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I like that the bug is specifically that stressed out wilderness creatures will want to complain to priests, not that the stress system is being applied to wilderness creatures. Traumatizing owls is by design.
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# ? Feb 7, 2020 07:14 |
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# ? May 15, 2024 04:53 |
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Traumatized owls is by design. Traumatized owls looking for therapy isn't.
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# ? Feb 7, 2020 07:41 |
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Final fantasy 14 just had an exploit/glitch fixed. In one of the instanced dungeons you can get a player buff that cuts all damage by 95% and has no timer to it. Basically used for a story moment in a fight. Someone found out that it you start the afk kick timer at the right moment, get that buff and then get booted out you get to keep the buff, even going as far as being able to enter the hardest content in the game and almost completely trivializing it.
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# ? Feb 7, 2020 10:11 |
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frodnonnag posted:Final fantasy 14 just had an exploit/glitch fixed. Literal plot armor.
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# ? Feb 7, 2020 17:45 |
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I hope he left the behavior in.
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# ? Feb 7, 2020 18:45 |
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I hope the stressed animals now complain to anyone, not just priests. Then again, I now have the mental image of a stressed goat wandering in, and getting used as a sacrifice to reduce it's stress.
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# ? Feb 7, 2020 20:12 |
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I keep imagining a deer at the pulpit like it’s some Bojack Horseman episode.
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# ? Feb 8, 2020 12:29 |
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I'm personally shocked they they stopped at preventing deer from wanting to speak to dorf priests and didn't finish the job by making deer priests to service their deer religion needs.
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# ? Feb 9, 2020 00:40 |
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What ecclesiastical needs could a deer possibly have?
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# ? Feb 10, 2020 07:49 |
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Depends on which deernomination it belongs to.
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# ? Feb 10, 2020 07:54 |
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I am but a humble cervine of the Lord
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# ? Feb 10, 2020 08:16 |
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He just wants his prayers to be antlered
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# ? Feb 10, 2020 14:24 |
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Deer God, what have I done?
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# ? Feb 10, 2020 14:36 |
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You know what they say, doe unto others.
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# ? Feb 10, 2020 15:00 |
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Turns out that you can lead the deer to the pulpit, but you can't make it pray.
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# ? Feb 10, 2020 15:02 |
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I remember a YouTube video of a dude showing a glitch in I think the replay function of an NFL game from years back and this dude had the most amazing laugh. Anyone know what I'm talking about?
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# ? Feb 10, 2020 18:58 |
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Plastik posted:Deer God, what have I done? The lord's work.
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# ? Feb 10, 2020 21:58 |
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Biplane posted:I remember a YouTube video of a dude showing a glitch in I think the replay function of an NFL game from years back and this dude had the most amazing laugh. Anyone know what I'm talking about? Is it the replay where a player went from white to black?
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# ? Feb 10, 2020 22:21 |
The one from Giant Bomb's quick review of Madden? I love how baffled everyone is but best of all is Jeff Gertsmann's face. https://youtu.be/cCkiOEmOdNM Starts at like 3:00 cage-free egghead has a new favorite as of 00:36 on Feb 11, 2020 |
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# ? Feb 11, 2020 00:34 |
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Elfface posted:I hope the stressed animals now complain to anyone, not just priests. Disney princess walks into woods, is surrounded by small forest creatures, who all immediately begin complaining to her about their crappy lives
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# ? Feb 11, 2020 07:44 |
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cage-free egghead posted:The one from Giant Bomb's quick review of Madden? I love how baffled everyone is but best of all is Jeff Gertsmann's face. reminds me of the greatest GB clip of all time:
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# ? Feb 11, 2020 12:46 |
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StandardVC10 posted:Disney princess walks into woods, is surrounded by small forest creatures, who all immediately begin complaining to her about their crappy lives Would a court medium suffice?
