• 17 Posts
  • 88 Comments
Joined 2 months ago
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Cake day: April 18th, 2025

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  • I’d hate to say it, but look at any big publishers quarterly reports. Compare how much base games sell compared to micro transactions.

    ^ EA’s

    They would all like to take the lead and have “the” live service game but unfortunately even their bland attempts still bring in a lot of cash. This is why the push to live service is so aggressive.

    The only thing that’s been slowing the push down is these big live service failures, which is making big publishers a little stingy on what games to push.

    You are correct though, the big franchises have a lot of name recognition and its really hard for a competitor to muscle in on that established space (though they do try). Established IPs is a safe bet that often pays off, despite gamers lamenting it.



  • Yeah PUBG wasn’t the only one on the market, but everything else wasn’t anywhere near the punching weight, as PUBG was breaking steam records.

    There was an indie battle royale that was struggling, a Minecraft BR mod, and I think the one you’re describing though I can’t even remember it’s name. None of then were really competitors for PUBG and more of trying to edge in a little bit of their spotlight.

    Until Fortnite, of course.








  • I see there are some homebrew modules out there that add spellcrafting but they’re more or less point buy systems.

    I could kind of see it as I think you’re describing, in that you make a spell with a bunch of spell symbols/glyphs that modify it, but each one of those cost components.

    Hmm this is worth scheming on.



  • I don’t know the “right” answer, but I set it so if you hit something, it plays out some checks similar to as you described:

    • If we collide with something but its only waist high, then we will have the player stop the grapple and attempt to vault over whatever it is.

    • If we collide with something and its more than waist high, then we wait for a very small delay and see if we made any progress towards our destination. If not, end the grapple because something is in the way.

    • Ignore all collision damage otherwise when grappling. Either we get stopped on the way and give up, or make it and then end the grapple.

    … And last but most horrible of all:

    • Do a completely different set of checks if the player is underwater when the collision happens.

    All my games are janky though so I don’t think this is some ideal setup.

    Edit: Cleaned up the collision damage part as I thought I handled it differently.








  • Oof, this reminds me of a personal experience.

    Me: Oh this grapple system is easy, we’ll just push the player’s vector towards the destination vector.

    Game: Oh but there’s a small object in the way that cannot be moved. This will make an immense amount of collision data per tick.

    Me: Can’t we just ignore-

    Game: