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#giving her a permanent 10 buffs on turn one lol
adhdvane · 10 months
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keeping amelia's support skill always active this gw by being gay
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zeezelweazel · 2 years
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Arcane| General Relationship Headcannons|
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I got a new hyperfixation lol
There's not enough content and I'm starving so I'll make it my self :]
Characters included : Vi, Jinx, Caitlyn
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• Vi •
Probably the best girlfriend in the world.
Vi has a heart of gold and you bet she won't tell you if something is wrong. She'll try to handle everything herself so please just try to help her with her troubles.
Also you bet your ass that you'll have to hold her back so she doesn't start a pointless fight with a random person.
The best fighting duo when you both put your mind into it.
I feel like she's a snuggler so prepare yourself because she's also very buff.
If you're taller than her try teasing her about her height to see her cheeks turn the same colour as her hair.
Neck and forehead kisses at random times are frequent.
Keep them coming because she loves them.
Let her talk to you about her feelings and her worries, she's already carrying a heavy burden.
Help her with her relationship with her sister because she's lost and worried and doesn't know what to do.
As long as she doesn't tell you to give her space and let her figure it out herself she'll be forever grateful for the help.
Since we're on the subject of her sister :)
You're kinda doomed to put it lightly.
Jinx will absolutely hate you if she sees how much Vi loves you.
To her it's like Vi is telling her "I love her way more than I'll ever love you."
You need to remember that she's still Vi's sister non the less.
Just be there to support Vi, make sure not to die and let the sisters figure it out on their own.
She has nightmares every other night so either sing to her or hold her close and run your fingers through her short hair.
I think Vi would prefer to stay in the Undercity, it would take a lot of convincing for her to move to Piltover permanently.
Your dates would mostly be outside. Bring a little food and with Vi's company that's all you'll need to have a good time.
When you have fights just make sure to give her space and let her cooldown.
I feel like she would forgive you fast if you gave her a good explanation.
If she was the one in the wrong she would immediately apologize after realising what she did.
She absolutely loves giving you massages and she won't accept no for an answer.
She goes out of her way to prepare the bath and all the oils you might need. She chooses the ones with her favourite scent cuz she loves your smell while you're cuddling.
I feel likes she's not the most tidy person to exist but if it bothers you she immediately cleans up and starts making a habit of not leaving everything a mess.
She absolutely will fight anyone if she catches them staring at you.
Not in the weirdly possessive way though.
She just doesn't like it when people ogle you.
I advice you to step in and break the fight if you can.
She will be surprised if you react the same way in a similar situation. She was usually the one that protected and cared for others. The moment you show how you're willing to do the same for her is the moment she falls in love with you.
• Jinx •
Unhinged, pretty, baby
I feel like she feel in love at first sight.
Silco send her at a job. Something about her beating up some smugglers trying steal Shimmer from the cargo ship. They had advantage in numbers but Jinx is Jinx. It took her 10 minutes max and all of them were lying dead.
She thought you were one of them when you just walked up to her so she simply pointed Pow Pow at your face.
She tilted her head and was all like :)
You just raised your eyebrows.
You were from the Undercity too, guns and murder didn't faze you in the slightest.
You actually told her you like her gun.
She was surprised. So surprised she actually lowered her weapon. She didn't like the fact that she lowered her guard so easily in your presence, that there was something pulling her to you. So she left. She dipped so fast you barely caught a glimpse of her long powder braids.
She couldn't stop thinking about you though and the next time Silco wanted her to to do another job she was done quickly just to have time to look for you.
She had no idea what she was looking for exactly, but she was going to find you.
Or you were going to find her .
She is pretty easy to spot. Gadgets jiggling in her belt, huge guns painted in the brightest colours and the most adorable drawings.
To be honest you didn't exactly know why you talked to her again but it worked.
Cuz now you have a girlfriend ;)
Loves pda and affection in general.
Hugs, kisses, cuddles, you name it.
She mostly spends time in her lair working on new bombs so many of your dates take place there.
Not that you mind
The flashy colours, constant noise and prominent smell of gunpowder are just so Jinx.
Like I mentioned she lives off of your affection so even when she's working she needs to sit on your lap, or have you sit in hers, hold you hand, or just have you hugging her from behind.
When she's done with some bombs you two decorate them together.
Creating cute doodles and drawing together is her favourite thing in the world.
Sometimes you go to Silco to show him the drawings and have a friendly competition.
He was reluctant at first but after he saw how happy Jinx was he agreed.
Jinx mostly wins the competitions.
Definitely not because Silco is biased
If you don't like loosing Jinx will whine Silco's ears off until he lets you win.
Both Silco and Sevika didn't approve of you at first, for entirely different reasons.
Silco didn't trust Jinx's heart to you. He thought you'd hurt her, use her like everyone else had done. He finally accepted you once Jinx looked at him, the most serious she has ever been in her life, and said "I love her".
Sevika didn't take too long to accept you. She didn't really care about Jinx, but she new very well of what would happen if you broke her heart. She accepted you when she realised how more stable Jinx has been after you became a part of her life. Jobs are much easier now.
Jinx is way too possessive for her own good. She can't help it, she's so insecure that she gets jealous in a heartbeat.
Unlike with Vi you won't be able to do anything about it, they'd be dead before you can say 'powder'.
You tried to be there for her the best you could during the events of Arcane.
You could see her slip away from you and there wasn't much you could do. She always had breakdowns, the voices in her head never silent, but now it was a hundred times worse.
Her past came to hunt her in the worst possible way.
It all spiralled out of control before you could even think about doing anything.
The sky lit up by a blue rocket. It looked like a meteorite. It was pretty. It headed towards Piltover. Your breath left your lungs.
"Jinx".
• Caitlyn •
Hot mommy dom
If you're from Zaun, you likely met during her time there with Vi. It would make sense for you not to trust her because of that.
If you're from Piltover then things would be way easier. You probably grew up together and were friends long before Arcane took place.
I can see Caitlyn not being into too much pda. It's not like she hates affection she just has a reputation to uphold. She prefers touches and kisses to be given when it's just the two of you, the most you can get out of her in public is a peck on the cheek and the occasional hand holding.
A very sweet and loving girlfriend non the less
She would be all over you if you ever got sick. Making you soup, bringing you medicine, cuddling you to make you feel better. She's going to nurse you back to health no matter what you say.
You also can't stop her from constantly worrying over you and your safety. Her line of work can put you in danger even if you're not directly involved and that scares her. She's okay with being in harm's way almost every single day, but when it comes to you she can't even think about it.
If you actually do get hurt it's a whole mess. She'll be worried sick no matter how badly you were hurt. If you're in some sort of coma she'll bury herself in her work so she doesn't think about how it's her fault that you ended up in a hospital bed.
Even after you are 100% healthy again she'll still beat herself up for what happened.
