Explaining Enemy Attack TIMING

  Рет қаралды 1,129

Signals and Light

Signals and Light

Күн бұрын

This time, we explain the basics of how enemy combat timing works in action games!
This is part 3 of 7 in a long-form analysis of Enemy Combat Design, created for gamers and game developers to learn more about how gameplay is designed in action games.
[As always, to pay fealty to the nascent machine gods that control our meager mortal efforts to connect to others, we supplicate for any signal boosts (likes, shares, subscriptions, etc) on your digital ecosystem of choice.]
Text Essays: signalsandlight.substack.com/
Cohost: cohost.org/SignalsAndLight
Bluesky: signalsandlight.bsky.social
Threads: threads.net/@signalsandlight
Twitter: / signalsandlight
Instagram: / signalsandlight
TikTok: / signalsandlight
MUSIC:
"Back to Business" by William Benckert
"Metal Man 2" from Mega Man 2 OST
"Through the Halls of History" from Hi-Fi Rush OST
"Glass Ocean" from Neon White OST
"Neon Bar" from Neon White OST
"Game On" by Tricycle Riot
"Tiger Tracks" by Lexica
"Bozz" by William Benckert
VIDEO CLIPS: ‪@bossfighter7104‬ ‪@Shirrako‬ ‪@fagamez1‬ ‪@PunchyYT‬ ‪@RetroGameStream‬ ‪@packattack04082‬ ‪@RetroArchive‬ ‪@mocktoid‬ ‪@oldclassicgame‬ ‪@thegamerpillar‬ ‪@thegamearchivist‬ ‪@Lacry‬ ‪@RoboticWizardNemesis‬ ‪@ZullietheWitch‬ ‪@nanofcb3024‬ ‪@jeditobiwan‬ ‪@RealiteVirtuelle‬ ‪@theKageEth‬ ‪@FullThroughYT‬ ‪@davidhearn1148‬ ‪@FCPlaythroughs‬ ‪@MK_RhzDq‬ ‪@blightviolin7322‬ ‪@sora_sakurai_en‬
Cover art "Scared Mario" via NoobyYT on DeviantArt: www.deviantart.com/noobyyt/
(Fair use for non-monetized educational content.)
FULL CITATIONS LIST: docs.google.com/spreadsheets/...
[ac vfofrzg zbrsym]
00:00:00 - Opening
00:00:34 - Introduction
00:02:14 - P3-A - Deterministic Timing
00:03:47 - P3-B - Reactive Timing
00:06:37 - P3-C - Randomized Timing
00:09:16 - P3-D - Timing Management
00:10:10 - P3-E - Timing and Level Design
00:10:38 - P3-F - Discussion: Timing is Tied to Animation
00:13:26 - Next Time
TOPICS: #GameDev #GameDesign #CombatDesign #VideoEssay #Analysis #Tutorial
GAMES: #EldenRing #Sifu #Sekiro #JediFallenOrder #HiFiRush #HollowKnight #SuperMario64 #TromboneChamp #SuperMarioWorld #SuperMarioBros #DonkeyKongCountry #AstroBotRescueMission #Kirby'sDreamLand #MegaMan #PacMan #VampireSurvivors #NeonWhite #Diablo2 #DarkSouls3 #GodofWar #TheLegendofZelda #TearsoftheKingdom #GodofWarRagnarok #SpiderMan #MilesMorales #UntilYouFall #PuzzleBobbleVR #BoomBoomerang #TheLastClockwinder #DemonsSoulsRemake #CryptoftheNecroDancer #Anthem #SuperMarioOdyssey #SuperMarioGalaxy #RedDeadRedemption2 #MonsterHunterWorld

