@bbbscarter @sinbad @runevision @dev_ric If, on top of the top-down-first approach we also imagine that the game designer likes their top-down figures to face to the right, this may hold some excuse for why X+ is forward. I guess.
Notices by Krafter (kr4ft3r@mastodon.gamedev.place)
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Krafter (kr4ft3r@mastodon.gamedev.place)'s status on Thursday, 16-Jan-2025 08:10:11 JST Krafter -
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Krafter (kr4ft3r@mastodon.gamedev.place)'s status on Thursday, 16-Jan-2025 05:25:29 JST Krafter @sinbad Well thanks, that makes sense. Still doesn't explan why UE chose to be sitting alone over there, could it be some programmer's decades old arbitrary decision or was there a proper reason, I guess former and can leave it at that.
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Krafter (kr4ft3r@mastodon.gamedev.place)'s status on Thursday, 16-Jan-2025 05:17:54 JST Krafter @sinbad That's all fine but I can't grasp the reason behind X forward, which also implies that X would be vertical in 2D, idk about real mathematicians but this is the opposite from what most coders expect.
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Krafter (kr4ft3r@mastodon.gamedev.place)'s status on Thursday, 16-Jan-2025 01:43:01 JST Krafter @sinbad I queried the search engines for a while and never managed to find out why. Why would UE choose this coordinate system, breaking everyone's expectations about where axis should be, all three in my case.
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Krafter (kr4ft3r@mastodon.gamedev.place)'s status on Thursday, 07-Nov-2024 04:53:40 JST Krafter @sinbad Tbh I'm not a fan, the radial animation is too associated with async loading and so sends the wrong signal. This anim style is commonly seen in games with abilities that have cooldown, so I'd intuitively assume that the actual health is at the line between yellow and grey. Unless this is really the case, which only makes sense in poison/bleeding type of damage.