The both of you will manage to overcome this by being there for eachother.
Cait is often busy with her enforcer work, she's the serif after all.
That doesn't mean that she's a bad partner though, it just means that you don't spend every second of every day with her.
She tries to make time for you but there are occasions when that's impossible so you'll have to be understanding.
If you're worried about her safety she's going to be mad about it but isn't going to cause an argument
She'll just calmly tell you that she can handle it. She's not made of glass after all
She does love how you care about her and she deeply appreciates it.
Most of your dates with Cait are indoors. She loves taking walks in parks and what not but she's super tired most of the time and would just prefer to sit inside. Maybe watch some movies and cuddle on the couch with some popcorn.
You have a lot of dinners with her parents. They will most likely invite you to tag along with Caitlyn in some fancy balls. She'll understand if you don't want to go, it's not everyone's cup of tea after all.
If you insisted on going with her when she went after Silco she'll immediately refuse. There's no way she's putting you in harms way.
So imagine her face when you showed up in the Undercity looking all guilty and stuff.
She's confused for a second, thinking that she's hallucinating but when it downs on her that you vane here despite what she told you she's really pissed.
She can't argue with you then and there but she'll make it obvious that she didn't like you coming along with her, especially in secret like this.
Since she can't really send you back she'll make sure that you're safe alt all times. She has her eyes on you. She's super protective even if you're able to protect yourself.
You can tell that she's getting super stressed from the whole situation so you try to reassure her.
Overall she's very sweet and even though she might not be able to be as attentive as the rest she loves you to the moon and back and makes sure you know it.
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retphienix · 3 years
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I Have A Lot To Say So I'll Read More This.
The short of it?
I'm glad I played Joker- I played it because I wanted to know how DQM evolved when it reached the DS and I got my answer.
It's mediocre. Not bad exactly, I enjoyed playing it, it adds some REALLY appreciated features to the DQM series and if you were playing it at release it had online play which plays well with the post game content which I haven't touched by the time I wrote this:
-but there are some engine/console specific things that made it a drag and there are some parts of the game that are just weaker than the previous games which is amusing since the previous games were simple GBC titles.
And finally, I don't really recommend playing through Joker 1. Can't speak on the sequels, but Joker 1 was a pretty middling experience for me so I'm the wrong person to get a positive recommendation from.
And since the opportunity presents itself: If you like monster RPGs and haven't tried it- go emulate Dragon Warrior Monsters 2 for the GBC, it's really good and also if you emulate you can fast forward the GBC era grind if that's your taste- really a win all around.
On to my rambling:
I debated on writing, rewriting, rewriting, and better presenting my thoughts on this game and the series as a whole but nah, Joker ain't getting that, I'm ramblin'- lol
I will split it slightly between "The ending" and "The game as a whole" though.
Ending:
1:07 - This is slightly a 'game a a whole' thing but honestly it's funny to me that you unlock a permanent repel in this game by doing the main quest. I entered this dungeon feeling strong enough to beat the game, so I just avoided 90% of encounters entirely.
5:00 - I genuinely got a laugh out of Sparkpug's whole deal in this finale. Not story wise, that's fine, no complaints- I mean that Sparkpug is clearly built to be a monster that can carry an ineffective team. He's clearly meant to be bred a few times and a god tier member of a potentially inexperienced player's team- but I literally never used him after the intro.
So during this scene it's supposed to be like "I'm a demi-god monster, you can't possibly beat me" and I'm thinking "Dude, you're like level 10 and shit tier, you can't win, this is hilarious."
Obviously it's a real boss fight and not 'face the monster you once had' but I was having fun roasting him behind the scenes of this recording.
45:00 - What an entirely unexpected change of pace.
Like, I had it spoiled for me by a screenshot that Dr. Snap becomes a monster or something- but I thought maybe he was always a monster or something, and also I got a bad look at him.
HE TURNS INTO A BODY HORROR BEAST, THAT'S NUTS.
Genuinely a highlight of the game.
52:00 - I fucking laughed what a meaningless exchange where the payoff is saying "He was stupid!", it's honestly just silly and dumb but not necessarily bad just dumb lol
55:00 - Not a great 'you won' victory lap. Like at all. Kinda feels like they should have just made this all a cutscene where I appear back at town and see that Solitaire is the leader now etc etc.
I kinda don't understand why it's a victory lap at all? Because all anyone says is "They picked a weird successor to Snap >:(" or "Snap went to the island? I bet he was stopping the calamity :)"
If you have 2 lines of dialogue prepared, maybe don't make a victory lap???
1:00:00 - What a fucking stupid payoff lol
Like sincerely, Solitaire does NOTHING the entire game! She's meaningless from start to finish! And the 'surprise' is that she's the new commish??? And she got the position because she's a rich spoiled brat??? Like LITERALLY that's why????????
What a stupid fucking ending lol
Now her proposed evolution of the contest is fair enough, I mean it's childish as hell, but to be fair- more contests is a fine idea especially since prior games and this game demonstrated the public's interest in watching monster fights. And the goal being to fight her as the final fight is fucking egotistical and stupid- BUT- it does play into the fact that the player didn't get to fight her the whole game so it's whatever?
1:03:00 - This is both the best and worst lol.
This game has no story, like at all, it's fucking empty front to back, and only explodes with like- 1 event at the very end.
This moment is a montage of memorable moments with your 'best friend' Sparkpug. It's cinematically very nice to be honest! Even includes a moment I don't remember at the arena which probably didn't happen lol.
So visually it's cool- I dig seeing the camera zoom out as we run across the beach, and the flashback moments intersplice over us making our way to the scout memorial- that's very well done.
The content is empty lol
As I said there's no story, these moments are nothing lol
And that's that.
All said the ending was a very nice challenge to face with my team- I had to abuse items like mad but I MADE IT! It was a GOOD fight.
The rest I've already said.
On to the game as a whole:
I have issues with this game, but there's good too. It's really like 4 steps forward 6-7 steps back it's weird, it's really weird.
Positives are neat!
> First and foremost- TRAITS!
Monsters in Dragon Quest Monsters have always had a problem with keeping their identity for long. The way I'd explain it to an outsider to the series is that Monsters DO have special stat variance and intended movesets and all that jazz- but the breeding system completely and entirely destroys that relatively early into the game.
While a monster might normally have really high defense and low other stats while knowing buffing magic- breeding, EVEN UNINTENTIONALLY, will have that same monster come out with 9 billion attack and all ice magic.
Monsters in DQM have a habit of becoming canvases for the breeding effects rather than their own mons- and this is undeniably a downside. It makes the game feel unique, it doesn't 'hurt' it, but when by mid-game monsters are more easily identified as sprites rather than strengths and weaknesses or even types (family) it's a slight downer on the series.
Traits fix this a lot by making every specific monster have unchangeable traits which offer things like "immunity to x type of damage" or "higher crit chance"- it's small, but it gives each monster more identity.
