Every fps used to be a doom clone.
People are gonna talk, your game is gonna talk louder over time.
@raxzen.bsky.social
Aspiring Game Designer Aspiring 2D artist Aspiring 3D artist Looking to learn everything I possibly can about making games.
Every fps used to be a doom clone.
People are gonna talk, your game is gonna talk louder over time.
I only played the very beginning of justant, but seems the whole fame is built around that.
I was happy to find this mechanic present in sekiro.
I'd say it would've worked great in a game like infamous.
With a bit of fine tuning and qol features, of course.
I'm curios as to what the list of verbs you see in each of these looks like
30.12.2024 17:54 — 👍 0 🔁 0 💬 1 📌 0Something I really wish was used more often is having a button to grab ledges. That mechanic alone makes platforming so much more deliberate and thus engaging.
30.12.2024 17:46 — 👍 0 🔁 0 💬 1 📌 0I still very much miss the variety from the days when each game tried it's own control scheme.
Tomb raiders controls provided a challenge and opt for mastery with it's movement mechanics thats gone in the uncharted era of push forward to climb and the game will take care of it while looking pretty.
And on top of that lots of UI text to tell you what to do because mechanics like "long jump" and "bat flight" are used very sparingly and only when prompted.
25.12.2024 13:25 — 👍 0 🔁 0 💬 0 📌 0I just bought defiance to finish the story once again... And it's frustrating how they've strayed from all of this in favor of a character action game focused on combat with fixed camera angles that really don't like showing you where you are going.
25.12.2024 13:23 — 👍 0 🔁 0 💬 1 📌 0Having to use a tk blast to push a block through a fence in the material realm before shifting to spectral to go through said gate, with the block now in position to let you progress.
25.12.2024 13:17 — 👍 0 🔁 0 💬 1 📌 0Like having impaled vampires get up if you pull out their spear without eating their souls first.
And how far they've pushed the possibilities of the few mechanics they have going on. Having to consider every ability you have and use them in tandem to solve each puzzle.
Im going through a similar process. I had not played sr1 before, and loved all the small mechanical details that are coherent with the world's logic and how every mechanic is explained diegetically to both the player and Raziel.
25.12.2024 13:08 — 👍 0 🔁 0 💬 1 📌 0These are the kind of mechanics that become a big part of the game's identity.
Learning them is a very big part of the player's journey through the game, and in my case at least, what keeps me coming back to a game.
Why did you stop? What are the six virtues? What kind of adventures do trusted humans go on?? I need to know more now
09.12.2024 11:07 — 👍 0 🔁 0 💬 1 📌 0Keep on keeping on!
04.12.2024 13:32 — 👍 1 🔁 0 💬 0 📌 0"I Finished a Video Game" Hace retrospectivas de sagas MUY completas. Incluyendo historia de su desarrollo, influencias, overview de la historia y gameplay de cada juego en la saga; narrado con el estilo ASMR de Sebastián Lague o Mark Brown. 10/10
youtube.com/@ifinishedav...
Solo podcast? O canales de yt video essays tambien?
Alguno que recomiendes vos?
Verbs that function for combat as well as traversal and interaction with the world.
Traversal/Parkour that can be failed at, requiring skill to perform, that allows for player expression.
That was a pretty accurate and specific list of most of the things I like. I'm impressed.
02.12.2024 02:04 — 👍 2 🔁 0 💬 0 📌 0Most of every game will be learning how to play. Tutorials need not be explicit, level design can funnel players through learning the basic mechanics of the game.
Depending on the complexity of your game you might find a way to redesign some bits of your levels to more "intuitively" guide players.