When the time comes to develope it, I feel like for a 3D game, the Hall of Flesh would fit better than the Wall, being that you can surround the player with a long stretch of hallway so they can't really move too far away from it and you don't have to worry about an "infinitely" long WoF. It'll work just as the nomal fight, just more enclosed.
#Hall Of Flesh
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No
The hall way makes no sense compared to the wall
Honestly, I'd prefer some sort of giant glob of eyes and tentacles akin to the wall of flash. Long enough that it's hard to circle it.
That could work
But
Still like the wall of flesh
It doesn’t even have to be infinite
Just has to appear infinite
Oh yeah, I think anything infinite or egregiously large would have trouble rendering and potentially break the game.
Ofc
But
Have you heard of a game called portal
I watched a video explaining how they did the infinite portal thing
They made it so you appear to be infinite
Idk I’m just labeling out ideas
I mean, if anything, it can be similar to how the danger level increases per difficulty. The Wall/Blob/Hall of flesh is a certain size on casual. Then gets bigger and faster per difficulty.
Idk, I was just thinking of the tight fight feeling of the actual WoF, limited mobility options whilst he speeds up over time, if it's just wide open fight, it just doesn't really give that same effect, if anything it's just kinda like "The fog is coming" but the fog is made of meat.
Yes, but the fog does increase in speed and you would have to traverse landscape or make a platform, just like you would in 2d
Aiming forwards while running backwards actually seems harder to me than running left while shooting right
What mobility options does wall of flesh limit in the base game that he can’t in 3d
How would the hungry work?
@bold hawk has reached level 1. GG!
The same way they work in the base game...
But it's a huge wall? Would it not be a lot of them?
They would only come out around the location of the player
Why would he make more when there unnecessary
That's why the hall would limit that
Yes?
Just make only hungry when necessary
Buddy I think your over thinking this
Just giant wall
Made of flesh
And other grotesque items
I'm thinking more of the ease of developement, when you limit the space, there's a lot less issues, like worrying about despawning and spawning radius based hungry
What could be the problem with the spawn radius?
Would the hungry be going back into the wall the further away you get from them?
And are you to worry about the x or z axis of the character's position relative to the wall? Like distance wise furthere from the wall itself
I asume it’s like the regular wall of flesh where
A. The wall of flesh pulls you back if get too far
B. The hungry just follow you
The wall only pulls when you're too far behind it
Behind it at all really
In front, you can be on the other side of hell no problem
They spawn regardless your distance from it, they reach out to you if they are on screen
Then why not do that in 3d
Well, if it's a wall stretching the length of the 3d world, that would cause some issues of sorts
If you're dealing with a hallway, you're not to worry about the player's position
I understand the idea of not having a wall because of it being too taxing for the game. But the hallway idea doesn’t seem that good either
Does the hallway also stretch infinitly
Or is just surrounding the player?
Plus that’s just kinda a lame idea
Compared to other ideas
Like the blob of flesh idea at least you can be creative with the design
Or whatever the other dude was talking about
Well, that's an opinion
@bold hawk has reached level 2. GG!
I'd make pictures but I can't post images here
Shut up
Put it in #creations-and-media
Then just link it back here
Ight I’m going to sleep
I may or may not continue this conversation later
Just depends on my crappy art skills...
You can just have a render distance on the hungry like chunks in Minecraft. If you aren’t close enough, they aren’t shown even though it’s there. Then when you get closer, you can see them. It should also be pretty easy to program if the unreal engine object control is even remotely close to unity’s.
(I’ve made games in unity in the past, that’s why I say that)