> Second and secondmost- SKILLS!
The older games didn't use trees, it used each individual spell as a potential pass on during breeding.
Each monster could have 8 spells, and when you breed two monsters you pass on all 16 spells to the offspring (they don't learn them all at once, they learn them as they level up) as well as the natural spells the monster would learn by level up.
So in the older games it is really easy to end up with a refined and overpowered list of 8 spells on each of your monsters.
Now spells are tied to Skill trees and your monsters can have 3 skill trees total (which are passed on as OPTIONS when breeding).
All to say skills do a lot for removing the "Master of all, weakness of none" spell lists that the older games made trivial to make, now you have to limit your builds and be more specialized- also they added skills like "Attack up" to add more variance to a build- instead of having spells you might just have high stat buffs as skill trees.
Overall I think Skills are an improvement because coupled with Traits it makes each monster feel much more specialized and unique and less like a sprite with no identity.
> Breeding is improved.
This is very much because of skills and traits- again- but also the system is just improved in general. Instead of being told "That's a monster you haven't had before!" and judging your decisions based on the name of the offspring breed, now you get to see a small sprite of the resulting monster to help you decide- ALSO instead of getting 1 result for every combo (to the point where you have to back out and choose Monster A + Monster B and Monster B + Monster A as separate options), you now get up to 3 results to pick between for every breeding opportunity.
It's just better.
> The engine is impressive.
At least to me. This is a DS title using (from what I read) a rework of the DQ8 PS2 game's engine- it certainly looks like it.
Combat models are nice, using moves looks nice, overworld exploration looks nice- it looks nice.
Now for some negative and general nonsense- all of which is more often than not 'weird'.
> I gotta be unfair and say "The Story" first and foremost.
DQM 1 and 2 are not intense story games. They aren't.
But they both knew how to handle their story well for what they wanted to tell, I can and will praise both for their narratives because they know what they are and do it well.
DQM:J does not. It's fucking bad.
Basically: The overall story doesn't exist- you're told to be a spy, but that comes up 1 time towards the end of the game and LITERALLY doesn't matter at any other moment INCLUDING the one time it comes up.
You have NO meaningful objective from the start up until near the end of the game. You show up and have no goal- so you get told to get some crystals with no meaning behind it (not even a lie because they are clearly evil- not even a lie to motivate you! NO MEANING IS PRESENTED! JUST DO IT! TO DO THE CONTEST I GUESS! WHY? SHUT UP!)
So 90% of the game time you're not doing anything meaningful. So what about the islands? Any small narratives to keep things moving?
NO!
NOT AT ALL!
So you go 90% of the game having no real objective, just kinda wandering forward mindlessly- and then the game suddenly goes "Oh! Guy who seemed sus! He's evil! He's gonna unleash the calamity that you were 'kinda but not directly' working towards with your dog! You know, that plot point that's kept vague and paid 0% attention to the entire game? Yeah it's happening! Aaaaand you're done! GG!"
Basically there's just nothing going on in this game, it's all background noise until the last 10% of the game. And that's lame.
DQM1 had a light story- but from the very intro cutscene you have a clear objective which makes every action you do seem relevant as you are working towards that goal.
From the start of the game you know "My sister is gone! The king says a magic wish can get her back! I'll go do that!" and then you do!
DQM2 has a much better story!
You have a goal from the start (The kingdom is physically dying and you have to save it by getting a new plug!) AND it has stories for each world you visit!
THAT'S MILES BETTER! THIS GAME COULD HAVE DONE THAT FOR THE ISLANDS!
Anywho. Story is lacking and empty and lame especially when DQM2 has a similar format but does every part better- you have a clear objective you're working towards AND side stories to keep the light narrative moving!
WTH!
The spy plotline doesn't matter! It could have been used to build suspicion on who's the good guy!
The islands are so empty of story!
DQM2 has a fun mix on how a rival character works which makes every world interesting to see how they get involved!
This game has a rival that does NOTHING!!!!!!!!!
It's just such a step back from the previous games, it's weird to see DQM 1 land a solid simple story and DQM 2 build a great format to expand the story going forward- and then DQM:J just slams its head into the dirt and wipes out.
> Game's slow.
The engine switch is a good thing overall, but it makes combat slower (a lot), adds loading screens to combat (primarily), and they didn't bother speeding up the grind from previous games.
Because of the grind still existing which isn't a problem in and of itself- the game becomes SLOW AS HELL because the engine makes that grind take longer.
Also world exploration is slow which is to be expected when moving from 2d to 3d, but this is countered by adding things to the world to find or do- and Joker tries but it's still noticeable. The world exploration isn't a problem, it just stands out alongside the combat being slow as hell.
The engine change was a great thing- but it feels like they should have put more work into speeding up combat to counter the slowdown of load times and flashy animations.
A GOOD WAY TO FIX THAT MIGHT BE XP!
> Music ain't great in my opinion.
DQ has amazing music. This game has some weak renditions in my opinion. The CELL HQ theme song is a pretty good poster child for the worst there is, but just in general even the better music is lacking compared to the chiptunes of the GBC or the better mixes of the main series.
Maybe it's unfair, it's a DS game, I don't know, I just know I ended up just muting most of the game because it didn't sound great. I played the GBC games OSTs instead for a large portion of my playthrough. I listened to videos instead for the bulk of the game.
It's just not pleasant to me, sorry to say.
> XP!!!!!!!
I'm being a spoiled ass on this but yeah!
XP SUCKS IN THIS!
There aren't good placed to grind until you beat the game! (apparently)
The first level blatantly has too low xp which makes you grind before you can tackle the boss of the island- and the late game has you mindlessly grinding low xp rewards in order to be ready to face the final boss.
It's WEIRD!
Why is it so low!
> Tech is weird!
I could ramble on this alone but here's the short version:
DQ has a unique fantasy world aesthetic that each game has explored in its own way. It's basically "swords, magic, monsters, and charm- things feel light but aren't afraid to get scary sometimes :)"
This game... doesn't.
This game has fuckin' tech watches, jet skis, TOWER PCS????
This ISN'T dragon quest on a world building level.
It's like, contemporary modern world but with slimes.
And that could be good I guess, but it feels so fucking weird to see PCs right alongside swords and axes and a dracky.
Like... why?
It's a poor aesthetic according to my tastes. Maybe I'm an ass for that. The tech is weird.
All to say, in a poor rambling "I gotta get this out of me" kinda way, is Joker was fine.
I enjoyed breeding. I enjoyed seeing the engine. I enjoyed the unique additions like a 'hero monster'.
But I also had to grind mindlessly on a slower game.
I had to endure a story that forgot to show up until the very end.
I sat there thinking about replaying the older ones the whole time.
It was fine.
It's mediocre.
I'm glad I played it.
