Eluem

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Eluem

Eluem

@Eluem

--Looking for game dev work-- Game Developer | Programmer Any Language/Any Engine/Anytime The singularity is nigh. Those alive today decide what that entails.

Katılım Mayıs 2009
484 Takip Edilen241 Takipçiler
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Eluem
Eluem@Eluem·
Instead of explaining my views on things, I'm just going to show this to people from now on lol youtu.be/qE0UimODxNg
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Eluem
Eluem@Eluem·
@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.
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Eluem
Eluem@Eluem·
@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. en.wikipedia.org/wiki/Flail_(to…
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Eluem
Eluem@Eluem·
@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.
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unnamed
unnamed@namedXbird·
@oisyn @XorDev And somehow, when i typed "if( myVar==NaN ){", the compiler didn't throw a single warning... For floats/doubles: myVar == NaN will always be false. myVar != NaN will always be true? myVar == myVar will be true if it ain't NaN. myVar != myVar will be true only if it's NaN.
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Xor
Xor@XorDev·
A is B ≠ B is A
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Eluem
Eluem@Eluem·
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.
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Eluem
Eluem@Eluem·
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.
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Eluem
Eluem@Eluem·
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?
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Eluem
Eluem@Eluem·
@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.
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Robin Poe 🐑
Robin Poe 🐑@RobinPoedev·
@wolfradsenpai this isnt "what could have been" i dont look at Botws underutilized mechanics and think of them fondly because i know it could be so much better. i hate it because it leaves so much on the table.
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Robin Poe 🐑
Robin Poe 🐑@RobinPoedev·
I think Dark souls 1 is my least favorite one. after doing a little seemless coop with my brothers recently and playing Silksong i came to realize that my love for the conceptual idea behind its first half blinded me to how mid the execution actually is.
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Eluem
Eluem@Eluem·
@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.
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Eluem
Eluem@Eluem·
@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".
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Eluem
Eluem@Eluem·
@oelsons Is this Death Stranding 2?
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Oelson
Oelson@oelsons·
Making a "sand blowing in the wind" effect, landed on "a game about strands" 👀 #IndieGameDev #Unity
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an artist
an artist@CloudlessCloud·
@Eluem @orb_3d true! But at the end the shape informs the lighting. A beautifully sculpted figure will give nice shadows and highlights. which is interesting how it connects
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Michael vicente - Orb
Michael vicente - Orb@orb_3d·
I still believe lighting is hands down the most important step of a game. Not models, not textures. This is a great example of immersion, using simple geometry with pixel art textures. The lighting does most of the heavy lifting and your brain fills the gap, which is great.
Gordon Zuchhold@AffinityPlay

Hmm🤔🌧️

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