sp3tr4l

joined 2 months ago
[–] sp3tr4l@lemmy.zip 2 points 2 hours ago

Is this just attempting to one up ... what is it, the book of Joshua, where the sun just stays still for 72 hours?

[–] sp3tr4l@lemmy.zip 3 points 2 hours ago

See, I had heard a different version of that story which was that this is where the middle finger expression came from, that a bunch of bowmen drew with their middle finger, thus the French would chop those off, and raising a single middle finger was a sign of 'fuck you, i can still send hate downrange'.

[–] sp3tr4l@lemmy.zip 3 points 2 hours ago

God damnit lol.

[–] sp3tr4l@lemmy.zip 2 points 2 hours ago

Physical Therapy.

Whole lot of my tendons and muscles got torn, shifted into the wrong places and misused as I had to keep moving with the muscles that were not completely fucked, bones broken, etc.

I still can't really walk for long periods of time without massive pain, but it is slowly getting better.

Thanks for the well wishes =)

[–] sp3tr4l@lemmy.zip 3 points 2 hours ago (1 children)

One thing about a lot of shooting games is whether or not enemies or the player get 'stunlocked' from being shot.

Multiplayer FPS? You shoot a bad guy and this almost always has no stagger effect at all. Maybe ín some more realism themed or tactical games you get a large blood spatter on your screen and a camera punch, but usually it just means your health goes down.

Singleplayer FPS or TPS? All over the place. Some games you can injure an enemy and they'll do a stun or stagger animation, others none, sometimes the same applies to the player, sometimes not.

[–] sp3tr4l@lemmy.zip 1 points 2 hours ago

I have played Intruder off and on since its initial alpha, and while it does have some very interesting ideas, (i believe there is a whole mechanic that makes you less balanced and more liable to ragdoll and fallover based off of your movement speed, turning speed and narrowness of what you are standing on, ie a railing vs the floor) it is fundamentally a multiplayer, round based team deathmatch game, whereas SC and MGS are single player.

Does any one actually play it any more? Last time I checked there were maybe 50 players, max, online at any given time.

[–] sp3tr4l@lemmy.zip 1 points 3 hours ago

Agreed, that really set it apart. A few modern games at least claim to use similar systems for enemy awareness, but usually it is more common to just do line of sight + distance.

[–] sp3tr4l@lemmy.zip 3 points 3 hours ago (1 children)

I believe it is in the first game on PC, and yeah I thought this was/is a very good way to handle variable movement speed with a M+KB set up.

On a controller with a thumb stick, you can vary the degree to which you push it in a direction, unlike the 1 or 0 state of a key being pressed.

I am still surprised more games did not at least allow for this kind of control on PC, IIRC it was only even a thing with some earlier tactical shooters.

[–] sp3tr4l@lemmy.zip 17 points 10 hours ago

Fortunately? we will experience a mass die off and reset after industrial capitalism largely collapses due to climate change, so we will probably not become a planet of those all tomorrows nestled together people cubes.

[–] sp3tr4l@lemmy.zip 3 points 10 hours ago

KEEP CALM AND REMAIN STILL

[–] sp3tr4l@lemmy.zip 7 points 11 hours ago (3 children)
  1. Sure, ok. A huge part of stealth action games is precisely that if you fuck up, you can very easily be overwhelmed, and only with usually a combo of significant skill and luck can you recover from this. Generally speaking, the idea of a stealth action game is that you are nearly guaranteed to be fucked should a full alarm be raised.

  2. You are describing two ARPGs as examples, further lending credence to my assertion that AC is faaaar closer to an ARPG than any kind of stealth game.

  3. Personally, I call games that set up queued attack sequences against the player artificially easy, an obvious power fantasy for casuals. There are games that are very melee centric that do not do this (Kenshi w/ attack slot mods, Sifu, Mount and Blade, etc.) which are generally significantly more difficult so long as you don't cheese them.

  4. Oh right, I'm fairly certain you are just wrong when it comes to Dark Souls. One huge reason why at least the original was seen as so hard is that the enemies do not queue up to attack you following some kind of group rules, they'll all go by their own individual AI, not waiting to take their turns.

 

You could probably make a poptarts are sandwiches alignment style thing out of this.

Basically, any video game with an explicit goal, or set of goals is just a puzzle game with extra steps.

What buttons do you push, when do you push them, what does this accomplish, how does that lead you to your end goal, etc.

You could even argue that multiplayer tactics constitute a puzzle, a more social puzzle.

Yes, this is reductive, but this is a dumb showerthoughts post.

 

This is just a question.

In case you don't know, motion matching is the term for animating characters... basically in a way that smoothly blends minor and even major animations into each other, such that characters are animated much closer to life.

It is most notable in scenarios where a character rotates their axis of movement dramatically, or speeds up or stops suddenly. Instead of the more old school instant rotation or sudden transition from running to stationary, you get a dynamic and procedural animation. Perhaps most notably, feet and legs actually take steps, instead of gliding, during transitions.

It is not the same as inverse kinematics. That basically just matches feet and legs to the geometry they are standing on, for stairs or inclines. (You can use it with arms for things like adjusting arms during arm anims to better match individual weapons or other things, etc.)

Unity, Unreal and O3DE all have freely available motion matching plugins, and I know Unreal and O3DE have freely available prepackaged humanoid animation libraries. Unity probably does as well, though more expansive anim sets cost some money.

So... question is: Is motion matching even possible in Godot? Is there some plugin hidden in GitHub or somewhere that does this?

From what I've been able to figure out... the YMAA project... apparently? claimed to be working on this, but their repo has not been updated in months, their current release does not even have half the features they show off on their youtube channel, and they appear to now be making a machinima or something so who knows.

That is all I have really been able to find. A few other github devs and youtube channels have extremely rudimentary procedural animation in demos, but either they have not listed their code anywhere or its been abandoned for months or years, sometimes since before Godot 4.

So yeah, anyone know if there is a Godot Motion Matching plugin?

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