Wooben

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Posts posted by Wooben


  1. The basic gist is you wake up on christmas morning inside a box of christmas hell. You have to survive for as long as possible as waves of hazards flood in from one end of the box. your only defence is a floating ball imbued with the kissy power of mistletoe that cleanses all evil beneath it, but only when activated by your gun of christmas miracles. Christmas miracles also cause the ball to bounce around. Try to survive the hellbox as long as you can('t)!

     

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    A rough wip at the moment, basically only has the hellbox with fps controls and little lethal gronks that spawn in one end and float menacingly towards the other. Hoping to get the mistletoe ball working the way I want it next, so I can get the game basically playable and spend the rest of the week tweaking and fine tuning. Unfortunately, the whole shooting thing and then applying force to it in a particular direction seems almost too much for my scarce programming experience. We shall see!

     

    Planned feature creep:

    -Shoot the ball in its top half to spike it into the ground for extra AoE!

      -A pickup system powering AoE uses

    -More enemy types (ones that follow you and don't just go in a straight line)

    -Enemies spawning in formations of lines/boxes rather than just randomly

    -Special boss enemy

    -grood grafx

     

     

     


  2. As a semi recent semi regular who felt like two kids standing on each others shoulders in a big coat at an upper class dinner party, the realization that there are regulars who have been posting here for ten years has now upgraded that feeling to drunkenly stumbling onto an ancient sacred burial ground


  3. Dunno if anyone else has tried this, but would definitely recommend running salem, draco, mercenary and dynamo to ramp the tension up to 11. Blitzing through levels grabbing as many charge packs as you can find as salem feeds draco free stats while your two programs go about kicking in the doors of any and all cyber security (being able to kill indiscriminately with salem to reset mercenary at key times makes for some insane speed hacking) makes for a unique experience.

     

    Tried a similar setup with xu instead of salem to disable the heart monitors, essentially removing all penalty for draco's free stats, but i never managed to get an economic lethal weapon early enough. it just wasn't the same with the lower bodycount


  4. Tried it on ps4 at a friends house, and now can't wait until the steam release. Takes the mayhem of magicka and trims off the millions of balance issues into something suprisingly focused. Currently debating whether or not to get the regular or DIGITAL DELUXE edition that comes with all the extra gadgets (really just debating whether or not to refund the digital deluxe edition, which i already bought. Theres probably half as many more weapons and whatnot but it's double the price)


  5. I think my real beef with damage types is when they're all just different means to the same end. Or rather, I prefer when they each do something other than damage depending on the type.

    Bringing up magicka again (because I haven't played D:OS (yet!)), and I doubt I am alone in this, it is far more exciting playing around with the secondary effects of the elements, such as cold slowing/freezing guys, lighting comboing with water, earth knocking punks over, etc, than it is to concentrate on which does the most dps to which enemy. Persona 4 has, with the exception of the instakill mechanics of light and dark, no actual meaningful difference between elements. It is entirely arbitrary thematic wrapping... you could swap fire and ice and I wouldn't even blink, but swap the two in magicka and I would be seething over fire slowing my enemies. That's what cold does dummy!

     

    less damage more type  :fart:


  6. So, working through my backlog of arguments I got into in internet chat rooms, I spent a chunk of yesterday using elemental magic in (except one battle where I ran out of SP) Persona 4. (I also flanked a few aliens in XCOM, for comparison).


     


    I actually really liked Persona 4: it's not a hard game, but it's not intended to be hard - the "use fire magic on enemy weak to fire" mechanic serves its purpose well in enforcing rudimentary strategy*, and also making you feel like you aren't just mindlessly grinding in between the good parts (anything outside of a dungeon). The narrative aspects are superlatively done, both in terms of writing, and in terms of presentation (the voice actresses, especially Naoto-kun's obviously, are really good; but also the design of the school, placement of social links and generally Rise-san is superlative). As little touches, I also liked how the menus for casting spells on monsters sometimes give you bleedthrough of the developers contextualization about a thing - the fancy transitions, the bright colours, and the two soft porn sta- (nevermind) are all used nicely to subtly evoke the appearance of depth to the "strategy" you're executing. And, to tie into some conversations lately about narrative impact in games - I definitely felt something when playing it, and was definitely somewhat drawn into the role I was given. It's a terribly happy game, bittersweet is not what it's going for, I guess.


     


    [it probably also should be noted that I did a semester of physics in 2013 too, so differences between force and pressure I understand perfectly**, and I definitely knew at least one instance of me opening a walnut with a kitchen knife, so the whole "sharp edge cant break rigid body" assertion was perhaps more "laughable" to me than it might have been intended to be.  :) ]


     


    (In contrast, I'm not really sure what I think of adding damage types to XCOM yet, although I'm pretty sure it's not a "good idea" - it feels to me like somewhat (deliberately?) overblown "feature creep".) 


     


    * Edit: and is also annoyingly subverted at least twice by bosses who are strong against fucking everything jesus christ.


     


    **Edit: oh, oh and the difference between abstraction and real life!


     


    ***<3 twig



  7. im gonna throw my vote in for teams as well, if at least to start with. seems like there's gonna be a pretty wide skill range, and teams will help balance the discrepancy out, rather than have a couple players crush everyone else in ffa