Nomadic generalist game dev with a software development background, exploring cultures, building portfolio and taking (freelance) gigs for anything audio
@skyartxv If it's purely a controls issue and not a difficulty one, I would suggest scrutinizing what tools the challenges of the game really demand use of. A stripped down, reorganized version of the control scheme, with toggles to different sets for different situations might have merit.
@Jakob_Wahlberg Design the world itself as a traversal challenge, not unlike Death Stranding, but maybe with some more flash ala Tony Hawk's Pro Skater. Breath of the Wild has some flashes of this. What feels like negative world space need not be negative design space.
@skyartxv Couldn't have said it better myself., 100% agreed. AI essentially aggregates existing works, it's a search engine if you squint hard enough, and should be treated as such.
Shared this on my private/personal facebook but I don't mind putting it here. I haven't spoken up about AI Art but i'm noticing more discussions about it on art social media.
@BerserkBoyGame@RevitaGame Great point! I cannot understate how engaging it is to meet developers, in-person especially, and all the more fun when their game's being showcased right then and there.
Better late than never: Had a blast at Devcom and Gamescom! A thanks to everyone involved, and the volunteers and staff in particular! I'll do my best at actually keeping the networking done alive, such that I may see and work with you all going forward.
I've been keeping on with the action prototype. New things: you can start an attack on the beat or the off-beat, enemies can defend and counterattack but so can you, juggling is a thing, and so is jump cancelling :D
@bfod Can't get over how often a good level gets capped off by a mediocre boss, and it either sours the experience or takes credit for its quality. Let us latch onto places and narrative beats without the need to put a literal face on it.