Swordcasters are all-out offense. Sword in the right hand, spells in the left, head first into the fight.
Simplified controls but complex combo weaving. Combat arenas use adaptive Hype system. If you start pushing the limits, the game pushes back with harder, deadlier enemies.
A single WeaponInstance takes up maybe 60–80 bytes of memory.
10,000 weapons sitting in your backpack would consume less than 1 Megabyte of RAM.
Because of this design picking up a weapon costs almost nothing until Equip.
Weapon inventory fully complete. This system can effortlessly handle tens of thousands of procedurally generated weapons. The only limitation to performance would be the UI itself. Zero hard references before equip.
I finally achieved my goal of performant grass that flows in combat. Still needs some love but it's extremely cheap for a ton of grass and influencers.
Swordcasters are all-out offense. Sword in the right hand, spells in the left, head first into the fight.
Simplified controls but complex combo weaving. Combat arenas use adaptive Hype system. If you start pushing the limits, the game pushes back with harder, deadlier enemies.
How do Japanese anime/manga fans feel about westerners that try to emulate these styles?
I myself, have recently tried to get into low-polygon 3D modeling with a bit of a 90s anime aesthetic. I like it, but I wonder if this style could have any appeal to Japanese tastes.
I've been trying to model all of the world in editor. I've got decent base meshes. I even cleaned up and did all sculpting and texturing/UVs on the Goblin base mesh in the UE editor. I'm extremely happy with the results.
After playing a stupid amount of Black Ops I decided that movement needed a 4d sprint. Also, it can't be a boomer shooter hybrid without b-hopping which is fully in-game now as well.