are there any indie mecha games in development? I'm following some.https://redroryotheglen.itch.io/hammerhttps://mezzaninesoftware.itch.io/landswordhttps://ironvaliantgame.itch.io/ironwing-valianthttps://quackpond-games.itch.io/gearbits-test-siteif anyone knows more, post them!
There's a few not on itch.io which mostly post on Twitter:The Scramble ViceRoyal DivisionBountyKriegsfront Tactics (already on Steam)Godgear Ragdrahod
Wasn't there recently some trailer for an indie mecha game with swappable parts and muv luv looking alien hordes? Maybe I dreamt It up.
>>22969409>Kriegsfront TacticsLooking forward to this one. I like the updates they are giving out on twitter, 80k wishlist for it so far.
>>22969409I think Landsword and Godgear are both made by /m/ devs?
Machine CladThat is all
>>22969172Diesel Knights.>https://store.steampowered.com/app/2785740/Diesel_Knights/>https://x.com/dieselknights?lang=en>https://www.youtube.com/@DieselKnightsGame
>>22969172em8er from the original WoW dev and original creator of Firefall, Mark Kern. Looks like a multiplayer PvE 3rd person shooter where you defend mining equipment at different points on the map from incoming mobs. Game seems to be coming along very slowly. Most interesting thing to look at is whenever he comissions new 2D waifu art from cutesexyrobutts
>>22970761Okay, that's a pretty good rec, thanks!
>>22970477Landsword is at least.
>>22969172Ultrakill is technically one.
>>22969409>Godgear RagdrahodThis is mine, thank you so much! I'm really happy there are people here looking forward to it! I wanted to make another thread soon but was just waiting on a few more animations and art pieces being drawn and and stuff (currently scrambling to get a big December milestone complete of grapple moves and finishing up the basic template for enemy / boss AI).
>>22970761>grummzmiss me with that chuddy grifter shit
>>22971621Keep on keeping on, buddy.
>>22970761>Mark Kern>FirefallSo the project was fucked from the beginning?
>>22970761Everything about this game looks like a redflag anon. Or at least it would if the game didn't see to be fucking dead.
>>22969172Damn those look neat, any indie Mechwarrior 2-ish clones.
>>22969172god i would play hammer and landsword so much if i wasn't a fucking macOS faggot
>oh these games looks coo>unfinished>early access>demo>alpha>beta>abandoned>announcedAny of you know any FINISHED indie mecha games?
>>22969172>>22971621I strongly believe that these sorts of games are the last great hope for the mecha genre's continued cultural prosperity.It'd be really nice if one of the non-commercial ones went Open Source, potentially becoming a cultural institution on the level of Doom 2, MUGEN or tabletop games.That said, one could probably scrape by with just a level editor and a good enemy roster (as Doom 2 has plenty of activity in mappacks alone), paired with a scripting system for more involved project.
>>22970663seems dead
>>22972214>OP: are there any indie mecha games in development?I don't know why you were expecting people to post finished games in this thread.
>>22971621Nice to see you around here! Really excited for this one>>22972214Best I can recommend is to check the Steam catalogue with tag "mechs". Itch.io's catalogue is for the most part is just awful visual novels, with a few rare gems like Landsword and Hammer sprinkled in
>>22972535>Really excited for this oneYeah, I haven't been following it on twitter, but the concept stuff he posted from it before was pretty cool. Should be a good time.
>>22972214Brigador100 Foot Robot GolfDawn of the MonstersGigabashInto the RiftOverdrive and Overdrive 2
>>22971621
>>22971653>>22971682>>22971768>>>/reddit/
>>22972678Sorry I'm a chud but I think Grummz is a gay retard.
Punihi Loader. It's dead simple but has lots of cute elements and some cool designs and you can customize your teammates too.
>>22972678Grummz is a fag and bad project manager, who uses politics that I broadly agree with to distract from his trail of failures post-Blizzard.
>>22972599>BrigadorThe sequel Brigador Killers is coming out soon I think
>>22971621I lurk often on a server you're also on and I love seeing updates in the gamedev channel. You and your pixel artist are doing fantastic work. There is a kinetic essence to mecha that you seem to understand very very well. Keep it up!
>>22969172Hey, dev of Landsword here. Thanks for following! It's still in a really early state, but I've been quietly making progress on it the past few months. Hopefully it'll be a bit more presentable and fleshed out next year.
>>22977273Your pixel art is fucking immaculate niggaKeep going, love your shit.
>>22977273Your designs gotta be some of the best ones out there and the sound design is one of the best that I've ever heard in a indie game, that without mentioning the amazing pixel art. I've been loving the demo and can't wait for future updates. You're doing some immaculate work, thanks for your effort.
>>22972214Slave Zero X came out back in february, supposedly it's a prequel to Slave Zero for Dreamcast.https://www.youtube.com/watch?v=xa58gUr8Mm8Imagine if the Carnage symbiote posessed Zero from Mega Man X and traveled to the setting of every late 80s early 90 cyberpunk ova.
>>22977273itch.io was taken down by Funko, you got the game anywhere else? It looks pretty cool.
Did anyone here follow the development of Dual Gear? What the fuck happened? It was supposed to be Valkyria Chronicles with robots. It looked so promising.
>>22978730What the fuck? Just what the fuck? I'm equal parts mad and confused.
>>22978886it's back already but it happened for a moment
>>22978886https://x.com/itchio/status/1866017758040993829Basically Funko was using some shitty AI powered brand protector that sent bogus phishing reports to Itchio's domain holder who shut it down despite Itch trying to get them not to
MachineCladhttps://booth.pm/ja/items/1789990here's a vid of my friend vs mehttps://www.youtube.com/watch?v=7olaE9erc8opicrel is hardest frame in existence
>>22979595One would hope this would make people realize that they should hold those reports to a higher standard in terms of actually substantiating that they own the thing they're complaining about and that it's actually causing an issue, rather than just immediately caving.
>>22979595Crazy that a company is allowed to do that
>>22979716Great taste in music my man, is there any kind of english patch for this game?
>>22979785the game natively has an english translationalso that isn't my video, i'm the ZF-06 Gaius my friend's fighting
>>22979788 Oh cool I'll have to try it out.
>>22972952Pretty fun
HIGH-MACS Simulator is technically an indie fan game, solo developer afaikhttp://grape65535.jp/games/ggsim/
>>22972214Mecha Knights: Nightmare & HARDCORE MECHA (formerly CODE: Hardcore) duh
>>22969172Obligatory shilling of Mecha Simultactics which plays like Your Only Move is Hustle and Faselei! but in isometryhttps://store.steampowered.com/app/2898880/Mecha_Simultactics_Alpha/I'm too lazy to play it until it's finished though, thank God it's in hyperactive development
The Chinese dude who made Chaos Galaxy is working on a smaller-scale tactics game called Chaos Front.
>>22983657>>22984222Looks good; wishlisted.
>>22972238>>22972535>>22972642>>22975288I really didn't expect to see so many (you)'s when I first opened this thread up again. Thank you all so much! I was going to respond a few days ago but I get sidetracked really hard with working on the game daily.This week I'm finally going to show off some music that's been worked on for it. I'm really excited.
>>22984439Oh and >>22971672 ! Sorry I thought I already responded to this one! Thank you so much!
Gearbits isn't too bad, especially if you can get it cheap. I just wish it had voice acting or wasn't so dialogue-heavy in the middle of missions. It's hard to follow text-only dialogue when you've got 200 space bugs after your asshole simultaneously.
>>22984439Love the art
>>22969172It's Steam, so I can't reliably tell which ones can actually be categorized as indie but here's a few I have my eye on.https://store.steampowered.com/app/2243690/BC_Piezophile/https://store.steampowered.com/app/2372180/CyberHeart/https://store.steampowered.com/app/2371430/LavrockLast_Fortress/https://store.steampowered.com/app/2473720/Vulture_Unlimited_Frontier_0/>>22972214Gearbits, also what >>22983647 mentioned, Mecha Knights Nightmare caught me by surprise with how much I enjoyed it.https://store.steampowered.com/app/2506580/Gearbits/https://store.steampowered.com/app/2989880/Gearbits_Raider_expedition/
>>22970663Does it have a single player campaign? All I've ever seen of it was pvp videos.
