This is WILD. I don't think folks are as excited about this as they should be.
It's a sea change for how to make 3D platforming/action games more accessible. This generalizes in so many ways, if you start designing from the idea that perspective dictates reality.
This is coyote time for 2022. It's the same idea, extrapolating intent that diverges from physical reality, but applied to perspective. It looks like it should work, so it does.
Will this make 3D platforming/action games easier in an easily exploitable way? Of course.
Does that matter? Come on. There's clearly an audience for harder games in the space (Hat In Time), but Banjoe Kazooie wasn't really about perfectly timed and aimed melee attacks.
Now, as far as how to actually do this?
Woof. You know all the games about perspective dictating reality? How crazy the physics are behind the scene? That's uh, pretty much what you have to do here, except all your clever work is (if you've done it right) completely invisible.
I think you'd end up projecting all hitboxes back along the camera forward? Except you'd probably run into some odd cases there.
So maybe you'd actually want to duplicate the attack a bunch of times in an arc as though the player were facing in each direction? Gets super messy.
My gut says running your attack a ton of times in parallel for each 5 degrees or so of rotation the player could have, and then picking how many degrees you allow based on camera height, and dropping to the "nearest" angle that hits as the true attack, is probably where to start?
The jump stuff, tho. Your allowance for effectively-grounded changes based on camera angle off-up. There's probably smarter ways, but I'd do designer tuning. Pick a max/min height allowance, lerp between based on height off ground.
But I bet it feels wrong if you do it linearly.
I mean, yeah, this is absolutely a case where I bet the "feels good" solution is this inscrutable Curve that some designer made while hopped up on 3x energy drinks at 2am, and they just look at you in the code review and say
Wasn't expecting to be this excited about the tech behind Kirby, but here we are.
It's genuinely one of the most important game-design advancements of the last few years. It could radically alter the appeal of 3D action-platformers. This precise issue is part of why they lagged.
But anyways I don't mean to downplay the actual Most Important new tech that Kirby has pioneered:
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Utterly shocked at how extensive our SkateBIRD credits are on Mobygames. I really hope they found the credits.txt I left for them in the game files (or at least I think I did), cus hand-transcribing all these from the scroll would have been hell D: mobygames.com/game/windows/s…
They actually found the right account to link to for @PartlyAtomic.
Even I didn't know that! (and I still won't list it, cus I just list what folks want, so I don't accidentally unmask anybody)
Speaking of, if you DO see your credit in here in a too-accurate way? You gotta contact them, I don't control these, sorry. But if you need help yelling at 'em just let me know.
(but try to be kind, it at least used to be 100% volunteers, just folks doing their best)
I feel like someone is gonna take that last slide and go "SkateBIRD only made $500k, because their budget was 210k and they said they're at 2x so-"
and nah. Remember, revshare! All primaries, porters included, got a slice. Yay! It went to workers, not funders.
Also taxes. AAAA.
And remember that a lot of that XBox slice is GamePass, and amounts to a year's worth of rev basically? That's sort of how these deals work, they're covering you for (however long their free-offering lasts).
So the other slices will likely catch up over the next 6 months or so.
Seriously tho the taxes made me have to sit down. This was the first year I'd ever seen Real Business Taxes and I had a tiny panic attack. I did not estimate them correctly, and I'd just finished paying off our house, so it was like.
Me: No of course I can't just make DataTable in UE4 reference static meshes. Spawning in-world objects entirely by data would be dangerous. The table's mesh refs would be pure strings! super fragile, what if the mesh moves?!
UE4 Experts: "..."
Me: <tries it> Motherfucker WHAT
Me: HOLY SHIT IT WORKED
UE4 Devs: "Now make them soft references so they don't get auto-loaded, only on demand"
Me: But that would probably cause segfaults! Dangerous
UE4 Devs: "... actually-"
Me: <tries it> oh my god they're even cute pastel colors
(you can do some of this in The Other engine, but you can't really, it ends up causing performance nightmares and incredibly long load times because of how hard the references are VS how you have to structure your entire game to use soft references)
days since I embarrassed myself in UE4 chat by not understanding it is better than Unity and has basic functionality I'd simply assumed wasn't there.
Did you know that in UE4, you can create an arbitrary component on an actor, that requires a startup argument, and simply flag it as On Spawn? And then when you spawn that actor,
IT JUST GIVES YOU THAT ARGUMENT AS PART OF THE SPAWN
meaning you can feed it startup arguments?
It's cool, it's cool, just thinking about how many hours I've spent working around backfeeding startup arguments into Unity objects because of how they're instantly Instantiate'd with no way of providing constructor arguments due to code structure it's cool I'm fine it's all fine