RealityBeholder (STANDBOX GAME)

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RealityBeholder (STANDBOX GAME)

RealityBeholder (STANDBOX GAME)

@RealityBeholder

Bullying ragdolls in STANDBOX | Game Dev | Out on Steam! Join: https://t.co/ZU1aVHqX9O

https://discord.gg/4h4ANBaFtJ Entrou em Eylül 2022
144 Seguindo202 Seguidores
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ℤ ❖@musyasugyo·
It's been about a decade and still nobody has made a multiplayer shooter that's a fraction as electric or emphatic as Titanfall, where moments like this are a dime a dozen.
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RealityBeholder (STANDBOX GAME)
RealityBeholder (STANDBOX GAME)@RealityBeholder·
@Star_Rims @oliver_drk It really doesn't. You can make a lot of arguments about artistic vision/AD/control/human factor sure, but the left one is strikingly accurate to what one would use as a reference picture to get to pic2...
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Starrims 🧐
Starrims 🧐@Star_Rims·
@oliver_drk Nope, it breaks the continuity and cohesiveness of the original.
Starrims 🧐 tweet mediaStarrims 🧐 tweet media
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Oliver Darko
Oliver Darko@oliver_drk·
I have two functioning eyes. Sorry, I won't pretend this DLSS feature isn't impressive from a technical standpoint.
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Tsar Games
Tsar Games@Tsar_Games·
Filthy Combat
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RealityBeholder (STANDBOX GAME)
RealityBeholder (STANDBOX GAME)@RealityBeholder·
It's patronizing because the game picks when you can unlock the easy mode... so he wants the game to always pick the difficulty for you? It's even more patronizing it assume the player's mind is made of sugar and will dissolve at slightest amount of pushback. Ridiculous. Bully the fuck out of me - if a game lacks challenge my vision blur and I disconnect mentally.
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🌘𝚛𝚎𝚟𝚎𝚗𝚊𝚗𝚝⚡
Video game discourse has fallen so far that we have Yahtzee describing rudely-named difficulty settings as "ableist" and whining about how "patronizing" designers are. He suggests adaptive difficulty as the best solution because "no one has to see it." What if I specifically want the game to be harder, period? Why should difficulty be a self-tuning black box hidden away from the player? This is just another step towards making games into guided amusement park tours. If I'm stuck on a difficult section or boss, I don't want it automatically toned down, I want to get better at the game and beat it. He even brings up DMC games as an example of being "too patronizing" because it doesn't give you an easy mode unless you die enough times, but you know what? The higher difficulties are locked at the start, too. Some of us would say that's patronizing. Why shouldn't I be able to choose Hard mode right away?
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RealityBeholder (STANDBOX GAME) retweetou
Alex
Alex@alexfredo87·
For the facial animations in my game, I use a technique that yields results similar to L.A. Noire. To keep it simple: I first generate a facial animation video using AI like LTX 2. Then, I create a video depth map from that animation and project it onto a face mask. Using vertex displacement, the depth map dynamically deforms the face as the character speaks. The result looks good in standalone VR. I actually created this workflow long time ago: x.com/alexfredo87/st…
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homerjsimpson
homerjsimpson@homerjahsimpson·
because a lot of people view video games like this
homerjsimpson tweet media
Patryk@akuma_spongebob

@homerjahsimpson My friend also pointed that out about complaining that a game is "too long". Why would a game you're enjoying ever be "too long"?

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Whalebone | GameDev
Whalebone | GameDev@Whalebone_lab·
左右の手で別々にスタミナ管理する 仕様にしてみた。 新感覚のよじ登りゲームにしたい。 I've implemented a system where stamina is managed separately for each hand. I want to create a climbing game with a completely new feel. #スーパー開発デー #gamedev #ScreenshotSaturday
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RealityBeholder (STANDBOX GAME)
RealityBeholder (STANDBOX GAME)@RealityBeholder·
@BenjiGameDev In all fairness and without any shade, an action shouldn't ideally result in a soft-loop like this. It's just awkward on many levels. You give a hammer to the player, you make the nail react and then you get surprised the player keeps trying?
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Benji
Benji@BenjiGameDev·
all the new RE games have had moments where I've asked "what exactly does the game want me to do here, because what *I* want to do isn't working" it's just a pitfall of a more tightly designed narrative experience
Tᗩ᙭ ᕼEᗩᗪᖇOOᗰ@poems_past

I played this game on classic Philip. You’re just too stupid to understand you’re suppose to turn and open the elevator door and not sit shooting. It has nothing to do with the requiem. Grace constantly saying “we gotta get outta here” isn’t just flavor dialogue.