>>22984696>>22988941>>22969172I did playtesting for Gearbits and its DLC. It's super good, very "classic" and simple. Story is surprisingly charming and I liked the characters.
>>22984439>Explore the idea of indies going FOSS and/or giving players the tools to make their own campaigns (remember: Firefox caught on because it had tabs, decent security and other useful features; not just because it was "the ethical browser")>My post gets reduced to a footnote in a status updateI get that you're busy, but it's still lame.
>>22969172I've taken a liking to Gearbits recently.
>>22989124Ah, I'm VERY sorry! I'm sorry to admit but my brain skimmed over after the first glowing sentence, and I guess I must've assumed it was a more general thonking and not directed straight at me!To put some more thought into a reply on that front, that is an interesting idea. I'm not sure my game is a good match for it. I was planning on selling it on Steam for cheap (10 dollars? Give or take?), and plus it's for now kind of a relatively oldschool linear arcade brawler. I feel like games like this (fighting game / beat em up / character action influenced stuff, etc.) are more about the enemies than the environment, so level editors or random roguelike modes fall a bit flat and lack that feeling of surprise and adventure.I did have an idea - probably outside the current scope, probably, maybe - of having enemies that are built from different sprite segments (ala Armored Warriors) with different attacks/mechanics attached, and I could randomize them paper doll style to have random enemy waves. I could imagine something like that working with a Mugen esque editor to allow mod content and stuff like that.Anyway sorry again! I was kinda afraid that I wouldn't be able to respond to everyone or might miss something.
>>22989626PS: also reminded of how much fun I've had creating mod packs for my friends for our weekly Lethal Company game. Campaigns also makes me think of my friends (sadly on hold) Armored Core influenced Battletech campaign, and a convo I was having with friends the other day about action games vs strategy/rpg games (topic was Shadow of Mordor and shit). It's an interesting topic, even if it's perhaps outside the scope of current project, I'll have to think on it for sure for future content or ideas (after the game is done one of the biggest things I want to do is remake it with added polish and a visual novel story mode). Thank you again anon!
>>22972678Retard
>>22989626>Randomly generated enemiesFinally, a developer trying to capture the atmosphere of '70s robot anime.I'm not a programmer, just some guy who's skimmed the surface of ZDoom a few times (custom player characters, tweaked weapons and enemies).
>>22989385It's charming. Not the best mecha game but good and nostalgic.
>>22972952it's AC arenas expanded out to a full game with a fun aesthetic, it's nice
>>22984222Dude lost his Dad and apologized for the time he was not working while doing the funeral. Seems like a good dev.
https://www.youtube.com/watch?v=hsu5cxQB_4shttps://store.steampowered.com/app/3392040/OMEGA_PHENEX_COMMENCED_PROJECT_SIX/
>>22996502the project wingman to AC perhaps?
>>22997362I'd be fine with that.
Is there anything out there similar to Power DoLLS (preferably in English)? Turn-based tactical with some element of wargame (picking operation plans, transports, different deployment phases, scouting, etc.), with mech customizations AND cute girls.
>>22997726There's the tabletop themed game that looks like a homage to ithttps://store.steampowered.com/app/2743970/Oneinch_Tactics/Does have some cute anime girl portraits too.
>>22997865Oh this is the studio that makes (made) Power Dolls. Don't know why they don't try to port the old PD games to PC. The game does look like a babified version of Power Dolls.
>>22996502Nice!>>22997897>Don't know why they don't try to port the old PD games to PC.Maybe it's because incompatible with the current OS?>The game does look like a babified version of Power Dolls.Because it made in Godot engine, still don't know why they use it, instead of unreal or unity?I'm glad they still pay attention to this game after its release months ago.
>>23001389>Maybe it's because incompatible with the current OS?That isn't really a problem, a lot of games on GOG are basically just the game + DOSBox and a batch file for ease of use. Then there are games like Epic Warhammer Final Liberation that somehow they made it to be able to run on all versions of Windows even 11 just like on Windows 95 (the issue is it runs just like on Windows 95). And don't get me started on OpenXCOM.The thing is only the first Power Dolls ever got translated because it doesn't sell in the West. Which to be fair besides the pretty girls and beautiful mechs, it's no less ball busting hard than other autistic wargame simulators, which are very niche. Took me whole two days just to blow up the damn dam in the first mission.
>>2297727313 days late to reply but god I love Landsword. You're doing great work, really gives me what I wanted out of Brigador
>>22979716holy shit mang
>>22972599NTA but I'm sad that none of the light mechs in Brigador have the ability to skate around like OP >>22969172 which is a shame cause there should have been at least one for every faction with that ability (skate instead of stomp). Buckmaster for example would have fit perfectly in that role imo. Hopefully Brigador Killers fixes it.
>>22977282>>22977329>>23002536Really late, but thank you all for your kind words and support! Merry Christmas to /m/ as well!>>22978730For now I'm afraid it's only on itch.io, but eventually I'll try to put up a Steam page.
>>22969172>mecha game>the mecha always fly, hover or roll on high speed rollerblade>terrain is completely flat unless it has plateform jumpingAny game that DON'T do that?I mean,We are in 2024.We have faux reverse kinematic for FPS with physics for human and animalsIt can't be that hard to apply that to a robot and have a decent gameplay out of that?
>>23008992>Any game that DON'T do that?Indie? Idk. Otherwise? There's always Mechwarrior, I guess.
>>23009038>MechwarriorOh ironic, I want a game where walking locomotion have a point.But what fit the definition is a tank simulator.At least the recent games do have a terrain that's well above tank unless you scale them up.
>>23009974Well, you may also want to take a look at Metal Wolf Chaos XD but 1. It's a power armor not a full on mecha and 2. The terrain is still mostly flat but your little metal man still walk a fair amount. MW5 Mercs and MWC both have pretty good soundtracks though, so there's that, at least for me.
>>23009974most MW5s mechs need to be downscaled more than anything and there are thankfully mods to do it.
>>23010061At least it makes use of its legs.
>>23010349>most MW5s mechs need to be downscaled more than anythingWhy exactly? Lore reasons? I know nothing about the tabletop or really anything other that the two 5s. I did watch the cartoon not long ago, it was pretty cool.
>>22996502>This game is not yet available on Steam>Coming soonâ„¢How many two more weeks will it take for this to be released in ver.1.0? Come on.
>>23010573There's Front Mission Gun Hazard and, kind of by extension, Assault Suits Valken / Cybernator. You can rollerskate and fly around for a bit if you want but you'll be fine mostly walking and jumping.
https://www.youtube.com/watch?v=RTzsBJ_CXC0
>>23008992>>23009974The balance in my game is basically>Walking is for precision movement, footsies and careful spacing. Fighting game stuff, when you don't want to overshoot or run into a hitbox.>Rocket dashing gets you around faster but is harder to control and has an inertial slide when stopping or changing direction, which can potentially render you a target if mis-used.(Not even nessicarily a mech thing, though it fits, I just really prefer it when mobility mechanics have an intrinsic downside which adds some strategy and viscerality to them)I need to add slopes back into the game but I actually need to rejigger my environmental collision system...
>>23014980>MechaKnights - Medieval Pacific Rim game in development!You almost made me dream an Escaflowne like game was in development.But turn out it some silly chubby mecha with above average physic nonetheless.
>>22969172https://www.youtube.com/watch?v=F0FxFZzCA6EBeen keeping a tab on this
>>23016234This looks seriously impressive.Feels like Armored Core, but with all the perfective dedication of a driven Indie team behind it.As in Factorio-levels of autism-degree polishing.
>>23016234I saw like 5 different indie mecha projects turn into AC6 after AC6 releasedlike... yeah, AC6 is a really good action game but most of the lessons you should take from it are the fact that mechs should feel good to control... You don't need to copy the whole fucking game, especially the stagger and ricochet system...