Пікірлер: 11
@signalsandlight
@signalsandlight 2 ай бұрын
OPEN TO FEEDBACK / QUESTIONS - I haven't recorded Part 7, so if there's anything in this or other parts of the series folks want more nuanced takes on, leave a comment! As always, in trying to get the channel off the ground, any social media boost is appreciated! Twitter: twitter.com/SignalsAndLight Instagram: instagram.com/signalsandlight/ TikTok: tiktok.com/@signalsandlight Bluesky: signalsandlight.bsky.social
@whalics
@whalics 2 ай бұрын
Some of the most informative content I have found on combat design anywhere. Thank you for sharing your knowledge! I will say that I do find myself skipping through the jokes, though… I don’t know if they’re necessary (at least as frequently) because of the informative nature of the content. I think you already do a great job conveying personality and making listening fun just through your speaking cadence, emotion/tone, and expressions! Edit: I forgot to add that it might be nice to include a brief summary at the end. I know that would help me better reflect on the amount of good info you’re giving! Either way, great video.
@mike_wake
@mike_wake 2 ай бұрын
love the series! really informative
@vuurmos6257
@vuurmos6257 2 ай бұрын
Love this series, thank you for making more!
@GatoPapi_
@GatoPapi_ 2 ай бұрын
Love the content. Extremely well structured and delivered. I don't think the alter ego is doing it any services though. It breaks the flow and turns me away from it.
@kevinchen8116
@kevinchen8116 2 ай бұрын
Love the content! Thanks for putting in the time and effort to make this. I was wondering if you could explain how these concepts translate to turn-based combat. Which principles stay the same, while which ones are different? What does timing look like?
@signalsandlight
@signalsandlight 2 ай бұрын
I must admit that turn-based and tactical games are hugely outside my wheelhouse (I actually mention in Part 2 why I won't be covering them). I would say, by and large, most of what's described here would require totally different terms in that context. For instance, tons of turn-based games have "reactive" behavior -- it's probably the MAJORITY of what happens in something like "Baldur's Gate 3" or "XCOM" -- but that doesn't really have anything to do with timing (and in fact, a lot of aspects of reactivity in general have nothing to do with timing, but it was just the best way to describe how sometimes an attack will always result from a specific condition with no randomization). In general, turn-based games don't have the concept of "time" in the sense that real-time games do. A player can take time for something to happen, and the game could even be sped up, and the results wouldn't change. Time becomes quantized and abstracted by the game systems, more of a resource and better described by a term like "action economy." An analysis of attack patterns and behavior in turn-based games would instead have more to do with chains of systems and mechanics linked to hand-scripted AI behaviors that are designed to handle those mechanics "intelligently." The one interesting thing I might say is that I think there's a big divide between "pure procedure" turn-based games and "dynamic systems-driven" turn-based games (terms in quotes but completely made up on the spot, there are probably better terms out there). Pure procedure would mean the AI agents will always do specific behaviors in specific circumstances or in a specific order -- an example of this is "Slay the Spire." Most turn-based games are systems-driven, though, and require custom AI design based on the actions available to the enemy characters. Obviously, the most refined version of this is literally just Chess and the various AI designed to try to master it.
@kevinchen8116
@kevinchen8116 Ай бұрын
@@signalsandlight Hey, thanks so much for the response. That makes a lot of sense. And it looks like I need to go watch the rest of the series since you already mentioned it!
@jeorhan1262
@jeorhan1262 2 ай бұрын
Nice video! Very useful information. I would appreciate cleaner descriptions, less jokes, and pauses after important information, in order to... y'kno... have better timing... But I suppose you were trying to be obnoxious with the random timing jokes so... Well done!
@signalsandlight
@signalsandlight 2 ай бұрын
Yeah, it's hard to strike a balance with pauses between information and also not inflating a video time to the point that some people might lose interest (particularly with what tends to be successful on KZbin). If you felt like there was anything you need more time to absorb, I always include the full essay in text on Substack! (Link in the description.)
@jeorhan1262
@jeorhan1262 2 ай бұрын
​@@signalsandlight Right. There is much to be gained in the cadence and inflection of speech.
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