboard? To me, that says a lot about the character, theyβre wild, loud, enough level of kooky to not care about subtlety.
So, long story short, fewer mechanics that deeply interact is more interesting than many that do not.
For instance, on my project, crouching is there for several reasons, it interacts with enemy detection, taking cover and sliding. This allows the player to be defensive or aggressive depending on the situation while shrinking their hitbox for enemy attacks. This one feature spreads out to others.
I would start from the world/character perspective, an example being Robocop, who I would not expect to crouch. From there, how does it interact with other mechanics? If there arenβt enough compelling reasons, then itβs a sign that it maybe not the right idea or execution.