I'm done now :)
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cy-fi-theansweris42 · 5 years
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The Good, the Bad, and the IDK How To Feel About That of: Teenage Mutant Ninja Turtles: Out of the Shadows (2016) (Part 2)
(Continuing from where we left off)
Good: THE ENTIRE BIT WITH CASEY V. SPLINTER! How you see Raph and Mikey look at each other with mischief in their eyes before trying to look serious, how Leo laughs for just a moment before trying to be the serious leader again and trying to get them to stop, and then how they all just look on in amusement when Casey charges Splinter, it’s all wonderful! Plus with Splinter’s “giant rat one, new guy zero” YOU KNOW he heard them and played along. I love it all.
Bad: Casey only ever saw the truck from the front, so how would he recognize the Tartaruga Brothers logo?
Good: Just give me an entire movie of Donnie doing science stuff, it’s all I need in life.
Good: Leo’s head shake and smile when Donnie’s rambling about science stuff (I’m ignoring the initial eye roll)
Good: AUGH, HOW DONNIE INSTANTLY STOPS BEING EXCITED ABOUT THE POSSIBILITY OF BECOMING HUMAN, COMING UP WITH REASONS WHY WHAT LEO’S SAYING MAKES SENSE, IT HURTS MY HEART SO GOOD JOB MESSING WITH MY EMOTIONS
Good: Leo’s sword training is AWESOME (I’m jealous, high-key jealous)
IDK: You guys haven’t finished that Christmas album yet? It’s been a year, lol
Good: I really like how instead of just charging in, yelling about how Leo didn’t tell them about the ooze, Raph leads up to it, talking about honor which he knows is important to all of them.
Good: THE LOOK ON RAPH’S FACE, LOOKING AT LEO LIKE “Did you really think we wouldn’t find out”
Good: YOU CAN SEE THE EXACT MOMENT LEO REALIZED WHAT RAPH IS TALKING ABOUT AND IT JUST SCREAMS “oh shit” THIS BOY KNOWS HE DONE MESSED UP
Bad: You tell people about this stuff Leo
Bad: You did not consult with Donnie, you told him what to do
Bad: “There’s only one vote that counts in this family, mine.” LEO NO
Good: Donnie nerding out about the museum, same
Good: Donnie rambling on about science, his mind whirling at a mile a minute while he figures out what’s going on, freaking heck they did so well with Donnie in this movie
Good: Knowing that portals work both ways (it’s like Hawkeye from Avengers all over again)
Good: April knowing something is up with Raph and Mikey doing stuff without Leo and Donnie, but rolling with it
** “Who you calling chicken, turtle?” Oooooh, sick comeback Jones (not)
Good: I feel like all the comments about Casey not being buff or anything is them joking about Amell’s role in Arrow, because at this point the shows been going on for like…4 years, and he’s freaking jacked in that show, plus I’ve seen this guy run through an American Ninja Warrior obstacle course like it’s nothing. If this is them making jabs at that, then that’s hilarious.
Good: I love Raph and Mikey trying to get through police headquarters by themselves, like A for effort you guys, you’re doing so well.
Good: ‘Heroes in a half-shell’ jingle again and Donnie sounding happy that Mikey’s calling him and then instantly going into big brother mode and telling Mikey that they’re on their way.
IDK: THEY’RE NOT MONSTERS AND I KNOW THIS IS JUST HAMMERING HOME THE WHOLE ‘they wouldn’t be accepted’ THING WHICH IS WHY I’M NOT MARKING THIS AS BAD BUT HOLY FREAKING HECK AM I PISSED AT THAT COP!!!
Good: Mikey’s soft “we’re not monsters” SOMEONE GIVE THIS RAY OF SUNSHINE A HUG, HE DOESN’T DESERVE THIS
IDK: I really don’t know how to feel about Leo’s reaction to Mikey feeling hurt by what the cop said. I really don’t.
Good: Mikey sounding genuinely happy for Bebop and Rocksteady “achieving the power of flight”, lol, pure bean.
IDK: Is Raph only afraid of jumping because of the lack of things to grab on to or something, he jumps around New York and off of buildings no problem.
Good: DONNIE JUST CASUALLY WALKING OUT OF THE PLANE
Good: All of their reactions to Donnie just jumping, lol
Good: “Prepare for the ouch!” AND THEN THEY ACTUALLY SAY OUCH WHEN THEY HIT THE PLANE, LOL XD
Good: Mikey’s reaction to seeing a giant warthog and rhinoceros that he knows they’re going to have to fight is just the single “HEH” awkward laugh, I love it
Good: Donnie just holding onto the part of the Arc Capacitor and telling everyone who’s fighting around him to watch it, lol
Good: IF YOU LOOK IN THE BACKGROUND AFTER ROCKSTEADY FIRES THE TANK, YOU CAN SEE LEO JUST GIVING HIM THIS LOOK AND THEN HE JUST RAISES HIS ARMS LIKE “are you serious right now”
Good: Donnie’s “I’m doing awesome”, yeets the control stick away, lol
**Bebop, don’t tell me you’re thinking you can outswim a turtle, please
Bad: I hate how much wire was used to run the camera feed to the box, it’s so inefficient and an absolute waste of wire.
Good: Once again ‘heroes in a half-shell’ jingle being used because the job was successful, I love how much Donnie uses this little ring tone for things.
Good: I hate conflict but it’s very well done right here and I just want them to stop fighting, so bravo making me feel emotions again.
Good: Donnie instantly jumping to Mikey’s defense with a “how could you!”
Good: The Chief just says “well-played” in response to Casey having picked her pocket to steal her phone, big mood
IDK: I want to know how Donnie hacked the Technodrome, like is it just one giant Wi-Fi hotspot, how did he even connect to it?
IDK: How does he know the atmosphere is toxic, just give me a little explanation, please
**I want to know how that ooze works, full injection causes full permanent mutation, drops of slightly re-engineered version causes very temporary changes lasting only a few seconds, and apparently one sip changes external appearance but not internal systems. Does it have to physically enter the body via injection or ingestion in order to make permanent changes? (assuming it would permanently change their appearance, that could also be temporary, but if it was then wouldn’t Donnie say that?) Why would it start externally and work inwards when it would first make contact with internal systems? (so many questions, I just want to know how it works, I love science stuff)
IDK: And Raph just made the decision for everyone without asking…just like Leo did
Bad: PUT DOWN THOSE GUNS I SWEAR
Bad: EVEN AFTER SHE SAYS TO HOLD THEIR FIRE THERE’S STILL COPS POINTING THEIR GUNS, STOP IT
Good: I LOVE THEIR LITTLE TEAM UP THING ACKNOWLEDING EACH OF THEIR DIFFERENCES!
**A footnote in the history of the Foot clan, ba-dum tss
Good: “When something bad happens, you want to be with the turtles!” Lol, Vern’s got it figured out
Bad: Why is Shredder surprised about being betrayed by Krang when he just betrayed Stockman?