>>22969172nah but ima make one eventually just watchwish me luck with my current gamesif my next game doesn't make enough money i'm gonna be so fucking angryso fucking pissedgod fucking damn that'll piss me the fuck offwish me fucking luck
>>23016555This one in particular pisses me off a lothttps://youtu.be/TttPsH1OhmM?si=Lym3qvu7XzE4IMgohttps://youtu.be/yLEaOdIBc38?si=_RkYcCwtyGyuh7vjThey had a very simple but cool gameplay system that could have been polished into something unique that fit their setting well. It was very grounded and I really used to like it.and then AC6 released and they turned it into AC6 but worse.
>>22972952Bought it, played up to end of amateur league, would rate it as 6.5/10. It's too minimalistic in what it offers, and it doesn't offer it in quality.Personally I don't like having just 2 attack options even if I'm supposed to rely of squadmates. Even sticking to 2 attack parts would've been ok were it that each had 2 attack types.Ok, maybe just 2 attack options is enough, but then there are SFX and VFX that are extremely weak and waste the game's juicy fun arcade potential.Leg types don't really feel different in controls.When I look at some parts' excellent designs and their variety, and then get distraught by how bland the gaming experience is, I feel blueballed.I doubt they'll be fixing that through their early access.Even the ancient Windom XP (I recommend it btw) feels more pleasant to play.
>>22997726The two Muv Luv Faraway Dawn games are closest to it as a tactical game, but it's way less about the planning and preparations and way more about detailed high-risk combat and combined arms operations.
>>23016150>see this post>open video expecting chibishit>it's medieval KobusNah anon, you're the wrong one>Escaflowne like gameFrame Gride got english patch go play it.
>>23017413>Frame Gridehttps://youtu.be/60omThrQVs4?t=96It's medieval mecha but it might as well be Gundam with all the jetpack and guns.Not asking for upsized Mount&Blade but MechaKnight hit closer than Frame Gride.
>>23017787>upsized Mount&BladeThere's actually Armored Koa for thathttps://noeticnightjar.itch.io/armored-koa
>>23017787Those are just two giant dudes swinging swords.Might as well play dark souls.
I think something a lot of AC clone games miss is that one of the big aspects of AC is the customization and tuning. You spend a large share of your time in any AC game tuning and re-tuning your loadout to get just that perfect feeling and performing machine. It's like 90% of the reason people like it so much.
>>23017889What they really miss are SFX, VFX, and general feeling feedback (microstaggers, inertia, momentum buildup etc) that all AC games (except 5 gen maybe, it was a bit weak) did well. Million of options don't matter if they feel like you're just playing some 3D model showcase demo.Case in point: MASS Builder, Gundam Breaker games (the latter are advertised as Dynasty Warriors Gundam with part customisation, but any of the GBs is actually more bland than even the first DWG).
>>23017907DWG is actually pretty damn good, I'm surprised they haven't made more. The explosion tech in the last one was especially fun.
>>23017798>Armored KoaCurious but too lazy to install it, and I can't find video.
>>23017907It's something that Daemon x Machina also failed at despite ostensibly being cut from the same cloth as Armored Core. It feels like they got lost along the way while making it more of a big dumb anime action game and lost a ton of the AC spirit.
>>23018484Yup, notably its equivalent of overboost not feeling like anything beyond a normal boost despite the objectively increased speed, compared to "even" AC2 where you can feel the uncontrollable velocity.
>>23017880>Those are just two giant dudes swinging swords.>Might as well play dark soulsSorry I don't have a webm for everything I want, plus Escaflowne has its share of reused frame.No, I don't want a head-crushing simulator.Dark Soul / Elder Ring has a feeling of weight. So it's not that bad of an example.But as all /v/ will tell you it read input, has obvious invincibility frame, fail big time with hitbox and that's not counting how long it took to learn to jump."From Software" did make Armored Core 6 and Elder Ring, so they are in fact the more believable candidate to do medieval fantasy mecha.No doubt it would be all over the tops with crazy big enemies, and either quick dash mechanic or invincibility frame.
>>23016577Good luck anon!!!
>>23016590Oh man that is really unfortunate.
>>23017880But I don't want to play Dark Souls. I want to play Mecha Souls.
>>23019367Is this supposed to be the Kimaris?
This is not as "indie" as the above games (as in, this is getting a console release) but this one looks pretty good.https://www.youtube.com/watch?v=4D9LXfAyAs a Nadesico fan, I'm all-in on this
>>23019573>This video is unavailableHuh? What is it?
>>23019483
>>23019799He messed up and didn't paste the whole url. Now we'll never know.
>>22997865I completed the campaign of that, pic related. It's a very bare bones game. Here's some more games not mentioned in the thread that might fit /m/ taste, but they're not exactly indies.https://store.steampowered.com/app/1245480/SYNDUALITY_Echo_of_Ada/https://store.steampowered.com/app/1911860/Grit_and_Valor__1949/https://store.steampowered.com/app/741140/Baldr_Sky/https://store.steampowered.com/app/1566690/Outpost_Infinity_Siege/
>>23018499>But as all /v/ will tell youThere's no one whose opinions I want on From less than /v/'s.
>>23020510Still right on many things.Input reading, invincibility frame, poor hitbox, overreliance on roll dodge... They aren't doing much better than other games, but fuck up in more impressive way.I love AC6 and I'm glad they didn't put pointless autism like manually turning the mech, but I can tell the multiplayer limited the gameplay variety.
>>22969172Gearbits is surprisingly great despite how it may look like, if only a bit short (unlocked everything in just 12 hours of playing, DLC and Christmas missions included).Reminds me of how Shogo, old Windows doujin mecha games, and abandoned Muv-Luv action demo played out, in a good way.It'd be cool if it gets mod support out of nowhere.
>>22969172https://store.steampowered.com/app/2483150/8Colors_Star_Guardians/
>>23020748>sighting a bizzare and rare bit of jank from darksydephil of all peoplelol>Input reading, invincibility frame, poor hitbox, overreliance on roll dodgeTheir hitboxes are fine outside of Dark Souls 2. Invincibility Frame and Dodge reliance is pretty much the case for 99% of modern 3d action games. That's literally how they work. It's far worse in something like Ys 7-9 or any Platinum Game.I don't know enough about how AI works for bosses but input reading sounds like something that's probably the case for many video game AI, and it's not really an issue if your target is a big hyper armored monster that's designed to have specific punishes anyway. The games are good (I say this as someone making a game where enemies literally have reaction time mechanics, there's almost no i-frames with an emphasis on directional blocking and grappling, etc.)
>>22969172Gearbits looks pretty cool. It reminds me of a PS2 game, has a nostalgic feel to it. But I'm not part of the master race. :(
>>23019573God dammithttps://youtu.be/4D9LXfAyAVo
>>23020889From's input reading isn't actually input reading like in the sense that it is a timed response to button presses. What the AI is designed to actually respond to is the animation frames. Most problems with this choice is that the AI is partially blind to ranged attack projectiles (they fixed that for AC6) and the enemies have eyes on the back of their heads so they can "see" your animation frames even when they don't look at you. Any problems of instant timing issues stems from From's decision to make the first frame of the animation being played as the trigger for a response so it makes no visible difference to people visually so they just call it input reading when they notice it.The primary advantage of doing it this way is that it is way easier to do for fast gameplay without the pitfalls of something like rubberbanding.Oh and if you made a pro-active AI, miraculously, you would still be accused of making an AI that input reads or cheats like hell. So anyone complaining about that is typically just parroting ecelebs without much thought.
>>23020936>and the enemies have eyes on the back of their heads so they can "see" your animation frames even when they don't look at youYeah this is really not a good complaint if you're not talking about some sort of hardcore autistic simulation game.Granted ranged combat tends to suck in these games, but I think that's more just because From literally is paranoid about it being good and refuses to give it almost any real advantage.
Is Project Nimbus worth it? It doesn't cost anything but I'd rather not put another game into the library just to never finish it.
>>23020925Does it have any actual gameplay or is it just a talking heads simulator?
>>23020943I wanted to like it but having to choose weapons with varying active/cooldown times from a list in real time during combat killed it for me. Not to mention that the mane charicter nearly made my eyes roll out of my skull, it was so """anime""", it physically hurt.
