Author Topic: Game Design Megathread  (Read 558281 times)

Jesus Christ. So, my fellow level designers are arguing about how much the level looks like either:

- A richard
- A buttplug
- A combination of the two
go on and innovate, make a richard buttplug

Jesus Christ. So, my fellow level designers are arguing about how much the level looks like either:

- A richard
- A buttplug
- A combination of the two
your team is moving in the right direction

Jesus Christ. So, my fellow level designers are arguing about how much the level looks like either:

- A richard
- A buttplug
- A combination of the two

Idea: Create a level that actually looks like a giant richard and act like it's the most normal thing in the world when questioned!

So I cannot decide between orthographic or perspective for my 4-player split-screen brawler-style game. Basically whether it looks 2D or 3D respectively,
the thing is that 3D gives a better sense of scale and makes the rooftops obscure people hiding on top of them unless you bother going up to the roof to investigate.
However the traditional view of this style of fighting game is usually 2D, where you go back into the screen just makes you go up, and has the advantage that your person doesn't become teeny as they recede into the back alleys.
The camera also rotates as the player goes around corners to give the impression of a more complex 3D environment while maintaining the simplicity of control of a brawler, which I think would look much better in the perspective view.
But the orthographic also has the advantage that player screens being beside each other can be locked if the players get close enough together, fusing the split-screen panels until the players part again. But such a trick might be confusing if say players pass each other in different directions, and it bounces the screens around.
Anyone have opinions? What do you like in your brawler games?

Idea: Create a level that actually looks like a giant richard and act like it's the most normal thing in the world when questioned!

bonus for getting extremely offended and calling them perverts when they do question it.

Idea: Create a level that actually looks like a giant richard and act like it's the most normal thing in the world when questioned!
bonus for getting extremely offended and calling them perverts when they do question it.
Relevent: https://www.youtube.com/watch?v=9Yt0b_QBP_A



What if you selectively increased the effect of air resistance? Wouldn't that reduce the orbiting issue?"
That could be a possible solution if I figured out how to do that, but the solution I found that seems to temporally work is to lower the amount of force being applied. Too much force and the objects shoot around with enough speed that they need to make a second, third, fourth etc pass. If you get it right, they very nicely slip into the centre.

Couldn't be bothered to record and upload it, but I tried this on the First Person Shooter template and turned the projectiles into gravity wells. Unreal has some very weird default mass settings, and apparently 500,000 force units can't shift 300kgs, unless I've set something wrong. Setting the weight of objects to 50 and 100 made them work perfectly. I'm going to keep playing around when I get the chance, and I'm also going to start working on this "grapple" system I've designed that nobody else likes yet (if I show them a working prototype, hopefully they'll understand why I like it and then agree it should go in).

Is anyone here experienced in C++, preferably those who use standalone compilers like MinGW? I'm trying to fix something and Stack Overflow isn't helping me out.

Is anyone here experienced in C++, preferably those who use standalone compilers like MinGW? I'm trying to fix something and Stack Overflow isn't helping me out.
what are you trying to fix? just use your post to explain it. don't ask if anyone thinks that they might be able to help, and make them respond, not knowing whether or not they'll actually be able to answer
that's honestly one of the most ridiculous things I've ever seen people do. it's not like you're gonna hit the character limit, just explain your problem in the first place. you're wasting your own time and other people's by doing what you did

In less condescending words, it's always better to ask than ask to ask.

I'm not trying to be a jerk, it's just really irritating. I personally can't stand waiting for a response on the forum, so I can't relate to asking like that at all. especially in a thread like this, where there's honestly no telling when you'll get a response, if you even get one, period. and in this case, I wouldn't have considered asking about it if I hadn't gotten bothered by the way he asked, just because I don't feel confident that I'd have an answer. if you explain the problem initially, then people can read it and easily know whether or not they can help without having to put themselves out there first. however minimally, it's embarrassing to publicly offer help and then not be able to give it

Is anyone here experienced in C++, preferably those who use standalone compilers like MinGW? I'm trying to fix something and Stack Overflow isn't helping me out.
Shoot away.

Our first week showcase. I plan on each week posting a one minute video showing what gameplay stuff we accomplished over the week.

It's nothing *that* special, but I felt it was really cool seeing all those boxes line up correctly even with random placement.