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RealityBeholder (STANDBOX GAME)
RealityBeholder (STANDBOX GAME)@RealityBeholder·
I feel like you might get a better result figuring out an optimal target rotation and using some inertial spring to get there rather than a hard set force. It would look more natural and would be easier to fine-tune. In any case, you might want to look into PIDs to avoid hysteresis and other issues. Here's a very good video on the topic if you need: youtube.com/watch?v=Y3MgFS…
YouTube video
YouTube
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Napas
Napas@NapasGames·
Spend a whole day to figuring how to stabilize hover car with godot physics. Whyyyyyyy ( ఠ ͟ʖ ఠ)
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SunnyChowTheGuy | Wishlist in bio
SunnyChowTheGuy | Wishlist in bio@SunnyChowTheGuy·
I received some feedback about motion sickness caused by sudden camera rotation when crossing corners, so I added an alternative algorithm for the camera angle. Does it feel like an improvement? #gamedev #devlog #indiedev
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rhodendron
rhodendron@punishedrhoden·
@BenjiGameDev That's because you were bad at them. I'm good at them. Cracked, actually. You're below me, on a sort of spiritual level actually
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Benji
Benji@BenjiGameDev·
I feel like my memory of the original Sonic trilogy is completely different to everyone else's. those games were just regular mascot platformers, jumping over spikes and stuff
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RealityBeholder (STANDBOX GAME)
RealityBeholder (STANDBOX GAME)@RealityBeholder·
It sounds like you're expecting most people to nuance appearance and substance. On the other hand, if an AI can reliably model all the consequences of reality (light, physics, movement, sound) and the subtleties of art (composition, architecture, colorimetry, tropes, etc), do you really think modelling the logic of a game is a complex task in comparison?
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thomasmahler
thomasmahler@thomasmahler·
How do people not understand that there’s no actual data here? You had an LLM create a video based on other videos it’s been trained on. What you don’t have here is any geometry, systems, models, animations, shaders… in short: You really got nothing. But for some reason the technically inept think that we’re close to this becoming a fully interactive thing that makes sense and is fun to play. Good Luck with that!
can@marmaduke091

This is absolutely insane 🫠 People are yearning for a LOTR game like this. We’ve somehow normalized waiting 2 years for 6 episodes of a TV show and a decade for a game sequel. Imagine getting a new GTA game every year. AI will replace the bottlenecks, not human direction.

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can
can@marmaduke091·
@BenPielstick That is also a direction I am very excited for
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can
can@marmaduke091·
This is absolutely insane 🫠 People are yearning for a LOTR game like this. We’ve somehow normalized waiting 2 years for 6 episodes of a TV show and a decade for a game sequel. Imagine getting a new GTA game every year. AI will replace the bottlenecks, not human direction.
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RealityBeholder (STANDBOX GAME)
RealityBeholder (STANDBOX GAME)@RealityBeholder·
Yeah I definitely believe having the player feeling like his agency is always taken into account is a core principle, but as a designer, how do you mitigate the escalating complexity of micro and macro behaviours, once you start accumulating all those cool reactions per example? It seems like maintaining game balance without having an exponential complexity debt is a daunting task.
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Paul Ehreth ⚓️🌱🌺🥀💀✨
That depends a bit on the type/style of game you want to make (e.g. arcade-y vs battle sim). But I would say one of the most important things to focus on is enemies reacting to the player in relatable ways. Are they taking heavy fire? They should be retreating and looking for cover. Then think about pacing/flow of the encounter itself as a tug-of-war. Players push enemies back, then they get reinforcements and hold their ground, then the player switches to a power weapon and takes them out and moves forward again. Ups/downs/highs/lows will make it feel dynamic.
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Paul Ehreth ⚓️🌱🌺🥀💀✨
Halo encounters actually used fairly rigidly-scripted behavior trees (I know this because I scripted many of them). The reason they felt dynamic was because of the balance of macro manually-scripted behaviors (player kills 50% of Squad X, remaining enemies fall back to Zone B) plus AI micro behaviors (kill an Elite and the grunts panic). Add sandbox spontaneity and you have a magical recipe for encounters that feel 'alive'.
NPC Universe✨@NpcUniverse

Most modern AAA games took a massive step backward in Artificial Intelligence. Developers traded systemic sandbox mechanics for visual fidelity. @Halo 3 runs on a heavily modified proprietary engine and remains superior for specific technical reasons: AI uses dynamic behavior trees instead of rigid scripting. Squad morale dictates routing and cover selection. Individual projectiles interact seamlessly with the Havok physics engine. Dynamic physics and behavior tree AI will always outperform high resolution graphics.

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