>>22972214https://store.steampowered.com/app/1565090/GearHead_Caramel/
>>23020942>some sort of hardcore autistic simulation game.Man, you have never fought the Fume Knight by using the flask. The retard will use a single exclussive attack on you as soon as the flask comes out and you can basically make him your bitch by a repeated flask, dodge, attack pattern. Not even a second phase trigger. You don't need a simulation game for an AI to be exploitable from its robotic behaviours.
>>23020976Aside from the combat revamp (I played the demos), is the release better than GearHead 1 and 2?Those two become boring slogs after you get the fattest mechs and load them with nukes. The rest of the experience outside of mecha-related things is just not very good, namely what's required to progress the story: like cleaning gorillion of mutants through dozens of sewer floors, or praying that whatever dialogue choices you do to progress the story won't decrease the companion morale so that they leave you forever. The ugly pseudoanime DEI art really gets to the senses and makes you want to stop playing at that point.>>23020943I wouldn't even pirate it again.Floaty in a bad way and plays cheap with terribad controls, like it's an unfinished demo.
>>23020971Point & click adventure-style VN, no action
>>23021078yeah but we all agree (except contrarians on youtube making video essays) that Dark Souls 2 is a borderline kusoge made by a B team who didn't "get" the series.Again, "an enemy is programmed to do a certain thing when you do a certain thing, possibly with some delay or not" is standard action game enemy programming.
>>23021671I guarantee you that the enemies for Bayonetta, Ninja Gaiden, Devil May Cry, etc. or any other game of the sort do not fucking use cones of vision emanating directly from the enemy models eyeballs to track what move or reaction they should do at any given time. Even just programming some sort of delayed reaction time simulation is overkill for most of these games, but "the enemies can see things without their model being lined up correctly" is such an absurd fucking complaint that could only come from someone who doesn't know how video games work or how they are programmed. Again unless it's some kind of uber autistic simulation sandbox or stealth game.
>>22969409>The Scramble ViceUpdates one day...
>>23020889>I don't know enough about how AI works for bosses but input reading sounds like something that's probably the case for many video game AIhttps://youtu.be/PrHKzKQdZxY?t=915Yes other games do that, and they are also judged over how organic it feels.It's great From's do more than simple attack pattern, but the way they do it lead to make them more than predictable, exploitable.From's compensate by making them ridiculously hard, hoping we don't get enough time to learn the exploit.Except this punishing course is precisely what make us learn how to exploit the AI.Whereas other game boss can be beaten in multiple ways, just less efficiently.>>23020936We all know AI read the code, because it's sometime the only practical way. The question is how organic it feels, and how exploitable they are.I have no problem at all with an AI built to punish certain behaviors, require a rough pattern, so long as I don't end up noticing and exploiting a rigid pattern.https://youtu.be/PrHKzKQdZxY?t=1265>if you made a pro-active AI, miraculously, you would still be accused of making an AI that input reads"proactive AI" would mean an AI that does more than bait you, knowing your limits and knowing what you can or cannot dodge.It's neither good nor bad, depending on how it's done. It can be stupid if it's a single trick pony you can exploit, or it can feel organic and well-balanced.>or cheats like hellYes, yes, "every boss you cannot beat is cheating". IMO every boss that require you to see them as vidya AI to exploit are just broken.AC6 boss are built for players with high speed dodge, even playing a tank, so it's fundamentally different. I've got different problems with some of them. Too many "duel", others with one stupid weakpoint, others seem to require a trick but are actually best beaten with plain firepower.
>>23022208I'm not going to waste time arguing this at length but:>Whereas other game boss can be beaten in multiple ways, just less efficiently.>game is literally an action rpg with ten bajillion different builds and fighting styles>it's literally designed so that you can beat every boss with a slow weighty sledgehammer or a quick stab weapon and everything in between>"[it can't be] beaten in multiple ways"Stop getting your opinions from fucking /v/. I don't know a single person who beat any of these games by learning AI exploits (don't bring up fume knight or dark souls 2, it's a kusoge and everyone hates it). A lot of bosses I'm pretty sure have some rng in their movements and moveset selection anyway, so trying to learn autistic ai "exploits" is generally harder or even impractical compared to just memorizing the patterns or interacting with the mechanics.
>>23021758>Even just programming some sort of delayed reaction time simulation is overkill for most of these games,That is because it is naturally capped by the standard practice of tieing it to FPS. Older games that relied on just the clockspeed have their own issues that is only relevant now because of how insanely high it gets. A good example of this is Messiah where the enemy's reactions accelerated so much they behave completely differently compared to their release versions. There is now a fan patch that fixes this by deliberately capping their reaction speeds to make them normal again.
>>23022433that's what you get for not using delta time / fixed time step.
>>22969422Could be Mechaknights or Gearbits. Was it really dark or really bright?
Gearbits is super fun. The story is lighthearted and fun and the gameplay is simple but still exciting. I like it
>>23022406Careful now, some butthurt DS2tard will start sperging out about how it's a misunderstood masterpiece.
i wish mass builder was fun
>>23022406You are right, it's not the place to keep it long.But don't hide behind /v/ typical hate-love to go fanboy and dismiss real flaws in the game, built in a way that -encourage- to exploit the AI or escape Soul's infamous trolling with NPC meant only to backstab you.>"[it can't be] beaten in multiple ways"Never said that, but all players know playing mage is underwhelming and when it comes to boss, melee weapon is mostly DPS.>rngI literally linked a specialist analysis of how From's Soul AI work, obviously continued for ER, If every decision was RNG the AI would be mocked as even dumber. Your position, stance, input reading make the AI probability of using moveset A or B go from 100% to 0%.
>>23020889>ds2 retardits always nice to see people outing themselves so easily
>>23023687>to go fanboySouls is like...3rd tier sort of thing I like. Far, FAR from my favorite. But I can acknowledge a well crafted game when I see one.>built in a way that -encourage- to exploit the AIThis is COMPLETE nonsense. My evidence of this is that I have seen many friends play through this game and use many different strategies, and not once have I seen any of them ever - EVER - use "ai exploits" of the type you are describing. That is EXCLUSIVELY the realm of autistic speedrun shit and it is neither viable nor optimal for normal people playing the game. Listening in on friends taking on the games for the first time is just "learn the bosses attacks, dodge them, and punish"...unless you think THAT counts as "ai exploits" in which you shouldn't be allowed to talk about video games. >melee weapon is mostly DPS.Melee weapons are not "mostly dps" this is not a fucking MMO. It's an action game with concepts like dodging, punishing, spacing, i-frames, stamina management, etc. you cannot boil down the playstyles of certain weapons to "just dps". Playing a heavy weapon user is going to be a very different experience than playing a light dexterity user.>I literally linked a specialist analysis of how From's Soul AI workThe AI in Dark Souls works differently from boss to boss, and most definitely from game to game. >If every decision was RNGI did not say it was, it's that there IS rng in certain moveset selections for certain bosses, which prevents rote exploit patterns. IE a boss may choose one of several combo routes, or choose to start attacking with one of several timings.Again, this varies from boss to boss, and in game to game. Dark Souls 1 bosses ranged from very static and manipulatable (if you were an autistic speedrunner who spent 300 hours playing the game to make the most autisitc route possible), to some having rng in certain behaviors that could throw off speedrunning tricks.
>>23023807Anyway, to surmiss, these criticisms feel like something from someone who didn't play the games (or didn't play them for more than an hour, or beat em once years ago and then forgot what they actually played with) overthinking things based on autistic anlysis.In real life I have never seen anyone fight a dark souls boss any differently then they would a standard beat em up boss. "Ai exploit where I trapped the boss in a loop doing the same stab over and over by carefully timed flask drinks" is not something the game encourages or is even viable if you don't dye your hair blue and play the game at AGDQ.