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# ? Feb 11, 2020 18:32 |
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StandardVC10 posted:Disney princess walks into woods, is surrounded by small forest creatures, who all immediately begin complaining to her about their crappy lives Or a Francis of Assisi character who wanders the world absolving animals of their sins and giving them healing buffs.
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# ? Feb 12, 2020 13:24 |
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Plastik posted:Deer God, what have I done? Stop passing the buck.
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# ? Feb 12, 2020 21:01 |
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LifeSunDeath posted:reminds me of the greatest GB clip of all time: One of my favourite tweets: https://twitter.com/adamarinder/status/1153399850643292161
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# ? Feb 13, 2020 06:39 |
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This is 100% cheating, as it's for a game I'm developing and therefore almost certainly not going to make it into production, but I loved it dearly and wanted to share. My game is a naval combat game, and the other day I was working on adding torpedo attack planes -- they fly towards their target ship, drop a torpedo, it lands in the water and goes forward. Everything was working fine except the torpedoes were vanishing as soon as they got dropped. Where were they going? Waaaay the hell off the map, that's where. Because they had a velocity somewhere in the vicinity of mach 9. Ah yes, of course (the cause was that my projectile handling code was multiplying the provided aim vector by the projectile's specified velocity...and the "aim" vector was the airplane's flying velocity. So the torpedoes were going about a hundred times faster than the airplanes were, and the planes were already traveling at a decent clip) A related bug that I have yet to fix: I recently improved my boat motion logic so that they actually float on the waves of the ocean, instead of just kind of sitting there at a fixed height while the waves pass through them. As a consequence of this, if a boat is at the top of a wave, torpedoes will pass underneath it. Which is great for the player when they're getting shot at...less great when you finally line up your own torpedo shot and it misses through no fault of your own.
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# ? Feb 16, 2020 01:44 |
TooMuchAbstraction posted:A related bug that I have yet to fix: I recently improved my boat motion logic so that they actually float on the waves of the ocean, instead of just kind of sitting there at a fixed height while the waves pass through them. As a consequence of this, if a boat is at the top of a wave, torpedoes will pass underneath it. Which is great for the player when they're getting shot at...less great when you finally line up your own torpedo shot and it misses through no fault of your own.
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# ? Feb 16, 2020 02:02 |
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Or just extend the ship hurtbox downward.
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# ? Feb 16, 2020 09:38 |
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Just how big are your boats compared to your waves? Because that sounds a bit out of proportion.
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# ? Feb 16, 2020 09:41 |
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Cardiovorax posted:Just how big are your boats compared to your waves? Because that sounds a bit out of proportion. That's the twist, they're all model boats and planes!
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# ? Feb 16, 2020 11:57 |
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Cardiovorax posted:Just how big are your boats compared to your waves? Because that sounds a bit out of proportion. You're right, they're out of proportion. That's because the ocean's job primarily is to sell that you're out at sea, not to present a realistic depiction of being out at sea. Here's the "rough" waves with an Iowa-class battleship, pretty much as big as you're going to get: And here's the same, with calm waves: Iowas have a draft of 11.5 meters, meaning that in calm water 11.5m worth of the ship is underwater (and the deck is about 8.5m above the water). They probably don't have the issue with torpedoes passing underneath them. Smaller ships like the Clemson-class destroyers and Northampton-class cruisers that the player is fighting in these screenshots have drafts of 2.8m and 5m respectively. Given that my rough waves are tall enough to wash over the Iowa's deck, those smaller ships are definitely going to be sailing over torpedoes.
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# ? Feb 16, 2020 16:27 |
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I'm just saying this as a layperson, but wouldn't it be easier to just have more and smaller waves at a more realistic scale? You could avoid the issue of having ships bob up and down that way and probably make it all look better, too.
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# ? Feb 16, 2020 17:10 |
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If you want the torpedoes to always hit, just program the torpedoes to bob with the waves too. If you want them to hit more frequently, but not always, program them to bob with the average of the waves 5 meters ahead and 5 meters behind them. As a bonus, the latter method will also make them jump between particularly tall waves like dolphins.
