a possibility but in every MMO or RPG game I play I never use ranged characters so ofc I will still have a swordsman class xD.
Yut Put wrote:
Ways to solve this include adding knockback like LTTP, adding end lag to attacks so that players can be punished for missing but rewarded for hitting, adding charged vesions of attacks so that players can invest in a hard read for an attack, adding different ways to attack that have different hitboxes, adding movement related skills that promote mind games and mixups, adding hitstun and combos with escapability, etc.


on a side not my DBZ game did most of these and it still got called bad things
In response to Ganite
Meh.


Making Deep Dungeon 2 with Gooseheaded!

Yay for animate and visual reinforcement!
In response to Ganite
I recently encountered the same issue with AI, and I found that it was useful to actually slow them down a little, and/or give them more choices in their actions so that they don't close in as quickly. Though, if there's some form of dashing or teleporting, and the knock back is enough to make walking slower, that works well too.

Also in regards to the swordsmen thing, I could definitely understand wanting some close range in, but if you're really interested in the long range idea you could make it so classes like that do dashes, move forwards etc to help close the distance when they do long range attacks that then cause knock back. Sort of like making normal close range combat actually be long.


Nearly nothing finalized with this enemy type, but these turrets will be tough at first, so stealth will come into play.


I'm also looking into refining my beam code. If all goes well I may try to wrap it up into a library.
This isn't the place for this and I know i can probably search Design Philosophy but I rather have someone i can talk to on skype about game design. What Yut Put say is true (besides the parts talking bout I ignore CC which i don't BYOND just suck at CC). But I never cared for game design I just made a game i wanted and something I'd think is fun, I really never cared for the game design philosophy and stuff. But now for my RPG I really do need it lol.
In response to Bravo1
a new beams lib would be much appreciated lol
In response to Bravo1
Future upgrade that allows us to see the enemies line of sight, and maybe a mini map that shows where the enemy is every 10 seconds or so?
In response to Rushnut
You have so much repeated code in there. Why don't you just wrap the stats up in objects which track what other stats they're related to, so you can do that all without the repetition?
In response to Ganite
Ganite wrote:
This isn't the place for this and I know i can probably search Design Philosophy but I rather have someone i can talk to on skype about game design. What Yut Put say is true (besides the parts talking bout I ignore CC which i don't BYOND just suck at CC). But I never cared for game design I just made a game i wanted and something I'd think is fun, I really never cared for the game design philosophy and stuff. But now for my RPG I really do need it lol.

I would never talk to anyone on skype but i can tell you all sorts of things about game design :P.
Wow, still seeing such amazing progress. It's so productive to receive positive feedback & constructive criticism, this thread is too underrated ;•;
I guess Casual Quest is a crappy game because it uses a very simple combat system that involves little more than pressing a button to attack among a few simple special attacks.

It's fine to suggest things, and if Ganite decides to update his combat system for the sake of more complexity and engagement, that's great! But blanket statements like "All games need [this]" just don't work for game design. Every game has a different goal in mind, and countless classic and even innovative games have a combat system that requires little more than a button press to slash a sword.

I don't know about you, but I'd love to see more games on par with Casual Quest around here. I think that's the kind of game BYOND is good at. And it's a hell of a lot of fun.
In response to Fugsnarf
My current project's combat design is actually largely inspired by Casual Quest.

Though I guess throughout the design iterations, it doesn't really resemble Casual Quest's combat anymore. But I still like to think that it's still very similar, at its core.
Casual quest is a brilliant game. Had some really good times with my friends and even a few strangers on there. I also remember getting killed a lot.


Been listening to Napal Baji on repeat for the past two hours.

It inspired me to make this.

It's just so good.


Updated the plasma blaster. Leaves a better trail, hit effect a bit more complex, color a bit deeper.
In response to Bravo1
I'm a sucker for projectile trails. <3
In response to Kats
It's funny, I use matrix transforms so often now...

The trail you see is actually an explosion (specifically the one from the tank game).

I made it all white by adding rgb to the icon, then used color to change it to match the projectile.

Then I used matrix transforms to scale it wide and short, then rotated it to match the projectile.

Makes a pretty good wispy/smokey trail.

I love lat I can make cool effects without creating an icon, and then changing it every single time I want to make a small adjustment. All I have to do is fiddle with the numbers till I get something I like.
Added a bunch more stuffs!



You can move boulders around (For hiding behind, or placing on switches), but you can get them stuck if you're not careful. All is not lost though, for you can use bombs to knock boulders around, if you get them stuck in a corner for example.

Bombs can also explode open locked doors, however not all of them, some are just too tough. I also didn't show it in the gif but you can "attack" bombs to launch them in directions towards enemies!

Just waiting on Goose for a little bit more work on the generation and we should have a playable demo! :)
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