>>23023687>>23023807>>23023809Also as a pro-tip for game design: very few games - in general, whether we're talking beat em ups or bullet hell shmups - use COMPLETE rng for enemy behavior, when they use it. If I say "the enemy AI has rng" I am not saying it's totally doing everything at random.Often times RNG is used as a kind of "special sauce". Just teensy bit here and there on certain behaviors or movements or decision making processes to render rote pattern based memorization exploits non-viable.For a good example, consider the RNG usage with enemy AI in the original X-COM, where the enemies will generally behave with a plan but will sometimes make random decisions that throw the player off.https://www.pcgamer.com/julian-gollop-interview-on-x-coms-old-and-new-the-ghost-recon-strategy-that-never-was-ai-auteurs-and-fork-my-fruit/
>>23022208>arguing that the game encourages players to exploit the ai into simple patterns and that this is the easiest / most natural way to play>click on linked time stamp>guy immediately says that manipulating the game in this way is "really hard to pull off" >the only example that the video has where this is semi viable is a gimmick boss who literally doesn't move, and his ai is specifically broke by a rare oversight involving player elevationlolI really, really thinking you're overthinking this shit and should go back and play the games if you think exploits like this are "encouraged". See for yourself whether it's easier to just, you know, learn the fights and hit the dudes...or trying to decipher a complex semi-random state machine blind.
>>23023807>The AI in Dark Souls works differently from boss to boss, and most definitely from game to game.Only the really giant ones have special scripts. They all use the same goal orientated programming as the basis for all their behaviours. The only special thing about bosses is that they do not actually transform in their second phases but instead swap places with a new model while the cutscene plays to hide this.
>>23023913Even if enemies share the same basic state machine structure, bosses like Moonlight Butterfly are going to nessicarily behave a lot differently than a "standard" fight like say, Artorias. I suspect many fights - particularly those that involve more then one target or mooks - may have some unique functions appended on too.
>>23023964For interactible parts pretty much all of them until like Elden Ring and Sekiro that finally uses real attachable anchor points does the same basic trick: transparency manipulation on the model. They still use this trick even now but they got good enough with it that nobody would ever know that the Putrescent Knight is actually weilding two swords if some modder never told anybody. Of course you also have some classic moves like the "model hidden inside the model" trick so you can get stuff popping out too.What Fromsoft has been doing most of the time is improving with the tools they have had for a long time to make the presentation better. So it looks different despite still being the same old hitboxes, model animations, and ID tags.
>>23024009What I mean more is that there's likely some unique hard-coded stuff to balance or get certain bosses to work the way they wanted.For example, the Moonlit Butterfly is very obviously hard coded to land and expose its weakpoint after a cycle of 3 or so randomly selected attacks. No other boss behaves on such a rigid cycle, so it's easy to assume that - while it probably uses the same basic state machine - it's been designed not to use the same semi-random distance/state based move selection wheel, instead just operating on a more fixed pattern.knowing how a lot of action games are designed, I might also suggest that group fights have some minor functions added for coordinating enemy behavior very slightly, though that's just a guess.
>>23024619PS: also keep in mind that - to some extent - the way that the basic AI script was described in that video is probably more or less the way almost ALL action game AI's are programmed, so to some extent yeah the basic AI structure is going to be similar.If you're designing a reactive AI in a game where players and enemies have complex state machines (IE any melee combat game or hack and slash) then you're AI script is nessicarily going to be some sort of state machine that uses some combination of distance + player/enemy state + some rng (if the devs don't want memorization exploits) to make desicions.That's literally just how you make AI in a video game. If you looked at the AI for a bayonetta boss or fucking Final Fight for arcade you'd probably find a similar basic structure.
>>23024647PSS: also keep in mind that even if few enemies don't have "special scripts" the basic AI state machine is still going to be very different in between each enemy, despite sharing the same general structure.Maybe I'm just a shitty programmer, but even if you have an ai state machine template or universal script, you're still going to have to program unique states for it for each enemy. IE if you apply it to an enemy that has two movement states ("walk" and "run"), and then apply it to an enemy that has four ("walk", "run", "jump", "teleport") your nessicarily going to have to add states for controlling the jump and teleport, how they transition into the rest of the ai state machines states, how they are weighted on the selection wheel, etc. there's absolutely going to be unique code per enemy, you can't just hook the same script you use on sif to artorias and expect it to work fine.An AI State Machine of this type is a very simple, universal concept with enough flexibility that you can make anything from a rigid bullet hell shmup boss to a complex range based sword fight. So saying "errm no th ai does work differently between bosses, it's the same basic structure" doesn't mean much.Sorry for sperging out about this but unironically gittin gud at AI state machines has possibly been the largest time sink for me in dev over the last 2 years.
Anyone remember that other mecha tactic game which have Votoms like mechs.>>23016577Good Luck, release in early access if you have to!Don't be like picrel.
>>23024923You mean the untranslated one?
>>23024923>Anyone remember that other mecha tactic game which have Votoms like mechs.Disregard that, I found it.>>23025187Thank you, I will look into it.After the disappointment that are Dual Gear and Ignited Steel, I do hope Zecha tactic will live up to its expectation.https://x.com/i/status/1661039380562161664https://x.com/i/status/1425487288327450627https://x.com/i/status/1663576106849402882
ProjectONI had just released their mecha rpg 神機覚醒ヴァルクãƒã‚¹ (Divine Machine Awakening Valkloth) which was 5 year in the making.official release tweet and fanbox post:https://x.com/oni_project/status/1875695872463532144https://projectoni.fanbox.cc/posts/9161223download link:https://drive.google.com/file/d/1wCbLlQgMbMpQpDNJdStu53Y6G_aASAQf/view
>>23025874
>>23022511Looks like for 5 year olds
>>23023807Still trying to keep answer short. Fanboy or not, you only read half of what I wrote, push anecdote and go personal.I do wonder if you'd recognize those exploit seeing a speed runner play in front of you, they'd run up then down a stair to trigger "easy to dodge attack A" and you'd call that "learn the bosses attacks" normal.>Melee weapons are not "mostly dps"FULL quote: "when it comes to boss, melee weapon is mostly DPS."When it come to giant boss all the stuff for small enemy go out the windows, boss with special trick aside.>The AI in Dark Souls works differently from boss to boss, and most definitely from game to game.The analysis I posted explain you the fundamental mechanics driving ALL bosses. They didn't revolutionize it for ER.Again, it's like you only see the superficial "look it move differently!" and miss you can abuse the AI.The only thing we are can agree here is that not all boss are easy or need exploit.I played DS2, the scholar edition, the one where From's added moves to some AIs to prevent exploit, making it extra difficult.>>23023809>In real life I have never seen anyone fight a dark souls boss any differently then they would a standard beat em up boss.The level for "standard beat em up" is very low, typically just dodging/block until the boss do the one moveset that give you an opening to unleash your DPS.Souls games are famous for punishing waiting : You get killed if you don't learn what trigger the deadliest attack, resulting in you noticing what trigger the brain-dead predictable attack.>>23023825Pattern recognition is the basic of human intellect, it's not that hard. See my previous line.>>23023819>to render rote pattern based memorization exploits non-viable.This is where From's games have trouble. The boss need to be beatable, but NOT react dumb once you figured the pattern.
>>23024923>Anyone remember that other mecha tactic game which have Votoms like mechs.that BAD game maybe?https://store.steampowered.com/app/380990/BAD_Battle_Armor_Division/
>>23025874Thank you brother.
>>23025874Link does not work?
>>23026994which link? the Google drive one?
>>23027004Yeah. Just says the file doesn't exist.
>>23027009https://drive.google.com/file/d/1MB5yxOj54Jwqj5y6ADn52iEeIocbfpXK/view?usp=sharingtry this? probably because I missed the extra lines
>>23027051Right thank ya!