Good: I’m pretty sure in the area where Krang puts Shredder, you can see a Triceraton and I love the reference.
Good: I love Casey’s “well do you wanna switch?”, he sounds so done
Good: “chewed up piece of gum with a face” is the best description of Krang that I’ve ever heard
Bad: The way Vern jumps down on that Foot ninja, like come on, the dude saw him and still didn’t do anything!
Good: “He is literally re-arming” Lol, very true
Good: Excellent use of momentum when Leo nearly gets thrown off the Technodrome and just swings back around, I love it
Good: When Donnie finds the beacon, just slowly realizing that it’s way out of reach, lol
**I’m so sorry, more science rambling: Would removing the beacon from its spot instantly start messing with the construction of the Technodrome, like are each of the pieces set to assemble in a certain order at certain distances from the beacon, meaning that once assembly has begun and the beacon gets moved, the pieces would suddenly try to readjust? Or is it a more general signal and the pieces know where they’re supposed to connect with room for error, which is why the signal needs to be outside the Technodrome in order for assembly to stop? (I just want to know how it works 😭)
Good: I LOVE how instantly they’re all each going after Krang the moment he has Mikey, saying how nobody messes with Mikey, and I swear, there’s a little bit of extra sass with how they move their weapons after taking Krang down, like a “that’s what you freaking get”. Like, at the end of the day, they’re protective of their baby brother and heaven help anyone that tries to hurt him.
Good: THEY GET KEYS TO THE CITY
Bad: “I think you should give people more credit, they’ll accept you now.” SAYS THE PERSON THAT WAS INITIALLY CALLING THEM MONSTERS WHILE HER OFFICERS POINTED GUNS AT THEM. “You could live a normal life, like the rest of us.” YOU KNOW HOW PEOPLE ARE, STOP GIVING THEM FALSE HOPE!  
Alright, that’s the entire movie. Honestly, I love it a lot more than the first, there’s so much good stuff in this movie, you can see how they’re teenagers, so much more Donnie (after a severe lack in the first one…I’m also very biased since he’s my favorite, lol), and the sibling relationships between the turtles is great. Time for a tally.
Good: 69.90% (72 goods) Bad: 20.39% (21 bads) IDK: 9.71% (10 IDKs)
(I hear there’s plans for another one…I can’t wait to see how that turns out, lol)
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stonedslushie · 4 years
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random babby gamedev babble read at your own risk
thoughts about my dream game... i really like games that you are emotionally invested in not just the overarching story but also the elements you play the most with, the characters and the world i want to make a game where character creation is random in one way and fully customizable in another basically i want to make some kind of personality generator that makes believable people. this influences their dialog and autonomous choices when you aren't playing as them in the game and then on top of the personality traits they would all have some innate special or magical trait that makes them unique but you can't change any of that. you can only save their seed or reroll a new random character what you can change is what they look like on the outside I'm thinking of like... somehow combining the Sims with a JRPG Persona kind of does it. Not really, but it's the best example I can come up with but instead of prewritten characters, in my game most of your team would be randomly generated and the way they interact with each other is mainly dependent on their personality types. i think realistically there has to be some random chance for things not to be dictated by personality completely so that's important to factor into the equation The hard part would be writing allllll of the possible outcomes but I think I could do it by heavily recycling code Like if 3 of your heroes are hotheaded, do they constantly get in each others way or are they some kind of unstoppable fiery trio? That would be really interesting to map out and program this all sounds like a wet dream that peter molyneux had 2 years ago but for me it would be a passion project. or something i fund directly depending on how my life goes lol i feel like AAA devs promise this shit and then soil the bed 18 months later because they can't possibly churn out the work needed to be done to fulfil every idea even with millions of dollars But anyway back to the pipes in this dream You should care about the world too! Fuck not caring about the world! The world is important just as much as the characters I'm mecha this was my presentation thank you bye now we're talkin
I have been mulling this over quite a bit and I think I'm overthinking I think... each character gets 10 personality points. Make that 20 They're all randomly assigned an attribute. And these attributes are the innermost wheel shown above Then... the game counts up how many are in each category and ranks them accordingly If you have a higher number of attribute points in something like Anger, the higher the chance of getting a severe anger emotion being associated with that character. So this means that that same angry character is going to have happy, sad, and confused emotions as well. But the range is limited to mild emotions because most of the points are in anger. The emotions, the outermost wheel in the chart, would be a basis for a pool of emotions and other thoughts/feelings that would basically have predetermined values which make them more likely to be chosen by the game For example... a character associated with Anger should not be furious, courageous, and somehow also cowardly. The very first emotion the game chooses for the character will either attract or repel other emotions depending on the values I set for them Yes it would be a lot of work to program how each emotion responds to one another but I think that's the legwork here It's not even the programming. That sounds trivial from a professional's point of view (which i am not i am still a novice) It sounds harder to have to profile each emotion, or trait, so that the game knows well it makes no sense to put these together
perhaps i'm just a fool and the hardest part is going to be coding all the cool random traits they get irrespective of their personality type or just even coming up with them Step 1. Game puts random numbers into 7 pools. Step 2. These random numbers are now the core personality points. Step 3. The game looks at every emotion/trait and picks the most compatible candidates. It works its way down to 1. This is the core emotion. Step 4. Repeat step 3 but now, instead of just the personality points determining which traits get picked, the core emotion also deters or attracts based on how mild or severe the core emotion is. Step 5. Repeat step 4 until you get 5 main emotions. Step 6. Main emotions get boiled down into some prebaked profile defined by the developers. So people would be defined as heroes, downers, conniving, truthworthy, depressive, mysterious, etc. But the 5 main emotions determine social interaction choices and dictates autonomous social decisions they make as NPCs
THINGS TO DO IN THE GAME - Make friendships through a large array of social interactions. Hang out, go on dates - Level up a profession - Super character-oriented mechanics that use their personalities to do some procedural event generation - The main story, of course. Mystery and horror fantasy - Combat to improve skills, gain rare items to boost social relationships/skills, and gear to improve combat skill - Honestly should just feel like the Sims mixed with Persona - Control 4 randomly created characters and 2 premade characters with existing ties to the plot that provoke the player's curiosity in finding the truth of their situation apologies to anyone getting smacked in the face with this wall of text Social gameplay: - Start the day with a fresh pool of conversation possibilities and responses for those conversations. NPCs dictate how the conversations start but you can direct it in different ways. - You start as a high schooler/college freshman so a lot of social situations happen in that setting - Make friends, enemies, start a relationship - Permanent choices that will forever alter your relationship with characters both procedural and premade Combat gameplay: - Dungeons with unique monsters and loot, loot is never the same per each playthrough - Still not sure if this should be live combat or turn-based. Currently the game is live combat but I could easily turn it into turn-based, in the grand scale of things - Bosses, mini-bosses, puzzles, secrets, all the stuff you expect from a decent RPG - Combat improves when you have a party of people that get along. There is no penalty for having poor relationships with your party members for anything combat