Velaster | Battle Test Demo First Impressions & Feedback [EP.01]

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demajen

demajen

Күн бұрын

Пікірлер: 15
@jayspight
@jayspight Ай бұрын
Finally, the Wizards & Warriors remake we’ve all (I’ve) been waiting for!
@jayspight
@jayspight Ай бұрын
I’ve often wondered how one would/could make a 2d metroidvania that enhanced the exploration even further by breaking free of the limits of a 2d map while maintaining the 2d gameplay, and this game seems to be doing just that in very interesting ways. This looks very promising and I’m looking forward to seeing more!
@engineer7742
@engineer7742 Ай бұрын
Thank you. I will do my best not to disappoint you.
@322ss
@322ss Ай бұрын
Unity can have issues with camera movement, depending on how devs implemented it, it is possible to get uneven camera movement even if framerate was good. Similar things can easily happen with moving platforms too.
@322ss
@322ss Ай бұрын
They may have to check if they are following some object, and if that object is a physics object, and how are they doing camera movement - in update, fixed update or in late update, and also, if they are actually interpolating smoothly from previous to current location.
@demajen
@demajen Ай бұрын
Yeah, I've seen a number of games where the camera stutters slightly. I remember reading that part of it was due to the physics refresh rate being different to the game refresh rate, but at the time I didn't really understand what any of that meant. As you mention below, I believe physics stuff gets updated in Fixed Update? (I'm an utter novice when it comes to Unity/coding in general, but I have been dabbling so I'm starting to understand the terminology a little).
@322ss
@322ss Ай бұрын
@@demajen ​ Well, I'm not that well-versed in the Unity Physics system, but I've built a few small games. There are two physics systems: one for 2D and one for 3D. 3D physics is different from the 2D system, but both operate in a similar manner. Both use a fixed time step system, so even if the visual frames have an uneven frame rate, physics calculations are performed on a separate sync, making them more or less frame-rate independent. The engine also provides Update and FixedUpdate functions in scripts, which you, as the game programmer, can write to make things move and do other stuff. This makes it relatively easy to work with the system, but also easy to mess things up. Objects driven by the physics system essentially move in discrete steps, suitable for physics calculations, but they can optionally be visually interpolated. You can conceptually do something like "set my camera target position to my physics-driven character's position in each frame," the movement can appear choppy because the frame rate may not align with the fixed time steps defined in your Physics settings, depending on where you put that camera follow code (FixedUpdate, Update, LateUpdate? Script's execution order?). There are many discussions on this topic, you should read what the experts say, don't listen to me too much :D
@d00mnoodle24
@d00mnoodle24 Ай бұрын
Level design is very curious 🧐
@Doshinkyo
@Doshinkyo Ай бұрын
The cross of Penance at the start reminds be of Blasphemous
@Dark-legion
@Dark-legion Ай бұрын
it feel like a 2d animation and impact in 3d skin the camera when attacking blocking and going on stars is to gitry they need to fix it seem no finisher animation when u parry an attack and is there more weapon? different builds? still looking dop and looking forward for it
@demajen
@demajen Ай бұрын
From what I remember, there were three character classes advertised on their Kickstarter page, so I'm sure they'll come at some point. I think this demo is just to allow people to see what they've cooked so far as regards combat. Agree with you on the gittery nature of the characters. There's definitely some issue with the game not quite recognising a solid location for both character and enemies, especially when hit. I'm hopeful that some kind of special riposte attack will be implemented after a perfect block/parry.
@322ss
@322ss Ай бұрын
Camera movement reminds me of NieR:Automata, although in that game they went too far, they were way too playful with those 2.5D sequences, like moving camera occasionally so far away that player character looked like an ant or something.
@demajen
@demajen Ай бұрын
I never got very far with AutoTomato, despite efforts, but I have vague memories of it playing with the camera quite a lot. I remember a top down bullet hell section, I think, towards the start? Its novel if they keep it subtle and occasional, but if the whole game features it I guarantee I'll get disorientated easily xD
@322ss
@322ss Ай бұрын
Yes, it had several bullet hell-style moments, and it seems the game designer really wanted to annoy players on purpose with the camera use and those bullet hell/shmup sections.
@engineer7742
@engineer7742 Ай бұрын
We will continue to upgrade the camera part. We are currently developing with 5 people, so it is difficult to respond quickly, but we will definitely develop it in an improved form in the areas you mentioned. Please let us know if you have any questions at any time. Thank you.
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