I feel super dumb writing this autopromotion, but I made a student game a while back, and after hearing you describe what games you like, I think you're gonna love it. It's called Fractured Horizon and it's available on Steam for free. It takes like 10min to finish, but I think speedrunning and mastering it is really fun! I just couldn't stop thinking about it when watching this video
For rewards, you could have a stage that unlocks when you complete the game that have like "statues" of each seasons top three or something? Having the players submit what they'd like their statue to look like? Might clash with the art style so you might have to put restraints on what they can look like but would be cool!
For the speedrunning season champ reward, I would suggest that you add a room ingame with the speedrunner that all can see and admire, and maybe you could make it possible to change colours and stuff to a colourset picked by the speedrunner.
I have a question as a fellow game developer... how do you do game dev logs / videos like this? And in your opinion, would it be to a persons benefit to do videos somewhat stylishly (Like the late Dani) or would doing something like incorporating simple shots or clips of gameplay with a voice over be better in the interest of time. I've put off a recent dev log in favor of adding more features... So I'm torn between a "Higher" production piece, and a lower- but time affordable and reproduceable video.
if you emote canceled before letting go of charge it did an invisible lunge then if you emote canceled that and input slash, it did a phantom strike slash, which afterwards if you timed the lunge properly it would do it invisible as well. so all together: hold leftclick -> emotecancel charge for invislunge -> emote cancel -> input slash for phantom strike -> well timed lunge charge (invisible). all together it looked like you were just looking at the enemy doing no animations as their health bar drops to zero. it was really hard to input and completely useless but i loved evaporating people with my mind im sad they removed it :/
Some people must be working at their dream game (even if the end result is a patchwork mess that needs to be remade in a better way) to actually be able to learn. Otherwise things just don't stick in mind as well.
I learned of this game just now, and I'm nowhere near the intended audience for this game (I'm firmly in the explorer field with a little socializing thrown in, and I'm not ambitious enough to play difficult games without a story), but I really love this video! It sounds like a lot of players could have a lot of fun with this and I hope your playerbase continues to grow and that your game will be really successful, because it looks like it'd deserve that.
Strata looks super fun, immediately thought of Celeste and super meat boy. Looking at how the movement Tech gets better when you're on the ground, have you considered adding a mechanic that lets you fall faster? Watching the game play made me think of fox in super smash melee, how he constantly jumps on and off the ground really fast. It might make the platforming feel even more tight.
Awesome! Maybe, but if I did it would be a very light mechanic and probably wouldn't be usable before X seconds in the air so it doesn't affect the core gameplay but does allow for small optimizations
When you correct yourself by saying the slide is more of a hyper, while those were hypers shown what you describe and what I seem to be see with the footage you show actually does more closely resemble an ultra (what you show when mentioning wavedashing) mechanically, since those can be chained to build up unlimited speed if executed well, with a speed gain that is strongly dependent on level geometry and how tightly you execute it (I was just randomly recommended this on youtube and this is my first exposure to your content so forgive me if you already know that or I'm misreading what your slide accomplishes)
Nah you read it perfectly, and you're not the first to mention it, my take personally is that a wavedash is a component of an ultra-dash, like an ultra-dash is two or more wavedashes that are specifically timed to keep your momentum Maybe downplayed the depth of routing Celeste there to be fair, maybe a better phrasing would be that that depth isn't apparent until you reach the top 1%, like just learning to ultra is a top 1% activity and I think I prefer the gradual "when did you jump and how high?" To the binary "did you hit the full ultra chain?"
@@I-OMusic An ultra isn't two wavedashes at all though - they're executed somewhat differently (though it does on the surface look similar) and have very different results. A wavedash sets your speed to a flat 325 pixels per second (unless a block boost is involved) and has half the height of a normal jump, while an ultra instead takes your current speed and multiplies it by 1.2 while leaving jump height unaffected. Execution-wise, a wavedash is just a hyper started in the air, and you both land and jump during the dash - meanwhile for an ultra, your dash *must* end midair, before you land (downwards dashes don't reset speed if they end midair). You also don't need to jump immediately because the speed is gained on landing, but it's better to jump earlier because you lose less speed while airborne (and none while in a dash, so the closer to the perfect vertical spacing the better too) I do agree that ultras are a very high-level thing (generally not included in maps until around Expert difficulty, with chained ones being fairly uncommon before Grandmaster), but they're definitely not binary because the speed they give depends entirely on how well you kept your speed from before, being multiplicative. Technically speaking, *any* downright dash that ends midair is an ultra (or delayed ultra if you climbed a wall or something in between), but only those that do so while keeping a high speed are good or useful
I still do not understand why I've been postponing my game development attempts for years. People like you inspire me. Maybe it won't be for nothing. Great video, thank you.