related. Main story: - Living in a huge city going through the growing pains of an industrial revolution - City is a nation-state that was once led by a monolithic godlike figure who has since disappeared - The woman he left in charge is beset on all sides by her political opponents vying for power - This godlike person has been gone for about 50 years by the start of the game, the doubt that this was even a real person is growing - You, the player, have to either embrace the coming tide of anarchy and chaos or try to stop it - Main story gameplay ranges from interrogations a la LA Noire and puzzles that reward the player with powerful augmentations - Story provides unique rewards like the ability to grant a character another special trait or one-of-a-kind gear The Sims?: - Game focuses around a day/night cycle and basic needs like hunger, thirst, and sleep. Other necessities like entertainment and social interactions give buffs instead of hampering the gameplay experience when the player isn't multitasking those needs - You control one person at a time with the ability to give general commands to the characters you don't control - Characters you don't control are NPCs that make decisions based on the character needs and basic functions, like going to school, work, or some other random activity - Unique events where you can tag along with your character. These include taking a test at school, going on a date, going to the market, even just walking down the street. - You can do up to 3 of these events at the same time, which will result in a higher bonus to social relationship gain or skill gain depending on the event By the end of this course I should have all of the necessary mechanics in place. Movement, combat, cutscenes, inventory, stats and attributes, and enemy scripting. That means the biggest thing I need to tackle after all of that is the social system, since most of the game revolves around it. Thankfully there are wonderful Unity tools for this, so if I myself can't program something there is always a way through the Unity asset store Big game experience points: players should feel like they're playing through an epic story. they should care about their characters and if they live or die. They should want to come back to the game time and time again to check on their characters. My goal for the next 6 months - Finish RPG course - Try to build a conversation system. If I can't, find a good asset to use - Have a fully fleshed out conversation that can either go neutral, good, or bad depending on the choices
Building the dialog system is going to be interesting but not hard, I don't think. If I can just get the general system of displaying text and making choices working, I can assign those social options a score for each response. Then every NPC you talk to stores a list of emotions they associate with you. And this would store values for all 6 party members of course. So if you fuck up interactions with one character you can switch to another one and try again. I actually like that idea as a game mechanic, exploiting the player's position as an omnipresent third party
The game starts with one of the premade characters. You are a young teen about to venture into adulthood. Your 20th birthday is next year and expectations are high. Your father, a mercenary, expects you to enlist in combat training immediately. Your mother implores you to relax and find the time to sit back and enjoy your formative years.
The opening scene sees the character about to get a job at one of three possible businesses, which will affect who you socialize with and opportunities later in the game. Choose between a restaurant, a tailor, and a blacksmith. Either way, you're taken through a series of tutorials that explain the dialogue system, how to save, and navigation. You play through a minigame depending on which job you picked, which further explains the game controls. This will all net you a sizable amount of social interaction and relationship building, as well as some money to buy early game gear or artifacts.
You finish for the day and learn more about navigating between locations, the game sends you home and into bed. Before you can go back to work the next day, you run into one of the random characters you generated at the beginning of the game and they both go on some combat hijinks in the caves.
On the third day you're free to roam around wherever and start interacting with whoever you want. The main draw from the daily life to the main story is a dark turn, you see a politician get cornered and murdered in cold blood on the way back from work early in the game. You can either choose to investigate or run away. If you run away, that triggers an event the next day where you accidentally tell your friend and they beg you to take them to the dead body. Choosing to investigate initially will get you some pretty hard evidence about who did it and how. Waiting will only give you a vague clue, but will also start a side mission unique to that choice. The side mission will be for extra exp or a cool starter weapon/gear. After this the game starts to pivot halfway between slice of life and murder mystery. People start following you, sending you letters, you start bumping into people you've never seen before in the streets. It makes you concerned that something bad will happen and forces you to think about how you play the game. Also, crime! Your character can be a criminal. This is the main choice fork in the game. Going full on criminal will give you a much different ending. But anyway Story Basically you become wrapped up in a large government conspiracy to unseat the Regent Lady. People mistake you as someone working for her and they start surveilling you. How you decide to deal with this is crucial to how you want to play the game. A stealthy, detective-like approach will let you breeze by using tacticool mechanics. Ignoring it will get one of your random characters kidnapped and you'll have to go through considerable effort to get them back. or you can risk it all and confront them headfirst. Just as you're about to pull the mask off of the entire operation, you get word that the Regent Lady locked herself away in her impenetrable tower and has renounced all power. If you go the good route you get to know one of her handmaidens who tearfully reveals that she killed herself. The second half of the game is then about
Just as an exercise I'm gonna walk through this.
in Update, the game is running these boolean methods every frame which calls them like normal but returns a true or false value at the end. if either of them return with true the game runs them again and again until both are false. Then it prints "Nothing...".
Under InteractWithMovement I define the RaycastHit hit. This then has the GetMouseRay result fed into it (a Ray), which itself is checking to see where the ray being cast from the mouse is being hit every frame. hasHit knows if the ray from GetMouseRay hit something because it uses Physics.Raycast and that can detect terrain collisions. If the ray is colliding with something, it goes into the if statement, if not it returns false and if InteractWithCombat is also false it prints to the console. Lastly, the if statement checks to see if the LMB is being held down, which if true then passes the RaycastHit to the Mover script (moves enemies and the player).
In InteractWithCombat the raycasthits are put into an array because it will punch through everything in the game and give a list of what it hit. This is also fed the Ray from GetMouseRay. This is because you want the player to hit enemies even if they're behind a building or tree. Then each of these items are checked in a foreach statement to see if anything which was hit with the raycasthit has a CombatTarget component (that's what GetComponent is for). If not, it returns with null and goes back to Update. As far as I understand it "continue" is a much more blunt way of getting the game out of the loop than break? Anyway. If the raycasthit DID hit something with a CombatTarget component, and the LMB is being held down, the game then calls a method in the Fighter class named Attack. Then return true, back to Update.
I think the 1 change made to PlayerController was that
               if (Input.GetMouseButton(0))                {                    GetComponent<Mover>().MoveTo(hit.point);                } is now                if (Input.GetMouseButton(0))                {                    GetComponent<Mover>().StartMovementAction(hit.point);                } to match changes made to Mover.cs Now, Mover and Fighter on the other hand... TLDR The code has been restructured to reduce dependencies.
The 2 variables: weaponRange is the range at which GetIsInRange will check against. This method determines if t he player is within "maximum" melee range of the enemy. target is the variable which will be passed to from the PlayerController.
