@sinbad @fuzzybinary you know, it's funny that you mention that. I also grew up playing OG RuneScape where you'd drop your kit when you die. I also enjoy that mechanic in Eve Online.
I think I'm just a videogame mechanic masochist?
@sinbad @fuzzybinary you know, it's funny that you mention that. I also grew up playing OG RuneScape where you'd drop your kit when you die. I also enjoy that mechanic in Eve Online.
I think I'm just a videogame mechanic masochist?
@fuzzybinary fetch your body? Like... go get your arm as a part of the tutorial so you can use it?
@fuzzybinary ohhhh yes. I like it in certain games. I found it fun in Dark Souls and Hollow Knight but it really has to be the right kinda game.
@sinbad @lisyarus It's not so bad! I made a couple of small co-op games in Unity and I was working on another in Godot earlier this year. They were a mix of client and server authority.
I think the first one kind of sucks as you learn the patterns and ways of thinking, but then it becomes easier. Also, if your networking library isn't polished and proven it'll be a headache. Netcode for GameObjects in Unity was occasionally a real PITA when I used it last year.
AKA katnamagGamedev, education, public cloud* The Game Mechanic Database - FOSS, tunable examples of game mechanics* Lair Inc - online multiplayer platespinner* Sunset Chaser - infinite spline driver made w/ Wyatt Glenn* 30 Lightyears Gone - solo journaling game made with @ezraszanton* LizBiz - short/silly adventure, collab with @jeremyteg on narrative design
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