@Mystikart_ looks like you did a great job with aesthetics, but i fundamentally do not like environments floating in space. it's very unimmersive for me.
@ScottApogee does anyone here know how different the HL2 engine actually was, from the Q2 engine? i know Valve modified it heavily, but it started out as the Quake engine
@thomasmahler i prefer flying numbers pretty much always, cuz they are transitory. for healthbars in 1st person, or tight 3rd person, i think it's probably usually better to only show the bar for the enemy that's closest to your crosshair. a lot of statically positioned bars mentally obscures
@ToruAims around 1999, the priority severely shifted away from fun to virtual LARPing. the fantasy of being a "real life" military man. can't have guns with novel mechanics anymore, because it breaks the immersion of their "realism" fantasies
@KuittinenPetri@exQUIZitely both with roguelike-style procgen maps, and being able to utilize an existing library of thousands of maps (from Duke3D and other Build Engine games)
@KuittinenPetri@exQUIZitely Quake 2 multiplayer has been that way for me. the only reason i get tired of it is because there's no easy way to keep playing new maps (even tho there are thousands, you can't control what the server has, they just use a tiny subset). i hope to solve that someday, in my FPS
@ashok0@Flat2VR since i never saw it advertised by them, i assumed there are a number of missing features. i don't know what they are, but i like all the things
@matteo311 also way more ports. this meme of "should only be used for games designed from the ground up for VR" needs to die. nearly all of those are gimmick-fueled garbage.
@matteo311 games that aren't designed around a motion-control brainless-busywork fetish. binary actions should be a binary button. not some fiddly hand-gymnast motions that takes your eyes off the important gameplay/world, and shifts the focus to awkwardly triggering things