So Valheim was a great experience, but I would strongly disagree with anyone saying the game is finely balanced... or balanced at all.
Progression comes more from item purchase than skill, and enemies either are hopelessly easy or one shot you.
Don't get me wrong, it is fun on so many fronts and I give it two thumbs up. But balanced? I can't say that.
A lot of the shades of growth and variety needed to feel progress just aren't there yet, and the values often seem arbitrary.
I look forward to seeing it grow and develop, but watching my fam hit the constant walls of new biome death loops and get put off adventuring saddens me. There is so much here that is great.
Fingers crossed the devs get a handle on it over the coming year.
Failing that, I am sure modders will fill in the gaps.
My advice to gamedevs is look for that constant progression feel, look to make the players always feel like the next step is only a discovery away.
Grinding for hours to get equipment only to get one shotted and atuck in a death loop of trying to retrieve your gear aint it.
I would be looking at adjusting the biomes to have distance settings... the deeper you go, the tougher the challenges.
Right now you can get a blob, four skeletons, two draughr, an archer and four leeches all fucking you up a few meters in.
So, for me, I would look at breaking up biomes by using fixed points like sub biomes.
Spreading out the damage amounts would also help. Making all weapons have star levels from 1 to 4, with much more variation early in the game would help spread out the progress.
Unlocking secondry attacks or number of strikes in combo by gaining skill and strength would give a visceral progression. No good with swords? Do 1 swing. Good? 2? Amazing? 5, with the second attack an aoe swing.
Likewise, follow through. Stopping a swing anim dead on impact of a tougher enemy than your strength, but cutting though them when stronger so the single swing can hit another.
That will make you feel like you are growing.
That stopping the anim on contact works with trees too.
Making jams, cooked meats, clothing all have star ratings based on your skill means you feel special among folk.
"Oh, you make the best carrot soup!"
Being able to craft items with customisations makes you feel individual and special.
So, I feel the issue is the mid game.
There is an assumed biome and boss order, and it is unforgiving.
At least for the mid game, you should be able to make decisions about which biome or boss you wanna do first. Whichever you choose, the next one gets a star higher.
Rather than aiming to kill the player in a few seconds, I would look to massage the numbers so they last a while longer. You freeze slower, you poison slower, you take more hits, but so too do the enemies. Nobody likes being one shotted. Even the biggest of the big bads.
But all that said, the game has HUGE scope for such a small team and I have had hours and hours of fun. Love it.
Another thing I would try is multiple gravestones within a distance secretly push mob AI to circle away some distance. This would, rather invisibly, give multiple attempts at corpse recovery a better chance on third or fourth attempt.
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Pride March is not a tourist event, it is a protest. It is not something to slap your corporate logo on or sanitise to sell tickets.
It is a protest.
It will be until we are included completely, indivisible and equal.
The police are not welcome as they are part of what we are protesting against.
Pride started as a riot, that was triggered because of a violent, dehumanising police raid.
The police cannot be part of pride until all that stops.
Seeing businesses support us as we march is fantastic. But it is not about them. It is about us.
They either support us year round, or they don't deserve to advertise there.
#Gamedev quicktip. Scene organisation plug ins are worth the money for most editors.
Being able to color code game objects in the browsers, organise them into folders (that remove their transforms on load to save overhead), group and tag assets and make collections is gold.
Sometimes scenes can include a huge number of assets to scroll through. Organising these as children of game objects seems like a great idea, but it means each object has to be transformed by its parents. This slows things down considerably.
A simple solve is to create a script that sits on a parent and dumps the children to the scene root when you start the game, before batching of static objects occurs.
Plug ins exist that do this. So have a look around.
Here is the problem. You have to bake the left mesh to the middle mesh. As you can see, they dont overlap well.
I got ya fam.
Step one. Unwrap your low. Then add some guiding edges to the model- DO NOT smooth your uv out- leave it as is.
Step two, move the guide edges so that they wrap around the model snugly.
Say you have a round tube as your high poly (black), and a chunky hexagonal tube as your low res (blue with green interior) your ray casts will miss at the corners (red).
So far Mass Effect redux seems to be using higher resolution textures and injected shaders, but I am seeing a lot of the little uv bake errors (we all did at the time as the techniques where new), so perhaps the team didn't get to remaster them.
I would have loved to see the team do things like layering tiled trims on the piping and collars so that the clothes are super crisp in close ups.
Uprezzing the textures hasn't been able to achieve that, because ultimately they are smaller than our HD screens.
But this isn't a criticism of the work, rather I just wanna chat about what I see, what I would have liked to have seen and tochat about techniques.