#Hardmode Yk'Voz Clear

1 messages · Page 1 of 1 (latest)

queen sphinx
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Finally got around to record me playing Hardmode Yk'Voz(Killing zero masks)

Sure, I might have done it with an extremely buffed Evelyn, but I'm just glad I made it😁

https://youtu.be/5uw1U6apJ0s

WISHLIST ON STEAM:
http://bit.ly/3xyyWy8

Dont forget to join our discord and sign up for playtesting!
https://discord.gg/aWbGS6Ugas

Hello, I'm André, and I am currently developing a fast paced puzzle rpg called Lorne

Please join our discord!
We want to hear your feedback, and you get to participate in decisions of gameplay design!

Link:...

▶ Play video
languid iris
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This is really cool!

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You have a lot of pieces coming together for this

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How do you handle the character's facing? It looks like they face camera direction sometimes, but not always.

queen sphinx
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Thanks!

Ah, yea I handle the rotation by detecting enemies within a specific distance, and at that point rotate toward enemies instead of camera rotation. But the mouse "Drag" distance can also disjoint the softlock by looking away from the target(this disjoint happens easier the closer to the outer perimeter you are)

languid iris
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Oh I get it. The further away from the enemy, the weaker the camera lock

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That had to take forever to get right

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Camera work is so much more difficult than many people realize

queen sphinx
languid iris
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It looks amazing! Was it difficult sorting out multiple enemies?

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I imagine a "bokoblin" like encounter of ~5 enemies would be worst case

queen sphinx
languid iris
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How does the camera know which enemy to target?

queen sphinx
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Im actually almost at the point on my todo list to create a "camp blueprint" which assigns position and props + a locked treasure chest around the place you put the BP in the world

queen sphinx
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Checking for a bunch of parameters, such as class level(minion, captain, boss etc)

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Where distance carries the most weight

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It also take into account your camera look direction

languid iris
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That sounds like a smart way to do it!