In Update, the game determines if a target has even been set. Looking back, target is set whenever you simply hover over an enemy with the CombatTarget script in PlayerController. This is passed into Attack method in Fighter as a CombatTarget. So we know how the game knows what the target is and how it passes it into Fighter. Now since this is in Update the code is going to go fucking ham and repeat every frame. So we need if (target == null) return; to tell the game to keep going about its day until it has a target. If you don't do this Unity will have a tantrum UNTIL you acquire a target because it has no idea how to handle the if statement right after. In this said if statement, we make sure target isn't null and call GetIsInRange, but as !GetIsInRange because we want to know when it isn't. The function following that just makes the player mover closer to the enemy to get into melee range. When GetIsInRange comes back as true (it's a bool hehe) then it breaks the if statement and goes into else, which stops the player exactly at 2 meters away from the target.
The way the Attack method is written is still kind of shaky to me so I might get this wrong. In order to reduce dependencies on namespaces we're using interfaces as schedulers, to pass information along to the appropriate namespaces/classes without having to use every single namespace in every single class. The first function was just what PlayerController passes to get the above behavior working. GetComponent<ActionScheduler>().StartAction(this); is how we get this working.
namespace RPG.Core {    public interface IAction    {        void Cancel();    } }
This is the Action interface, or IAction. What is this shit. How does it work. It literally does nothing? Spoilers it's dark magic that any class can invoke to talk to any other class. IAction is using RPG.Core so these namespaces need to be added to Mover and Fighter. Now how do they talk to each other? Easy. Just kidding it's black magic like I said. In each class there's a Cancel() method with unique code specific to that class that does a specific thing. These two specific things are to 1. Stop the AI from moving along the navigation mesh (just stops movement and begins the "melee phase"), and to set the enemy to null when we aren't attacking one, in Mover and Fighter respectively. The clever thing is how they talk to each other. Instead of directly communicating, it's more like talking over each other and making a 3rd party sort out what's going on.
namespace RPG.Core {    public class ActionScheduler : MonoBehaviour    {        IAction currentAction;
       public void StartAction(IAction action)        {            if (currentAction == action) return;            if (currentAction != null)            {                currentAction.Cancel();            }            currentAction = action;        }    } }
This is the ActionScheduler. Its job is to listen to key methods in Fighter and Mover that announce what's going on to the "3rd party" which is IAction. When the game starts both currentAction (defined variable) and action (method variable) are nothing. It will return not a single thing so long as nothing is happening. Then the moment the player moves, GetComponent<ActionScheduler>().StartAction(this); is called from Mover and tells ActionScheduler, "Hey dumbfuck, right now I'M the action!". ActionScheduler painfully nods and waits until the player clicks on an enemy, which is when that same line of code is called from Fighter.
Fighter also tells ActionScheduler that it is now "action". Uh oh. StartAction will no longer return, instead it checks (almost wrote fucks) for a null just to be safe. Now this is where the magic begins. ActionScheduler has no idea what a Fighter or Mover is. But what it can do is pass a message to the IAction class that simply says "Cancel();". I don't fully understand it but I know that StartAction(this) hands off info to ActionScheduler and I just confirmed that while typing this out cool screenshot below. Once that happens to the currentAction, the new action is set to currentAction and the cycle begins again.
So anyway, currentAction.Cancel(); just lets ActionScheduler telepathically whisper to whatever class currentAction is set to and say "My dear, Cancel();" and that will run in any class with public void Cancel(); SO LONG AS IAction ACTUALLY KNOWS WHAT THE FUCK YOU'RE TALKING ABOUT!!! IAction is the magic. Interfaces. Black magic. Absolutely insane. My hands hurt now and it's time to go to bed. I'm glad I at least have a basic understanding of what's happening. I forgot. Screenshot.
C# just says "this". And it stores all that shit in one IAction variable! :sleepkirby: WAIT I HAVE TO COMMIT TO SOURCETREEE!!!!
using System.Collections; using System.Collections.Generic; using UnityEngine; using RPG.Movement; using RPG.Core;
namespace RPG.Combat {    public class Fighter : MonoBehaviour, IAction    {        [SerializeField] float weaponRange = 2f;        Transform target;
       private void Update()        {            if (target == null) return;
           if (target != null && !GetIsInRange())            {                GetComponent<Mover>().MoveTo(target.position);            }            else            {                GetComponent<Mover>().Cancel();            }        }
       private bool GetIsInRange()        {            return Vector3.Distance(transform.position, target.position) < weaponRange;        }
       public void Attack(CombatTarget combatTarget)        {            target = combatTarget.transform;            GetComponent<ActionScheduler>().StartAction(this);        }
       public void Cancel()        {            target = null;        }    } }
using System.Collections; using System.Collections.Generic; using UnityEngine;
namespace RPG.Core {    public class ActionScheduler : MonoBehaviour    {        IAction currentAction;
       public void StartAction(IAction action)        {            if (currentAction == action) return;            if (currentAction != null)            {                currentAction.Cancel();            }            currentAction = action;        }    } }
I'm just going to go over each script one at a time. Starting with fighter. [SerializeField] float timeBetweenAttacks = 1f; This is a new float that will control how often my character attacks. It's serialized so you can change it in the editor.        float weaponDamage = 5f; grr the spaces weaponDamage is, surprise, the damage the weapon deals. Currently is controlling unarmed melee damage. Health target; In the previous iteration of Fighter this was a Transform object. It's now a health object because 1) Fighter is already using the RPG.Core namespace (which Health is in) and would shave down some of the functions, 2) Getting the transform of a Health object is trivial work for the game compared to getting the Health of every target variable.
float timeSinceLastAttack = 0f; is a problem because this is what we set timeSinceLastAttack to in AttackBehavior. That is to say, by starting out with 0f, the game will not trip if (timeSinceLastAttack >= timeBetweenAttacks) in AttackBehavior because it takes over 1 second for timeSinceLastAttack to be greater than timeBetweenAttacks... and that's because the way we calculate this "attack haste" is by measuring time in frames and checking them against timeBetweenAttacks. This is the function that increments timeSinceLastAttack timeSinceLastAttack += Time.deltaTime;
THIS MEANS... that when you start the game or level or whatever there will be an awkward delay between when you can and can't fight. You do not want that if you have some kind of dungeon-type environment where the player is going between levels which may or may not have monsters/enemies right at the door to fight Though I don't know why it prints two results when I print from update...
