I feel as if you shouldn’t decide on major reworks until the product you’re creating has reached a sensible playable state, there’s not much reasoning to change something fundamental when you haven’t created the fundamental…ness yet.
From the thumbnail of the video alone, I understand it far too well.
Games artificially extend their playtime by extending tasks that in reality shouldn’t take more than an hour in certain cases. In Path of Exile 2, at the moment, I’ve realized that if you want to create a new character, you have to; play through the entire campaign, grind for gear because you can’t do mapping that well with gear you found yourself, spend an entire day just to get up to an acceptable point.
I despise it despite having literally nothing else to do, I at least don’t want to spend my time on artificially extended content.
also btw i might not work on this anymore cuz i’m working on another game (hired???)
rn i’m thinking about the backend lore of how summoning magic works. should there be a 3rd different world where ONLY THE summon-able spirits are, or should both humans and summonable spirits be in that 3rd world? can summoned spirits summon others? weird shit like that
could be, but for some reason i made it so each world/dimension has 1 main magic system. PC’s canon native world has volatile mana (raw elementless energy magic), enchantment world exists which is more medieval typical high fantasy, and a 3rd world for spirit magic
Would you be fine if a lore character/weapon was made for PvE
No, everything must be viable for PvP
Yes, but only implicitly/indirectly better for PvE (e.g. a high dps but punishable move that’s not great at PvP due to how smart players are/can punish, but better at PvE because monsters are dumber/slower)
Yes, it can be explicitly better for PvE (e.g. blatant +25% monster damage boost)
0voters
I’m thinking of some lore character/weapon concepts. The lore characters might just exist to provide weapons or weapon sets. I might even take inspiration from Deepwoken builds for my characters.
afaik there isnt a single other platform that offers free (somewhat decent) server hosting so roblox would be your best bet as a more upcoming developer rather than someone already established in the game development scene
oh fuck when i was thinking about how to make damage/speed/size/cooldown stats affect weapon skills, i just realized physics might be broken or speed could be trash
let’s take for example: circular sweep. self explanatory name, works like tempest/whirlwind from ao. should more speed make the attack last shorter? by swinging the weapon FASTER? but would you even want the hitbox to linger FOR LESS TIME?
so 2 problems:
hitbox lasts for less time, which could be bad
weapon would have to swing faster, which has to imply more damage because newton says so (relativity can go fuck itself and die in a ditch; its slow ass is the reason i have high ping)
this means all i can do is affect windup/endlag… which ain’t much. ah fuck… >_<
ALSO I DON’T WANNA SPLIT SPEED INTO WINDUP SPEED AND RANGE
the flying trail/particle is there to show hitbox, also i heavily slowed down the thrown weapon so that i could take a picture of it. the line connecting you and the weapon is the tether, allowing you to magically recall the weapon once thrown
idk how i’ll deal with avolition (can clone itself, thus throw weapon clones/spammable weapon throw) and dual wielding weapons
none of those iirc, but i really should start using unreliable remote events
btw the way the direction changing works (client moving cursor/redirecting blasts or beams for example) uses network ownership as the constant replication