magic_lobster_party

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Joined 10 months ago
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Cake day: August 15th, 2024

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  • I think no discussion about parrying is complete without mentioning Ultrakill. It strikes a good balance between being usable without being an auto win button.

    In Ultrakill, besides from dealing extra damage and gaining style points, parrying enemy attacks is one of the most effective ways to regain health. Low on health? Find an attack to punch and you’re back in action.

    This creates a risk reward system. Committing to a parry is risky. If you miss you lose health - and it’s easy to miss when there’s 10 other things going on at the same time. It’s not always easy to find an opening to commit to.

    It also had a bug in early development where the player could also parry their own shotgun bullets if timed correctly. This was developed an intended mechanic, so Ultrakill is the game where punching your own shotgun bullet makes them go faster.






  • I don’t think the game engine has anything to do with it. The common criticism against Helldivers 2 is that there should be more enemies, biomes, weapons, missions etc.

    Adding a new enemy isn’t easy work. People think it’s just dragging a new 3D model to the map and then it’s done.

    First it needs to be planned. It must be conceptually different from all other enemies so people don’t complain about that it’s just a copy paste reskin. Then it must be developed, which includes code, modeling, animation and sound design - all working in tandem.

    And finally it must be tested and tweaked to ensure it mechanically works with all other systems in the game, like other enemies, weapons, missions, etc. Maybe during testing they realize it’s not as fun to play as they imagined, so they have to go back to the drawing board and iterate. Each iteration can affect code, modeling, animation and sound design. However, all involved aren’t just waiting in standby for feedback from play testing. They’re currently working with 100s of other things at the same time.

    And then after a month of work they realize it’s never going to mechanically work, and they have to start from the beginning with a new idea.

    Then repeat all of the above until they find something that actually works. This could easily amount to 6 months of work.




  • I’m a huge fan of Doom Eternal. It really proved what movement shooters are capable of.

    Haven’t played Dark Ages yet, and I’m not super eager to play it.

    I expected Dark Ages to be a middle ground of 2016 and Eternal, but it seems like they’re straying away from movement shooters with the ”stand and fight” tagline. That’s disappointing, because I feel like there’s so much more to explore with movement shooters. Just look at Ultrakill for example.

    I will wait it out a bit. It still seems like a fun game. Next on my play list is Expedition 33.