Not everything needs to be destructible. There's also various ways to design around this too like a bedrock layer that can't be excavated if you go too far down, or uncovering a layer of lava or other such hazard. There's also things loke organic matter that rapidly regrows
Posts by Yudou
Oh yeah... I should consider that.
Rn, if there's a column and you dig out the bottom of it. It just floats.
Tho you can have a background visual of the column that is left behind so that the foreground geometry is "attached" to the bg visual. That way it's visually not just floating in the air
Yeppers
Wtffffffff that's awesome
The rubble that this creates can also be given hitbox collisions and damage to create destructable terrain attacks. Think dropping parts of the ceiling on enemies or an enemy stomping the gound to cause rubble to fly into the air.
Dyanamic world geometry destruction. Any world geometry can be flagged as destructable and certain actions can cut out parts of the world.
#gamedev #pixelart
Yes it could~
You'll see in a few days~
the sheer amount of kinetic energy that's in this, like, 1.5 second clip is just insane. There's so many insane clips all over the place in this movie, but this one really stuck in my head. it's so good. not a single reused pose. you can *feel* her lurching forward with each step
just cancel out of anything. This will eventually cost a resource cuz that bit at the end is a smidge ridiculous
#pixelart #gamedev
OH MY GOD ITS SO GOOD. ITS SO PEAK. IM STILL TEARING UP. THIS IS THE MOST MOTIVATING SHIT IN THE WORLD.
Every attack has a hitAngle and hitForce that applies to the enemy on impact and the force is simply applied to the target's collision body, so from the center of their bodies. Simple, configurable, deterministic, effective
When I make the hitboxes invisible. The box shape of the hit box doesn't feel noticeable unless I'm specifically setting myself up for that edge case.
Capsules and Boxes are more efficient than complex poly shapes for calculations. Tho for a game like this, it's probably an unnecessary level of optimization. But also having it just be a large square functionally feels more or less the same. If it starts feeling inaccurate I could change it to poly
do what you gotta do. Self care is good for the soul~
same air combo. but in godot
#gamedev
air combo string route A
#pixelart #animation
Of course this is just musings and more philosophical goals. None of this matters if I can't make her actually fun to control. It's very possible I walk back on this decision because having a double jump is just feels *that* good to have. It's a near ubiquitous ability for a reason.
and in that same way, I want to withold the straightup ability to double jump so that the player can feel that cleverness, that quick on-the-fly thinking in combat to be able to effectively access powerful air mobility that the character would feel.
"It's so much more interesting to write than just 'a character can fly' because he's having to make certain decisions and apply certain skills to make use of his bad flight. And because of that [...] it becomes way more interesting to read becasue of that"
But by adding complications like needing to bounce off of something for added height, needing a target to reel herself to, spending a resource to change rapidly midair momentum, I spread out the benefits of what a double jump provides across her whole toolkit
Nel has the tools to effectively accomplish everything a double jump can do. It's not like I don't want the player to have air mobility.
and yet I've always kinda shyed away from giving Nelianne the ability and my thoughts on it were always just kind of a gut feeling about it. I've been watching Sanderson's lectures on fantasy writing and this clip from (52:00 - 54:00 )[https://youtu.be/3Y9p53C1lP4?t=3120] hits the nail on the head
I consider double jumps to be one of the greatest video game mechanics of all time. It's so elegant in its simplicity but it provides the player with a way to get more height, get more distance, enable tricky navigation, act as a way to avoid attacks, add timing leniency, etc etc.
a better look at the bounce slash and flip
#pixelart #animation
pogo pogo pogo pogopogopgopgopgopgopgopgopgogpogpogpogpogpogpgopgopgopgog
#gamedev
now THAT is optimized
#gamedev