>>23027174no problem. i will post a temporary MTL english patch if anyone is interested on that toohttps://files.catbox.moe/enhozl.7zload with latest Mtool from herehttps://trs.mtool.app/release.php?lang=enhave a bunch of thing needed to be fix thought,if you dont like that play the raw ver
>>23025950>FULL quote: "when it comes to boss, melee weapon is mostly DPS."Weapon range and speed is still going to determine what attacks you can punish, when you can sneak stray hits in, which is CRUCIAL against a giant hyper armored monster.Again, I really don't think you should be talking about game design here, you don't understand these games or action games as well as you think you do.>The analysis I posted explain you the fundamental mechanics driving ALL bosses. They didn't revolutionize it for ER.1) the system they explained is basically the system used for ALL ai in action games.2) LITERALLY 10 FUCKING SECONDS AFTER YOUR TIMESTAMP the guy explains and explicitly states that exploiting patterns out of this incredibly finnicky, complex semi-random state machine is extremely difficult, and you can only even begin to notice or manipulate it in a single gimmick fight that's partially broken.>I played DS2, the scholar editionlmao is that the only one you played? Holy shit>The level for "standard beat em up" is very lowNot really, it really depends on the game design. Some games focus on footsies and spacing, some on reactive dodging, some on punishing, some on dynamic crowd control against mobs. etc.Stating again: you really need more action game experience. Also on that subject stop using the term "DPS". The concept of "damage per second" makes barely any sense in a combo driven brawler or a game where you are not expected to be doling out hitscan damage to a boss at all times like an MMO.>This is where From's games have trouble. The boss need to be beatable, but NOT react dumb once you figured the pattern.Which they don't?Like I said, I have NEVER seen anyone beat these bosses with exploits outside of very autistic. It is not the optimal or "encouraged" strat, the easiest way to beat a boss in these games is just to play the game and try your best to learn and react to the various combos and movesets. Maybe try it yourself?
>>23027520outside of very autistic speedruns at AGDQ* And even THOSE note that some bosses randomness can fuck up your run or your trick.Also one more thing>>>23025950>Pattern recognition is the basic of human intellect, it's not that hard. See my previous line.I'm assuming you're saying that "oh even if manipulating the bosses in this way is extremely autistic and difficult, it's still easier than just reacting"No it's not dumbass. A minorly difficult reaction of hitting dodge vs a 50 frame swing is in fact, easier than trying to decipher a semi-random ai state machine wherein being a few pixels in the wrong distance or timing is going to have the boss breaking whatever pattern you were trying to forge.And that's not even taking account all the randomness that the video itself explains. It's like you didn't even watch what the video you linked said.Like you can also rewind a few seconds and the dude even says that basically every boss fight is going to play out differently every time, and explains how the randomness is carefully tuned to be lead to dynamic but still strategic and learnable fights.
PS: because I missed this part>>23025950>I do wonder if you'd recognize those exploit seeing a speed runner play in front of you, they'd run up then down a stair to trigger "easy to dodge attack A" and you'd call that "learn the bosses attacks" normal.This is exactly the kind of thing I'm talking about. No normal player does anything like this, and figuring out or even executing tricks like this is therefore not "encouraged". That this is what happens in speedruns ONLY just proves my point.Though I am curious what boss your referring to because - while it has been a while - I don't remember any strats like this in Dark Souls 1 or Bloodborne speedruns: most of those are just trying to get certain item drops so that you can do a minmax build that kills bosses in 5 seconds, and then trying to make sure you can get that initial devastating combo on the boss. The only boss I can think of where stairs play a role is uhhh...The One Reborn in Bloodborne I guess?
>>23027560PSS:I remember when I watched a DaS1 speedrun, the speedrunner was explicitly calling out which bosses were easy enough to manipulate to land his hits, and which ones had enough randomness in their movement that there was potential for dodges or attacks that would break the strat.Of course, keep in mind that while this might give the impression that some bosses in the game are more static then others (and some definitely are, IE Moonlight Butterfly is obviously hardcoded differently than the others), this is from the perspective of when you're literally going to obliterate the healthbar in 3 attacks with an OP min-maxed exploit build, so "what are the first 3 potential actions the boss can perform outside the fog gate" are what matters most in that scenario.
ONE LAST THING>>23025950>The analysis I posted explain you the fundamental mechanics driving ALL bosses. They didn't revolutionize it for ER.The point I'm getting at is this particularly AI system is nearly universal and can be made to do whatever you want. You could write this type of script to make a static pattern based shmup boss who always does attack a, attack b, attack c, in that order and then loops...or you could write it to create a retarded chaotic purely random one that can literally do anything at any time.It's all in how you design and implement, not the overall structure. The fact that they're still using a state machine system for the AI is meaningless as an explanation of how bosses do or don't play out. It's all in how you design and implement each individual enemy, their movesets, their ai states and interactions, etc., and Elden Ring bosses are very obviously far more complex than earlier games with the addition of feints, multiple combo trees (which themselves have multiple feints and timings) etc. Anyway I'm sorry for getting a bit heated or insulting here, but I really can't stand this kind of 'tism where someone watches a video essays that says a game uses...*checks notes* state machines, and assumes this means every boss in an entire series of games encourages trapping an enemy in doing 2 moves in a loop over and over. It's such common sense that this is not the way anybody fights the vast majority of bosses outside of niche speedruns (like have you ever just watched a friend stream the games? Or talk to them about what strategies they use to beat each boss?), and as someone who actually has been working with enemy AI in video games these kind of misconceptions really genuinely bug me and enrages my own autism.I apologize though if anything I said was too heated.
>>23025874>>23027051You are missing the _ part, at first I thought someone was reporting it for copyright but no, since it is basically freeware they are openly distributing on google drive you are just not copypasting their own link properly.
>>23025956>that BAD game maybe?I see what you did there.I already found it >>23025742.>>22969172>if anyone knows more, post them!Fine, here are some.https://www.youtube.com/watch?v=_wyHwUAbTwwhttps://www.youtube.com/watch?v=J86HsbKqAUYhttps://www.youtube.com/watch?v=iE8b3KxeONQhttps://www.youtube.com/watch?v=9iaQevmLL7k
>>23027649>The point I'm getting at is this particularly AI system is nearly universal and can be made to do whatever you want. That type of AI didn't come about until STALKER and FEAR and despite the initial popularity it dropped off because it was very hard to get state machines to not get paralyzed with indecision or prioritize one thing always. So you either rollback to the old machine logic of hard scripts assisted with libraries (like tree formats), or you use something more innovative like boolean values tied to spreadsheets that you manuially have to change after a lot of testing if you are unwilling to kneel to the state machine forcing you to change your design decisions by sticking with it. I do not believe for a moment that you understand how amazing it is that FromSoft made a state machine that can juggle hundreds of goals and the only thing you have to do most of the time is use their built in tools to do it. You are like the coding version of not being able to see the forest for the trees.
>>23028037>That type of AI didn't come about until STALKER and FEAR and despite the initial popularity it dropped off because it was very hard to get state machines to not get paralyzed with indecision or prioritize one thing alwaysWhat the fuck am I even readingA "state machine" is a simple, basic concept that goes back to the fucking 80's. Maybe you're talking about some sort of big brained environment manager + kinematic animation thing for making a 3d character navigate and path around the world while deciding what it's going to do. But that's not what I'm talking about.A "state machine" can be as simple as a switch statement with different animation states and behaviors in each case with an initializer to set up, or it can be as big brained as you want. There's probably a million ways of doing it, but no matter how you slice it almost any complex CHARACTER in a game is going to end up being some sort of state machine, because STATES are what game characters ARE MADE OF. Being on the ground, is a type of state. Swinging your sword, is a type of state. Swimming, is a type state. Jumping, is a type of state. etc. Ryu from Street Fighter is a state machine. Mega Man is a state machine. Bayonetta is a state machine. etc. And I guarantee you the enemy AI in these games are all state machines too (yes, Mega Man 2 on the nes has a type of enemy AI state machine, and on a high concept level it's the same type of shit games use even today)
>>23028037>>23028123> I do not believe for a moment that you understand how amazing it is that FromSoft made a state machine that can juggle hundreds of goalsBro, this is an action game. Enemy AI fundamentally does not have to be big brained quantum goal juggling. Enemies ultimately have one "goal" and that is to kill you. All you really need for this "goal" at the end of the day is to make them path towards different locations and select different attacks at different ranges. That's basically how all action game AI works.You can add more random behaviors to spice things up and prevent exploits or predictability, you can add more stuff to account for a more complex game or fighting system that requires more states and pathfinding than just aiming in a flat arena. But no matter what implementation what you're fundamentally going to be looking at in most action game ai's is:>Choose location around player>path towards point>choose an attack at x range, change behavior at y range>do other stuff>etc.Unless you're making a stealth game and you need to account for enemies doing things that AREN'T combat and making them have some simulation of the five senses, but I guarantee you no fucking action game (especially not a Japanese one) is going to waste time with pointless simulationism like that in a 3rd person hack and slash or shooter.
