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Ravage
636 posts

Ravage
@RavageDeveloper
Three friends making a 3d metroidvania Combat demo coming soon → join Discord https://t.co/YkYSUxqxlt
Deep in the bog انضم Mart 2024
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@turbo_xo_ Thanks a bunch, it really means a lot seeing someone so hyped about it :)
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@PremiumR98 We'll def be seeing more oppresive enemies down the line.
The design language of these is mostly to teach new players that movement IS useful in escaping the space enemies are strong in (the ground for the ninja and the ground pound for the isopod)
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@RavageDeveloper they dont seem to contest your movement very well, but its cool they are this active for early enemies
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@turbo_xo_ This is in ue4, we're a team of 3 (concept artist, 3d modeler, and the everything else guy (me))
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@RavageDeveloper Are you looking for a composer? I'm happy to share my portfolio if you are interested!
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@SagelessRanger @GenericName7762 ue5 has a ton of expensive rendering options turned on by default. Optimizing a blank ue5 scene is a skill in and of itself, so I just use ue4
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@RavageDeveloper @GenericName7762 Woah really? I never knew UE4 was that much smoother?
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@ThatMerchantGuy You should give Ninja Gaiden 2 a try if you haven't, it embodies exactly what you're talking about to a T
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@RavageDeveloper but the roster does not attack frequently, coordinated or even hard enough to warrant so many avenues of i-frames to even exist.
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@GenericName7762 @SagelessRanger Everything bad you're thinking of is exclusive to ue5 🤙
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@RavageDeveloper @SagelessRanger unreal engine has been poisoning games for a while now. devs should remove it and see what happens
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It's one of those things that's contingent upon so many factors that it's usually hard to make perscriptive statement for if X game concept would be improved or hurt by the inclusion of I-frames.
The previous iteration of this game's combat actually had a context-free (but breakable) block.
Combat design is so endlessly complicated that all sorts of things can be the right move. My guess is that no I-frames is the right move in far more games than we're seeing it right now
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@RavageDeveloper Game systems that encourage using iframes are also typically a lot more engaging than simply staying back and waiting for an opening
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@Evilagram Somehow Sekiro being a rhythm game is a compliment btw 💀
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It's a little extreme for the algorithm's sake, lol
My more sober opinion is that the designers of tomorrow are influenced by the designers of today, and by-and-large easily accessible I-frames are taken for granted in the current design space.
My worry is that the next 10 or so years of action games will see a mechanical homogenization towards contextless I-frames without much consideration of how that impacts a game's combat design. What people are now calling parry-slop is a symptom of that imo.
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@RavageDeveloper I think "subtly poisoning" is extreme. I think they're an overused default. It's cool that you're pushing in the other direction. I thought the Witcher 2 & 3 were cool for having a low fast roll without iframes, even if those combat systems had other problems.
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