goin hard on dem spheres
kill whitey
So weāre working on a few things. Weāre pushing for more area control. That means traps and more projectiles.
Second attempt at oil bombs. I have no idea how to make sludge/slimey stuff. Any help?
Looking a liiiittle better. Still not happy with the overhang on upper ledges. I donāt know exactly what to do about that, tho.
This is lookinā good!
Flames of oil look good, and spread wellā¦
Thanks for playing @Bee. Iām looking through your notes right now.
Just a way to organize my thoughts regarding the game balance:
Moonblade - need to up the stun for all 3 hits and make this thing slower to spam
Kings Sword - is working as intended. Someone suggested a āchargeā attack which would be much different than the current Smash Bros. style attack differentiations, but it would be very very Zelda-y to charge and spin
Polled Hatchet/TreeCutter - all āswipeā style attacks I think I should add a way to swipe in the opposite direction (e.g. push is a counter clockwise attack while a new neutral could be a clockwise attack). The subtle difference would be mostly to negotiate around shields better
Shields - the Tomb Shield is way strong, but I think I might push its negative to be hugely negative and not let you walk at all. I also think that the collision boxes on shields are too big.
Bomb - itās working pretty much as intended.
Turpentine - I want oil weapons to be useful without fire tools, but itās not seeming like this is worth it without the Polled Hatchet or a Scaletooth or any other reliable source of fire
Bendhammer / Iron Lance- I donāt think these are as useful as they used to beā¦ butā¦ Maybe I just need more stun on these guys
Caltrops - they control space pretty well. Theyāre hard to see which might be a problem, but weāll see how that goes
Trident - pretty happy with this guy. I think once I buff the stun for the other weapons this will seem less āOPā. Essentially I want all weapons to feel as OP as this one. I like to reward aggressive play, I guess.
World Mace - not as exciting as it was in the original CJr. I think other weapons are just more exciting? Screen shake looks cool when two people are spamming it, though. A homerun bat style Smash Attack might get put in, though.
Crossbow - not as exciting to use as the bow. Might bump up the damage and/or make it attack faster. Unsure. Will have to play test more to see.
EagleEye - for some reason this isnāt as useful as it used to be. I am thinking of attaching a weak/slow melee attack to it so EagleEye + Projectile is a legitimate strategy.
JumpBoot - sneaker dash plus jump boot might be OP. I also think it looks hilarious. Weāllā¦ have to seeā¦
And thatās a wrap! See you next time.
edit: @Bee what did you mean by adding more MOBA type elements? i donāt moba muchā¦ should i? what are MOBAs that are, like, goodā¦ haha
RE sludge/slimey stuff take a look in the asset store
https://www.assetstore.unity3d.com/en/#!/content/64440 (oh, this used to be free)
(If you just make the shinyness of what you have a bit harsher it seems fine though?)
Arenas implemented that are flat and might need adjustments now that we have 3D movement:
Temple
Sun Prarie
Dungeon
Big Gate
Zelda 1 Level 1 Entrance
Arenas ideas that are not flat and mihgt need adjustments because 3D is tricksy and also we probably havenāt made these yet:
River Canyon with bridge
Training Grounds
Sky Diving
So some guys on another forum asked if I was colorblind. Then I made this big long response regarding my weird colors and lighting:
Alright, I totally get you guys asking if Iām colorblind. No Iām not, though. I guess Iām overreaching because the lighting system is more complicated than it needs to be now. Iām trying to get weird edge cases for whatās acceptable for lighting my scenes. There are two things that affect lighting in our scenes. First is an ambient light source affected by RenderSettings.ambientLight. I guess this is an HDR light? Iām unsure. It takes in values greater than (1,1,1) for what I understand are light calculations, and at least on my monitor it clamps the color between (0,0,0) and (1,1,1). The second light source is going to be a directional light that I use a normal Unity directional light. Both have a base color that is affected by an intensity value. This grid of images is ambient lighting intensity of 1 to 0 on the vertical and directional lighting intensity of 1 to 0 on the horizontal.
(more detailed image http://i.imgur.com/hwSvdzv.png)
These are my light settings. For the fighting game portion of our game we are going to look for 1) lighting that is playable and 2) lighting that is exciting and dramatic and envokes a mood that fits that scene.