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# ? Feb 16, 2020 17:36 |
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Cardiovorax posted:I'm just saying this as a layperson, but wouldn't it be easier to just have more and smaller waves at a more realistic scale? You could avoid the issue of having ships bob up and down that way and probably make it all look better, too. I used to have more and smaller waves. It didn't feel very interesting. The ocean feels far more impactful if it has large waves, and that in turn helps build the overall feeling of the game. It's a bit like how comic book characters have "heroic" proportions or why movies often choose a small palette of colors that dominate most scenes. It's unrealistic, and it creates some extra challenges that you have to solve, but it's worth it for the increased emotional buy-in from the audience. Now, I won't claim that I have the aesthetics of my game on lock. The ocean does need some more iteration, particularly with colors and how other objects interact with it. But I'm pretty happy with the shape of it at the moment. And yeah, there's any number of ways I can solve the torpedo issue. Most likely I'll just give them a bigger hitbox; it's not like you can see them (or the underside of your ship) clearly enough to notice if a torpedo hits you that shouldn't have, which is usually the main problem with weird hitboxes. In particular I can make the hitbox taller without changing its width.
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# ? Feb 16, 2020 18:19 |
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Fair enough, it's your game, after all.
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# ? Feb 16, 2020 18:29 |
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Wolcen: Lords of Mayhem is an action RPG like Diablo 2 or Path of Exile. It recently had its 1.0 release, but it still has some bugs. To quote: "There's a bug were magic find gets increased by 100% every time you leave and re-enter a zone. If you spam entering and exiting over and over, you can build well over 1000%, leading to crazy chest drops." https://clips.twitch.tv/FancyInventiveSandpiperPrimeMe The game currently has no item/loot filter. Mierenneuker has a new favorite as of 19:00 on Feb 16, 2020 |
# ? Feb 16, 2020 18:56 |
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Mierenneuker posted:The game currently has no item/loot filter. No, seriously, who develops an ARPG and doesn't make loot filtering literally one of the first features to implement?
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# ? Feb 16, 2020 19:02 |
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Cardiovorax posted:No, seriously, who develops an ARPG and doesn't make loot filtering literally one of the first features to implement? They're wholly unnecessary if you just don't drop so many crap items in the first place. If drops are 10x less common but 10x more likely to be useful, then there's no need for filtering and balance is preserved. This is the approach that Angband (a roguelike that's pretty clearly the inspiration for Diablo I) took. It used to be that high-level enemies would drop up to 16 items apiece, all of them "valuable" (like Holy Avenger swords, dragon scale mail, rare spellbooks, etc.) but statistically useless because by the time you're killing those enemies you almost certainly already have better. Nowadays the game automatically destroys loot that isn't good enough, so you never even see it. I'm glossing over a fair amount of detail work and polish and making it sound simpler than it is; it really does work well and removes a ton of tedium from the game. It does rather interfere with the whole "loot pinata" aspect of the genre of course. Whether you find that aspect valuable is up to you.
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# ? Feb 16, 2020 19:17 |
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TooMuchAbstraction posted:Nowadays the game automatically destroys loot that isn't good enough, so you never even see it. I'm glossing over a fair amount of detail work and polish and making it sound simpler than it is; it really does work well and removes a ton of tedium from the game.
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# ? Feb 16, 2020 19:22 |
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# ? May 15, 2024 04:53 |
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Replace "get to" with "have to" and you have it, basically. Do you want to set up your own loot filters? Personally I'm in the genre for the "crush monsters, get loots" aspect moreso than the "configure a rules engine" aspect. Again, I'm just saying it's possible to do the genre without requiring the player to do loot filters. It's not objectively better or worse IMO.
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# ? Feb 16, 2020 19:31 |