RightHandOfIkaros

joined 2 years ago
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[–] RightHandOfIkaros 2 points 1 day ago

Medal of Honor was great until 2010. Every release was a certified slapper. My favorites were Allied Assault, Frontlines, Rising Sun, and Airborne. Then 2010 came out and really nosedove the series.

[–] RightHandOfIkaros 11 points 2 days ago

No, I meant that them leaving negative reviews because of what was said is a pretty typically Chinese thing to do. Genshin Impact has been plagued by this for pretty much its entire existence. If you ask anyone, the Chinese playerbase is viewed as incredibly toxic because of this.

[–] RightHandOfIkaros 5 points 2 days ago

Pretty much, yes. I generally have such few item types in my game that it doesn't really matter if I hard code them.or not.

For example, Item might contain parameters like item-id, item name, carry weight, etc. Parameters that every item would need to have. Then HealthItem would inherit from Item, and thus would include all its base parameters and methods for being added to the inventory, etc. HealthItem would then also have new parameters like heal-amount and a method for healing its user.

Something like a health potion that heals 5 health and a medkit that heals 50 health would both use the same HealthItem class, and be stored in the game engine as separate prefabs. These prefabs would then be instantiated into the game for entities to interact with them.

[–] RightHandOfIkaros 6 points 2 days ago* (last edited 2 days ago) (2 children)

I like to use Unity, and I love using class inheritance where possible.

If I know a group of items will all share similar properties but might have one or two different methods, I create the base "Item" class with all the values that all items will share in the game, and then create a new class for each item that has a different property all on its own.

For example, a healing item has a healing method that a coin item would not have, but both of these inherit from the Item base class and thus can simply be detected as an item by the systems that only care about whether an object is an item or not. Such as when an object is picked up by the player and placed in the inventory. This keeps everything pretty simple for my purposes. Not sure if this gives you any ideas.

[–] RightHandOfIkaros 3 points 2 days ago* (last edited 2 days ago)

I mean, it is necessary to show the viewer what kind of world it is, if it is dangerous, etc. It can build up both an empathy for the main character/ characters in the world as well as give a motivation to the main character that doesnt require too much explanation. That kind of start is a rare one, but it can work.

Goblin Slayer, for example, does this to great effect. The first episode is hard to watch, intentionally so, but it easily and quickly builds the basis for the main character doing what he does. It explains to the viewer in no uncertain terms how dangerous such a weak appearing monster is, and why they are a threat. It also shows why the threat is ignored by more prestigious adventurers. And the rest of the anime carries the same dark, gritty tone. I actually quite liked Goblin Slayer.

I just think that Skeleton Knight didn't really need it because, unlike Goblin Slayer, the entire rest of the show does not match that tone. A lot of people who were put off by Goblin Slayers first episode probably wouldnt have been able to handle the rest of the anime, but with Skeleton Knight I think they might have scared away a large portion of viewers that might have otherwise liked the anime.

[–] RightHandOfIkaros 10 points 2 days ago (1 children)

I have my assumptions as to why CDPR is replacing Jo, but all I will say is that I hope the game is good and sticks to the lore.

[–] RightHandOfIkaros 5 points 2 days ago (4 children)

Except for the very beginning of episode 1. There is no reason they had to show as much as they did and make it that uncomfortable, literally none of the rest of the show ever hit that tone again. As long as they dont repeat that I think it'll be perfect.

[–] RightHandOfIkaros 10 points 3 days ago (3 children)

I mean, this is not surprising since From was like this before.

[–] RightHandOfIkaros 3 points 3 days ago

I never expected A Girl Who Chants Love At the Bound of This World: YUNO on the PC98 to take me like 80 hours to complete without a guide.

[–] RightHandOfIkaros 1 points 3 days ago* (last edited 3 days ago) (1 children)

Nah, Mantis + Luna or Cloak and Dagger with one prioritizing the other, alternating ults, and 4 damage is basically unstoppable. Maybe self healing wasn't the correct term, but rather healing that healers can do to other healers, but also Jeff's self heal specifically needs a change. He is already basically Ant Man by making his hitbox basically a single pixel, there is no reason he should be un-divable because he can just swim and get his own bubbles.

I myself being a Peni main, am consistently dealing and blocking the most amount of damage in a match, but matches with Mantis + pick any other healer in the way I mentioned are unstoppable, regardless of who my other teammates play. They just heal each other too well. And when both healers are unkillable, 4 damages can stay up almost all the time.

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