Thank you! These comments mean everything to me and are a massive motivator I postponed for years as well, it's why I use visual code rather than written, it's just what made game making accessible to me. My advice? Make a toy, make a ball that bounces around in a cool or interesting way or something, find a form of play that you like and just make that, no goals, no extra mechanics, just pure playful experimentation
What type of collision detection did you use, circle to match the shape of player character, capsule or box collider even? Did you cast that shape or cast rays, what is more precise or performant in your opinion, thanks for the answer.
Great question! So: physical collider is a capsule with 0 friction. Hurtbox is still a circle collider on a separate child object (just for organization) Two wall jump triggers, one for each side One ground check trigger. Highly recommend you keep an int count of the number of ground colliders you're in contact with and IsGrounded = true if the number is > 0. Prevents false negatives. Only thing I'm using raycast for is an in-progress system for snapping players to the top of an object when they'd otherwise bonk on a corner, it's just the only time I need to get any position data from an arbitrary object. New video came out recently if you haven't seen it, character model is now a humanoid
Don't know much about performance apart from "use dynamic continuous for anything fast and important", very much only good enough at code to realize my designs
Thank you for the answer, I was making a platformer some time ago, I also used 0 friction capsule for the physical collision but for ground detection i used a series of rays casted from the middle toward ground, for measure I used half the size of the capsule and added some arbitrary length just to go beyond capsule collision bounds so it can detect ground, but every now and than I had an issue with ground detection that split second when player jumped but rays still detected ground. I've managed to overcome that in a way that I deactivated all of the ground detection in the same frame jump occurred and started coroutine that waited 0.1 second and re-enabled ground detection again, and it worked, but OMG, all the time I was thinking: "There must be some more elegant way to do this...". So I'm really curious how did you detect ground, you said one ground trigger, but how exactly: with OnTrigger2D, in Update() with with OveralapCircle / Box? Did you use physics layers? Detection from the videos looks perfect so I just have to ask! :) Thx!!
5:28 if you start holding crouch in the air while landing, and also having your sprint ready in the air you get a TON of speed, basically a dash for any class.
personally, i think the flaw of titanfall is something it has no control over. FPS players inherently have a power fantasy of "carrying" the team. Realistically speaking, hyperfast wall leap movement is an idiotic strategy in a gunfight because you wont be able to hit a damn thing. Leaping around a giant mechsuit is gonna result in you getting swatted like a fly. Those people on roofs standing still and easily able to kill you? That should happen. How it should be dealt with is teamwork. Covering fire. Pinning people down so that others can zip into better positions. Titanfall is in the same trap as almost every other FPS: the gameplay is too fast, it wants to make everyone feel like the top dog, it doesnt want players to think about strategy nor teamwork. While i wont necessarily say thats a bad gameplay style, it is the absolute antithesis to titanfall because of the huge disparity between mechs and pilots. You need solid teamwork for it to work, you need strategy. FPS games have become completely stale because theyre so desperate to play into the power fantasy of individuals since it gets them sales. Then you look at games like Hell Let Loose and Holdfast, and they have immensely strong communities because the gameplay is so solid and teamwork focused, because theyre willing to take the risk of making a game with a slow pace, of losing out on adrenaline junkie players. Yet if you look at their gameplay, they still have the exact same high octane moments, just in less frequent doses which ultimately makes it so much more satisfying While high speed, short arcade shooters have their place in gaming, ironically for a game like titanfall (with such fluid and quick movement) it just doesnt work because the use of it doesnt pay off. You're constantly in action trying to try out a Cool Thing(TM) and getting it interrupted
I don't know why or how, but somehow I suddenly got your "strata"sphere joke at 11:58. That is the longest it has ever taken me to get a joke without it needing to be spelled out for me or mentioned again.
My first double jump I couldn't figure out why it wouldn't work and would allow the player to unconditionally jump midair. Eventually I found that codebase again, and the code was basically multiple if statements where both would allow the jump, and one was guaranteed to happen, and I saw it almost immediately.
"the closest analog to that in 2D is the 8-way dash" ive seen 2d games with an omnidirectional dash, one i can think of rn is scourgebringer, though it's like a roguelite