#SLOW MOTION
27 messages · Page 1 of 1 (latest)
i was gonna suggest the same thing a couple days ago but forgot this would be so good
PLEASE
Only if
A: you're in the home.
Or
B: you're in a private lobby with one person max.
lowkey this is just a feature that copies off of boneworks / lab and also would be a pain in the ass to implement for various reasons, and also it is not a feature that the majority of players will not be able to use bc the game is built off of being a social multiplayer experience.
You realise it’s not just boneworks/lab aren’t the only game with slow motion right?
Blade and sorcery
Battleglide
ew battleglide, its even worse of an asset rip than beyond is
and its unoriginal asf. it adds to the whole stereotype that vr games just copy flatscreen games and concepts from other media.
anyways
adding slowmo in a multiplayer first game is such a drag bc 95% of the time you won't be able to use it, so what I am guessing is going to happen is that a player is going to use the slowmo button in multiplayer matches and they will get used to it having a specifc purpose, but when they join a single player match, they will be confused as to why it slows down the game, and vice versa, a player who plays only singleplayer will be confused when joining a multiplayer game. Also those examples are singleplayer games. Adding this feature, while in theory would be fun, in practice is horrible game design.
basically just saying that its dogshit game design to add this
cant they just make the slow motion button in multiplayer to work like bonelab`s fusion mod making it so it makes you have less gravity?
You CANNOT be serious 😭💔, almost every sandbox game has a feature for slow motion, multiple games before BoneLab and even boneworks had slow motion (Super hot, robo recall, etc). Also slow motion is literally a basic engine feature.
A game for example is battle talent, users can enable slow motion in multiplayer sandbox or dungeon, but the host may disable and enable the feature in the server, also it can be a host only thing.
Or for example downshot, the slow motion feature only works in singe player and not multiplayer.
As I said, it's a basic engine feature. It shows how capable the physics engine is.
I only say its a pain in the ass because not all game logic is probably built around time scaling being a factor.
Using unreal engine 5 it makes it much of an easier process.
game engine doesn’t matter? holy unreal glaze vro. unreal is basically if you jam packed a whole bunch of shit together and put glitter and sprinkles on it. it is not better than other engines on a fundamental level. its only advantage is a ton of tools and realistic graphics right out of the box 😭 ✌️
As a game developer who has implemented slowmo in my own physics based vr game that I made from scratch, I know what I am talking about. I also know a bit of game design too, enough to understand that the way this game is already built up, it does not give lenience to have such a feature without inconsistencies and also a revamp of the player inputs.
sure its early access rn, but revamping player controls (unless they are genuinely horrible) is a bad idea.
Holy shit guy, slow motion is still a good feature to be added into the game.
None of the bullshit you said doesn't change the fact how slow motion is a "junk" feature, all worked up over slow motion.
Just let it happen 😭💔