>>23028037>>23028123>>23028129And yes, the enemies of DOOM (1993) have state machines for their AI. Stalker did not fucking invent it, what the fuck manhttps://www.gamedeveloper.com/game-platforms/the-ai-of-doom-1993>The actual core logic of the enemies is a Finite State Machines: a simple but effective mechanism to state that a character executes a specific behaviour when in a given state, and what the conditions are that will force it to changewhat the fuck man, what the fuck. I never thought I'd hear something as retarded as "Stalker and Fear invented State Machines"
>>23025874English?
>>22969172Anyone know how to take out the giant insect swarm in the Gearbits level where you have to protect the gate? The most success I've had was with missile spam, but I always end up dying when the ""reinforcements"" arrive. When I try a quicker mech, I either end up getting killed right away or spend all my time doging until the gate is busted. Am I missing something?
>>23010716They're vastly disproportionate. Light mechs in the game are utterly tiny next to assaults, even though they should all be roughly between the high single digits and mid-teens of metres.
>>22969172Metal Frontier
>>23027845>>23027051what's the fixed link?
>>23025874See >>23027418>>23028307Pick whatever mech than can bring in some machinegun type of weapon (to kill off the long-range bugs by precise fire) and two direct quick DPS explosive weapons that are high on ammunition (to clear out bug clusters and chargers). Don't neglect melee+firing combo in mid-intensity encounters btwIf you want the Mirabilis campaign clear achievement then you can just cheese the mission by doing melee + shooting with flamethrower though the gate. Take 2 flamethrowers and the rocket launcher tube. You'll need to find a good timing to do like 1-2 reloads&repair runs (rockets are useful for this, since the supply drones will be gathered on the outer side of the gate and you'll need to clear space around them quick for access)
>>23028356>See >>23027418Meant for >>23028295
>>23028002>BattlecoreIt's like the Metarot gamecube game. I'm so down for that>BoneparteSeems like a normal french revolution.. and then you see giant french mobile suits.
>>23028331Not the original anon but I got to download it before file got taken down:https://gofile.io/d/luI06b
>>23028638t-thanks for the furry porn...
>>23028331You can get it on their website here https://projectoni.fanbox.cc/posts/9161223
>>23028682>picCute, is there more? Saucenao doesn't pick up anything.
>>23028730https://x.com/Awaji_kenzen/status/1847285061684445358Kemono X Mecha is a winning million dollar combo that is still undiscovered and untaken. The first dev to plunge into its appeal will be rewarded with fortune beyond comprehension.
>>23028741How did you enjoy Re:Rise?
>>23028747I love it. Well. I know it's faults but I did like it and it feels like the strongest build series besides Build FightersCyberconnect2 just will never cut it.
one post rule>>23027520>>23027560>>23027649You DID miss half of what I say before reaching your last post, and you make strawman.If I argued like you did, I would use "anecdotal evidences" to push "you just don't have enough friends", cause MY friends can tell me "he'll do X every time you are close/guarded, don't do Y or he'll always fuck you sideway". That said, not making explicit I then played ER, Elder Ring, that's on me.I could tell ER is not as bad with AI as DS2:Softs (or DS3 video) because of the extra movement.>AFTER YOUR TIMESTAMP...where he say "most evident when you see a player force an AI do...almost every time".IT. MAKE. MY. POINT.Even before exploit-level, Soul game "train you" by punishing some move with specific deadlier attacks.You recognize good boss design when, even down to a very predictable 50/50 moveset, you can't predictably & easily loop back to the exploitable one.>"damage per second"Maybe you "should play more game" if you only associate DPS with MMO, negative connotation or not.Souls games (and AC6 too) specifically try to prevent "no damage" battle. You often must make it quick and only get a few opportunities to deal damage. Oh I wonder if that's linked to the variety of big clunky weapons...Elden Ring makes this less pronounced because since it's Open-World you can choose easier enemies first and loot.>Pattern recognitionI really want to say "skill issue", you grossly overstate how complicated game most AI are.From's game suffer more because their (worst) AIs make you quickly look for how to loop them back to exploitable behavior.I was referring to the example LITERALLY 1 FUCKING MINUTE AFTER THE TIMESTAMPS.>I apologize though if anything I said was too heated.Ok, I kneel, who are you and what have you done with anon? Actually, nevermind, answer and let's stop shitting the mecha thread
Talking of AI in mecha gameI like the AI of Star Sectors.You fight as a fleet, but you do not order NPC ship to their death like they are suicidal, and you don't need to micromanage them.Ships will attack, pressure enemies, but won't take suicidal risk (unless you give a more specific order)And most order you give are Fleetwide order, with implicit priority, then the fleet dynamically assign ship(s) to it.ex:One order: "Assault point X"No enemies around? => given to a small & fast shipOnce captured, the order become "Defend X"Big enemy ship move toward the position => Large ship or yours is now reassigned to defend itAnd if you used a lesser priority order like "control point X", then the fleet don't split the fleet to defend it.First space game I've seen that have fleet battle naturally turn into battle lines (that you can flank very effectively)
>>23028797>...where he say "most evident when you see a player force an AI do...almost every time".He is specifically talking about1) Top level players2) It is ultra reductive to assume he means straight up looping a singular set of attacks infinitely for all bosses when he just got down in the preceding seconds talking about how "every fight will play out differently" due to the rng. Taking the statement in context it's obvious that he means that players have such a degree of knowledge of the fight as a whole - enemy tendencies at different ranges, what the actual timing for each attack is, all possible follow ups, how to bait and punish each action - that effectively the fights feel completely under control. This is a huge difference between the type of exploits you were initially describing.>if you only associate DPS with MMO, The greater point is it still makes little sense if you are not dealing damage every second. Combo based action games usually deal damage in bursts, you are usually dodging around, looking for openings, etc. before you deliver a set burst of damage.>I really want to say "skill issue", you grossly overstate how complicated game most AI are.I come from 1cc'ing bullet hell shmups, and while RNG patterns are generally more reactive and "on your toes" then static patterns, there IS a line where a theoretically "static" and rng absent pattern simply becomes too difficult to control. There are many Dodonpachi bullet hell patterns that are static, but good luck effectively controlling them when you'd need to be pixel and frame perfect.Regardless, I don't see many bosses in the game that - outside of a 300 hour trained speedrun dye hair run - are loopable in such a simple way. That's not how I've found them effective to play, and that's not how I've seen friends or streamers or literally anyone play them.>LITERALLY 1 FUCKING MINUTE AFTER THE TIMESTAMPSCeaseless Discharge is a horrible example for the very reasons he explains:
>>23028841it doesn't move - unlike most of the bosses in the game - and its borked by an elevation oversight. Something that's also extremely rare. There's a reason he singles this boss out as one where it's a little easier to viably manipulate for a normal player and see how the AI works under the hood.Personally, given the way the Move Selection Wheel explicitly works - weighting moveset choices based on random percentages - I really don't see how you're going to - perfectly - force the same actions every time on the majority of bosses outside of rare oversights and the occasional poorly designed fights (which are present, of course).Anyway despite arguing so agressively for this, it might be surprising to know that I've actually grown to FUCKING HATE Dark Souls bosses, to the point that in Elden Ring they are legitimately my least favorite part of the game.I just hate them for different reasons and don't find these criticisms valid.
>>23028859PS: If you do in fact have a simple, easy way to loop the AI for Orphan of Kos into doing one attack over and over please tell me because I hate that boss so much and I would be glad for a way to remove it from the game.
