Boghog
@boghogstg
I'm a gamedev (he/him) Working on ARMED DECOBOT | Mechanical Star Astra. Game designer for Gunvein I also have a game design blog/patreon & make vids :
LordBBH manifesting entirely new and extremely scuffed beat em ups into existence
Seeing people casually lump in solo devs with indies when discussing the dire state of the industry
That's exactly what it is, people selectively applying sorites paradox to break down conversational norms for no real gain. Except maybe it lets them do a variation of pic
In the middle of an art revamp, gotta put together a demo some time soon Somehow I STILL haven't figured out a title
Platforming is a little less of a problem because platforms tend to be static but the same principle applies - assuming the collision box perfectly matches leg position (how do you guarantee this with walking animations being a thing?) this would be a valid collision
For some more serious thoughts about Matthewmatosis' game design vid, I think the big problem is that he's overestimating even the high level player's ability to read small distances. For example I pictured an overlap between a bullet & player hurtbox that'd count as a hit
Debating whether or not to let the player kill themselves via point blank rockets int he final ver of the game. It's the most frustratign shit ever but it's also EXTREMELY funny
Nishitani remains one of the handful of beat em up devs who actually played the games. I'd say it's useful to use him & Final Fight as an example but modern bmup devs don't even see why Final Fight was & still is good 🥀
The new Metal Slug thing is suicide fuel but this part is the funniest shit ever. It's a (prob AI generaetd) slogan tailor made to those people who think "depth" is when random rpg cruft. Replaces a substantive claim about difficulty with a completely meaningless buzzword
I don't wanna defend anything about this garbo but I think this is just the L being a little too close to the I which combined with low res makes the I look like a J. If you compare the 2 L's in LITTLE this is a lot more clear
Sent a demo build to @dintheabary.bsky.social and woke up to this clip Not even gonna fix this
There's no greater joy in gamedev than making nasty little freaks that spike the player's blood pressure as soon as they enter the screen
www.youtube.com/watch?v=DZLQ... Mark's Pragmata vid basically becomes a game design seminar after a certain point, especially the bit on what makes bosses interesting. Worth watching if you're a dev even if you don't care about the game
Expert mode forces 1cc's. Nintendo has more balls than modern arcade devs. It's fucking over.
As Toaplan said, paraphrasing, "low difficulty is unfair to hardcore players"
This might be a lack of sleep talking but I feel like I really connected a lot of dots & really clarified why I dislike fast freeform movement in beat em ups while loving limitations & tank controls in my latest post : www.patreon.com/posts/155643...
You know who *did* call a certain genre gay specifically in the context of othering it? :)
Walky talky sections & other padding would be perfectly fine if the devs gave you these bad boys to solve