The reason Iām doing this complicated lighting system is because we want to make a single player adventure mode like the original Zelda with 1) weather effects and 2) day/night cycles. I am pretty sure Iām going to need to have a range of ambient colors, direct colors, and varying intensities to make this stuff work. The one thing Iām excited about are the edge cases where player lighting helps a lot. This is that absolutely black corner image with a very hastily mocked up light source on a player:
lighting is gross and even with HDR way too easy to blow out, it happens (with frustrating frequency) even in AAA that someone changes something and a levelās lighting is completely dark or blown out.
Just keep tweaking until it looks good; Iām fond of your mint/pink palette that looks like some of the odder nooks in the NES.
Iād do most of your lighting tweaking with the directional light; the ambient light is so influential and kind of obnoxious to predict that I prefer to use it to set the harshness and color of shadows, and leave the d-light to set ādaylightā color.
Also, it can be very useful to have a secondary directional light pointing in the opposite direction to influence shaded areas, if youāre unable to accomplish what you want with ambient light. Be mindful of performance, though
Yeah thanks for confirming my suspicions on this.
I think thereās a lighting space where things are playable enough (80% playable? the paritoās law of playableness?) and weāll probably call that normal daylight.
Part of me also wants the extremes of it being too bright or dark or washed out or whatever to be ārandom daysā during the day/night weather cycle. The washed out colors where thereās more ambient light than daylight seem annoying to play in the way that it would be annoying to swordfight in the rain? It would also incentivize having your own personal lightsource and everyone could find their own personal favorite ālightsourceā so I could have a lot of them.
I dunno, weāre still tweaking htis. I am definitely going to follow your route and have mostly direct light in the fighting game portion of this game, though. The shadows help make this very, very clear and Iām really happy about that.
Ok, so we had a system before where we had points and turkeys and other shit before we determined a āmatch winnerā. Shit got weird and complicated and my coder wnated to make it easier, so weāre going to break it down in a way much more similar to real world Tennis. Hilariously real world tennis scoring isnāt as simple as I remembered, but I think thatās because itās just trying to be obtuse from the outside. So this post is me working out how to make our game work in the same pacing as that game and hopefully itāll make sense to at least me and maybe yaāll.
Weāre going to have ROUNDS, HEATS, and MATCHES.
To win a ROUND you have to have eliminated all competing players. If it is a FREE FOR ALL that means you are the last player standing. And if it is a DOUBLES game then that means both of your opponents are eliminated.
To win a HEAT you have to win a predetermined number of ROUNDS. By default the number of ROUNDS to win a HEAT is 2. If it is possible for a team or player to win the HEAT in the next ROUND then it will be announced HEAT POINT X where X is the team or player that could win the HEAT.
By default the game will be set to WIN HEAT BY 2 so that the winning player has to win both the predetermined ROUNDS and ALSO be ahead of the other players by AT LEAST 2 points. To simplify this in situations of 3 or more parties only the winningmost party AND the second winningmost party will be spawned into the HEAT POINT matches leaving 3rd and/or 4th place time to sit and contemplate better strategies until this is resolved. 3rd and 4trh place will balso be encouraged to root for 3rd place because then they will be able to āget back into the gameā.
And to win a MATCH you have to win a predetermined number of HEATS. By default the number of HEATS to win a MATCH is 2. If it is possible for a team or player to win the MATCH in the next ROUND then it will override the HEAT POINT X announcement for MATCH POINT X where X is the team or player that could win the MATCH.
This forgoes a lot of interesting detail where there are TIEBREAKER SETS and ADVANTAGE SETS. Wimbledon has a pacing strategy where the first sets are all TIEBREAKER (e.g. quickly finished with a completely differently scored game) and the final set is an ADVANTAGE which can go forever - an interesting war endurance. I think we actually only model ROUNDS/HEATS/MATCH to POINTS/GAMES/SET and forgo an entire tier, but I donāt think I can make 30 minute Combat Jr matches to be a thingā¦ yetā¦
As a way to maybe get the pacing for TIEBREAKER vs ADVANTAGE sets from Wimbledon, I might add an option so that itās not a boolean āWIN HEAT BY 2ā but itād have 3 options: WIN BY POINTS, WIN BY 2, āFINAL HEAT WIN BY 2ā. Essentially the WIN BY 2 is a way to force ADVANTAGE SETS in while TIEBREAKER is discrete. So if FINAL HEAT WIN BY 2 is selected that means that the first few HEATS everyone can win fast, but the final game breaker heat HAS to be won by 2 ROUNDS to slow down whoever is in first place.