--Looking for game dev work--
Game Developer | Programmer
Any Language/Any Engine/Anytime
The singularity is nigh.
Those alive today decide what that entails.
@pax I met JediGuyBruce at PAX East previously and we crossed paths again this year. He's an enforcer. We wanted to connect and talk more but I never got more info than that name. I can't seem to find him anywhere online. If anyone knows how to contact him, please reach out.
@GlvGalv@Probius6@literally000000 I love all these fluid mobility focused games. They remind me of Starsiege: Tribes and a bit of what it was like to jump around maps in JKA.
I have this really ambitious project that I'm working towards that places movement inspired by all these games into a third person ARPG.
@KayLousberg That's a fun design.
I do have to say that it's ironic that you made this out of a farm implement with an attachment on it. The original flails were actually just farm implements designed for threshing.
https://t.co/uzWKB60c81
@namedXbird@oisyn@XorDev Depends on how the language wants to handle it.
What language are you using?
I know null and NaN are different, but some languages will make any comparison that includes null return false. So, null == null and null != null will both be false.
However, I'd rarely ever want to play a game that was entirely centered on one of these mechanics. Yet, I'd really enjoy engaging with such systems if they were embedded in a larger crafting/survival game or other game where the mechanic would make sense.
If you were going to design fishing in a game and wanted it to be more interesting than effectively being a QTE, what would you do?
On that note, what other common gathering/crafting mechanics would you like to make more interesting, and how?
probably exists (to some extent) as an entire stand alone game already.
This is the problem I run into with these designs. I feel they're either too shallow to implement at all, or that making them deep enough to be worth it expands their scope to justifying their own game.
@RobinPoedev@wolfradsenpai What mechanics/elements in Dark Souls 1 were under utilized in your opinion that make you feel this way?
For me, I just feel Dks2 and 3 polished and executed the core combat and movement mechanics better overall.
I still really like Dark Souls 1.
@ObsoleteSony Project Overkill
I don't actually remember if it was truly any good. I just remember playing it a lot and enjoying it as a young kid.
It's basically a Doom 1 style shooter with lock and key level design, but it's isometric. It also had a system with different characters.
@ObsoleteSony I actually just looked it up to refresh my memory. One interesting aspect was that there were 4 characters, all with different abilities. When you died with one, you could choose another to respawn with. Those were your "lives".