>>23028826That's good to know since micromanaging is fairly unrealistic to do all the time well, unless the player is given handicaps, and it is rarely done by generals
>>23028515>It's like the Metarot gamecube game. I'm so down for thatThere is one similar https://www.youtube.com/watch?v=EX7JwRjHDQA but I still prefer Battlecore over this.>Seems like a normal french revolution.. and then you see giant french mobile suits.And They are the best unit on the battlefield.Some more.https://www.youtube.com/watch?v=rJpYApTcTVohttps://www.youtube.com/watch?v=rzT1lAoQM7Mhttps://www.youtube.com/watch?v=fX2PqEYbFj0
>>23027418there still a few thing to fix,but now i had a proper wordwarp fixed patchnot every UI is in english thoughthttps://files.catbox.moe/dmaggk.7zextract this and replace the www/data folder,remember to back up the original onefor use with v1.1
>>23029167important fix:few of the extra menu that wasn't working is fixedhttps://files.catbox.moe/0zict6.7z
>>23028741>Kemono X Mecha is a winning million dollar combo that is still undiscovered and untaken.>>23028752>Re:Rise>I love it.Wholeheartedly agree.
>>23019131>>23024923thank you friendsi promise i will try my hardest to make it the best possible game it can bei will report back with early access footage when development beginsbut in order for development of the mech game to begin, my current game needs to do well enough to fund and justify the development of future gamesit's a hyperoptimized and well-research incremental mobile-style arcade game with a theme that appeals strongly to the target demographic and has an aggressive marketing campaign, everything's been optimized, but still, success is not guaranteedif this game doesn't make enough money, i'll need to spend more time at work and that'll absolutely destroy my gamedev productivitythank you for the good wishes
>>23020936sauce?
>>23028741As a kemono and mecha maniac I wholeheartedly agree. There really needs to be more kemono characters in games.
>>23030073How does it play with the controler? Seems like the lack of fcs would make a pinpoint precision a hard requirement to enjoy it.
>>23030163There's actually FCS on some weapons (mainly missiles and light ballistics), but others play ok enough with some strafing correction. I rarely had aim problems and I was too lazy to get my sensitivity comfortable thorough the entire game
god i wish some autismo would make take high-macs simulator and redo it with a modern engine, multiplayer and customization.its the perfect "real mech" simulator
>>23020976>https://store.steampowered.com/app/1565090/GearHead_Caramel/
>>23023495>do a kickstarter for Gundam Breaker At Home>not overly ambitious outside of autistic customization, which was done by the time demo went live>so looks feasible>update after update game comes together, can end up real good>covid strikes>yOu KnOw WhAt? Let's drop everything and develop multiplayer>spend fucking year to develop multiplayer>for a game with 400 players all time peak 4 years ago>yOu KnOw WhAt? Let's port out game to UE5, i.e. most broken piece of shit in recent centuries>cut off a chunk of audience that doesn't give a shit about modern PCs, windows and hardware and just wanted a robot game, that werked perfectly fine on Windows 7 and GTX 760>It doesn't look any better, but now has requirements of AAA game>combat is worse than 4 years ago>difficulty is worse than 4 years ago>still no new movesets or weapons>still no finished campaign>still no quad legsFuck you for reminding me this mess exists.GB4 was meh, and still is infinitely more fun than MB.That shit entered NGB levels of garbage and stays there for months now.Fuck I'm mad.Fucking thais.
>>23029698This is how I find out Girls Frontline had a set of kemono skins. God I wish the second game was better.
>>23030381>with a modern engineWhy would you want to bloat everything up with spaghetti code? because of the low poly textures?
For any gamedev enthusiast reading this, I recommend to thoroughly analyze why some /m/ action games are very satisfying to play and don't feel like something that's a slog or too floaty. Examples are AC first gen, PS2 VOTOMS, R.A.D., Strike Suit Zero, MMZ, Baldr series' gameplay. The mechanics, principles, and reasons are a practical overlap with any action game whatsoever.Out of whatever's recent and indie that I had played, Gearbits, Mecha Knights: Nightmare, Megabyte Punch, Hammer/Walker (in OP) barely get at least the basics right and ought to be analyzed, too.There are too many upcoming and released mecha games whose gameplay vids are already a turn-off if you know what to look for. With the oversaturation with mech games that look and play little more than asset mashups, it'd be just great if yours won't end up like that. I may as well just get back into indie gamedev myself since now I realize what I want out of a gameThe same is for non-action mecha games: e.g. compare Carnage Heart EXA to Gladiabots (even if the latter is bigger on some of the QoL flow and details), PS1-PS2 era SRWs to modern SRWs, and even NDS version of Front Mission 1 to FM1 3D remaster.
>>23031651Movement and physics feeling satisfying is everything to a mech game imo, then visual design and atmosphere next. After all a mecha is just a big recreational vehicle, it should be fun just to drive at the most basic level with nothing else.I have always wanted to make a mecha game, but i'm just an artist/designer. I'm working on a mecha comic that maybe i can leverage into a game if i can build a decent fanbase to kickstart
>>23031651>AC first genWhy first gen specifically? Are you one of those retards who don't know how to OB?
>>23031664>Movement and physics feeling satisfying is everything to a mech game imoYup, including the layers of the feedback from combat.Good luck on the comic anon.>>23031729>Are you one of those retards who don't know how to OB?kekI circle-strafe-OB-tap-hopped the entire 2-3 gens, 1 gen is just the one where nearly all effects and weapons are pleasant to use and listen to, to the point that it's the gen that I end up replaying the most.
>>23031651you could have just said "mecha devs think making the mech feel like shit to control is a good thing, and that's fucking retarded" and end there.
>>23028741>>23028752>>23029639So is kemono Jap furries or what?
>>23031830Furry characters, yeah. Not the furfags themselves, which I have no idea how are called in the Nippon, assuming they even have a specific term.
>>23031830yeah it's just anime furriespeople realized that the majority of people ,who aren't already SA goons who will hate furries forever, have a much better response to kemono artstyles than your average realistic western furry disney render. Basically, anime won the culture war and anime furries are cuter>>23031840They either call themselves furries or kemoners. Mostly just furries.
>>23031651>AC first genUh, with or without (fully unlocked) H+?
>>23031825Nah.>>23031847Both. I like that full H+ feels like a different game mode rather than an outright easy mode.
>>23008937The Buckmaster is too well armed to be that mobile, look at the size of the turret relative to those Fork legs. The Buckmaster is meant to shoot and scoot, not just scoot. The Fork should be able to skate.
>>23031830>>23031842I also feel like kemono is more associated with cosplayers and mascots in japan than it is deviantart inflation drawings and convention orgies.>>23031664>it should be fun just to drive at the most basic level That's a really good way of putting it. I should want to boot up a mech game and just drive around every so often and enjoy the feeling of the controls.This is also why more mechs should have walk/drive mode switching and test levels should have roads on the seaside.
>>23030709i think they got tired of implementing the part everyone wanted and went all in on shit only they care about. and now that its dead with zero hype i dont even know why they keep pushing updates for ithurr we updates the pve a little bit
>>23030709the competitive multiplayer scene will burst to life any day now anon, trust the plan
>>23030709That's why it started sucking!? Damn I didn't even know this history.
>>22977273oh hey, loved your demos you posted, looking forward to it.top tier pixel art to boot. hang in there.
>>22989020I played Gearbits recently, and yeah, it's extremely charming. Need to play the DLC next.
>>23031842Kemono is interesting because this highlights the Japanese preference of using simple minamalist details and a preference for feline cuteness.
>>23033588I think it's as simple as "western artstyles are usually fucking dogshit when you're working with making cute/attractive/appealing characters that are non-realistic by default"
>>23033588I'll call abbaddon to add a furry race and he'll make 200 million dollars
>>23020976>>23030695I used to play the shit out of Gearhead 2 more than a decade ago, I can't believe the art actually became worse. It's now a legit assault on my poor eyes, holy fuck. Is modding the portraits still as easy as replacing the source images in the game folder?
>>23034232Yeah the art became even more RNG then the plotlines, but yes he hasn't even really changed much in the engine so its easy to cut out.
>>23034242The game is worse AND you have to pay for it?
>>23034267Had to check since it's been a while. He's got a free version hidden away. https://github.com/jwvhewitt/gearhead-caramel