
game dev and Smash player 1/2 of @ghosthanddev
Joined January 2011
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These perimeter-hugging projectiles turned out to be one of the biggest pains in my ass to get working correctly and covering all the corner cases
When it comes to being good at something, I think insight is the better subject than just raw intellect
To me, insight isn't just comprehending information, but framing information in a way that lets a person identify things about something that reliably predict outcomes
This all said, insight is rare. Accurate insight at least. The ultimate test of good insight is whether it predicts an outcome
I don't like combat systems that are really acrobatic and showy. They're fun to look at, but MvC2-style air combos come at the steep cost of control since you usually have to tightly control & limit a lot of things to make that kind of combat work
I experimented with a system like this in Ghost Hand to see if I liked how it felt
Imo simple is best. Really dramatic combat just doesn't feel good to me
First thing that came to my mind is that the arranger/composer is probably under a lot of pressure to live up to the Castlevania musical canon
That kind of pressure can make you make really weird decisions
My painful truth about Smash Ultimate is that when trying to think of a painful truth, I realized I know so little about the game mechanically that I have basically nothing to say about the Ultimate as its own entity
This is actually a good and thought-provoking question
I don't think one approach is inherently good or bad, but I do want to reflect a bit on why we chose to have contact damage in Ghost Hand
SHOTS FIRED!
I 100% agree. If enemies and bosses can hurt you just by bumping into you, why even program and animate attacks?
#Metroidvania #indiegame
In which case, you're usually only going to be attacking when the boss isn't attacking, and without contact damage, that largely removes the need to control space & attack at the same time