I think... When it increments that's its value until it hits 1... Then it iterates the value to the actual variable Fuck! I'm dumb It's because... there are 3 enemies... and they each have a Fighter script... Yeah that is exactly what is going on not whatever bullshit I went off on OKAY I GET IT! Now... Fuckit I'm posting it all here IT'S OVER 2,000 CHARACTERS AAAHHHH
    //Variables of Fighter        [SerializeField] float weaponRange = 2f; // Determines how close the Fighter needs to be to attack        [SerializeField] float timeBetweenAttacks = 1f; // Delay, "attack haste" rating        float weaponDamage = 5f; // Damage per hit        Health target; // Converted from Transform to Health        float timeSinceLastAttack = Mathf.Infinity; // Stores value determining how long ago the Fighter attacked        float attackAnimTime; // Experimental and should be commented out        bool canAttack = true; // a bool, whaddaya want from me? explained below OK BEFORE I FORGET I HAVE TO EXPLAIN THIS! In Fighter we changed the argument for CanAttack (determines if it's appropriate to attack something) and Attack (attacks that something) from a CombatTarget to a GameObject! This is so that ANYONE CAN ATTACK ANYONE! So long as they have a health script But this breaks a lot of stuff downstream... let's go over it In PlayerController we used to have the method   if (!GetComponent<Fighter>().CanAttack(target)) well, target is no longer valid because CanAttack doesn't want that shit. It says I don't know what the hell is in that joint bro but I don't like it that's why we say... if (!GetComponent<Fighter>().CanAttack(target.gameObject)) because even though target stays as a CombatTarget variable it can still produce what gameObject it's connected to                if (target == null) continue;
               if (!GetComponent<Fighter>().CanAttack(target.gameObject))                {                    continue;                } Then you just cover it up with a null check at the top Also changed the actual LMB mouse down action trigger from target to target.gameObject. GetComponent<Fighter>().Attack(target.gameObject); So going down the list of changes to Fighter... we have this if (target.IsDead()) return; What does this do. Well like I mentioned above we changed target from a Transform to a Health because being a Health is way more useful than being a Transform. So now we get to ask anything that is of class Health IsDead(); In Health, IsDead is a simple bool. It just controls whether or not something with a Health component is dead.        public bool IsDead()        {            return isDead;        } Well, how do you know if something is dead? That is determined by a method in Health that controls whether or not the Health of this gameObject it's attached to goes down called TakeDamage        public void TakeDamage(float damage)        {            healthPoints = Mathf.Max(healthPoints - damage, 0); // HP never goes below 0.            print(healthPoints);            if (healthPoints == 0 && isDead == false)            {                Die();            }
       } And how do we know when to apply damage!!! Because Hit will be called in Fighter        void Hit()        {            if (target == null) return;            target.TakeDamage(weaponDamage); //Weapon damage defined as a variable in Fighter.        } which is subsequently called whenever AttackBehavior is called (when both a target is neither dead, null, or out of range)        private void AttackBehavior()        {            transform.LookAt(target.transform); //A handy Unity method for turning the Fighter toward what it's attacking
           if (timeSinceLastAttack >= timeBetweenAttacks)            {                TriggerAttack();                timeSinceLastAttack = 0f; //Reset timeSinceLastAttack so that they aren't DBZ hyper fighting each other.
           } Whew Ok. So we know when we're losing HP finally How do we know when we're DEAD        private void Die()        {            if (isDead) return; // Die() is no longer relevant after the bool is tripped below here.            isDead = true; // IsDead will now return true to Fighter!            GetComponent<Animator>().SetTrigger("die"); // Tell the Animator to show dying animation            GetComponent<ActionScheduler>().CancelCurrentAction(); // Still working on this...        } The last line is going to stop all animation upon death Ok i explain the rest later gonna play something
Okay So I think that's it besides these two methods I have to deal with the attack animations. To avoid getting too specific they cancel each other out so they don't step on each others toes when the player clicks away or is attacking while moving. For example if you were to click away in the middle of an animation before, and you went back up to hit an enemy, it would start from the middle of that animation in some weird blended motion.        private void TriggerAttack()        {            GetComponent<Animator>().ResetTrigger("stopAttack");            GetComponent<Animator>().SetTrigger("attack");        }
       public void StopAttack()        {            GetComponent<Animator>().ResetTrigger("attack");            GetComponent<Animator>().SetTrigger("stopAttack");        } StopAttack() is called from Cancel(); which, if we remember from before, triggers Cancel(); from IAction every time we switch from moving around to fighting and vice versa. Finally I think that is it for the changes... besides a big one And that is the AIController I'm still working on it and I hope I finish tonight using System.Collections; using System.Collections.Generic; using UnityEngine; using RPG.Combat; using System;
namespace RPG.Control {    public class AIController : MonoBehaviour    {        [SerializeField] float chaseDistance = 5f; // "Aggro" range of AI        float timeSinceLastAttack = 0f; // Needs for attacking, determines how long it's been since Attack(); was called
       Fighter fighter; // Used for telling Fighter to start attacking the player/opponent        GameObject player; // Use this to find the Player via Unity's tagging system
       private void Start()        {            fighter = GetComponent<Fighter>(); // Initializes the fighter variable            player = GameObject.FindWithTag("Player"); // Finds the player        }
       private void Update()        {            if (InAttackRangeOfPlayer() && fighter.CanAttack(player)) // Using fighter to determine if it's appropriate to start hitting anim/damage            {                fighter.Attack(player);            }            else            {                fighter.Cancel(); //If not in range, or not appropriate to attack (dead or null), run Cancel(); in Fighter            }        }
       private bool InAttackRangeOfPlayer()        {            float distanceToPlayer =  Vector3.Distance(player.transform.position, transform.position); // finds the difference between the player and the AI Vector3 (proximity)            return distanceToPlayer < chaseDistance; // InAttackRangeOfPlayer will return true above if distanceToPlayer is less than the 'aggro" range        }    } }
using System.Collections; using System.Collections.Generic; using UnityEngine; using RPG.Combat; using RPG.Core; using RPG.Movement; using System;
namespace RPG.Control {    public class AIController : MonoBehaviour    {        [SerializeField] float chaseDistance = 5f;        [SerializeField] float suspicionTimer = 3f;        [SerializeField] PatrolPath patrolPath = null;        [SerializeField] float waypointTolerance = 1f;        [SerializeField] float waypointDwellTime = 3f;        float timeSinceLastAttack = 0f;
       Fighter fighter;        Health health;        GameObject player;        Mover mover;
       Vector3 guardPosition;        float timeSinceLastSawPlayer = Mathf.Infinity;        float timeSinceArrivedAtWaypoint = Mathf.Infinity;        int currentWaypointIndex = 0; ah fuck it In order to handle the autonomy of enemies a second class was made in the RPG.Control namespace. This is AI controller I'm not going to paste all of the methods here but you can kind of get an idea of what's going on here
So I have decided to leave the inventory system until I finish the bare social system It's a separate course currently going for $95 kinda bummed but oh well The thing is that the inventory system they use is not built from the ground up like the core RPG game so maybe i can just take that inv system from the asset store and try to decipher it myself At the end of the current course I'm going to have a really basic but functional RPG, hopefully I can add keyboard support but for now it's mouse only The best part about it is that I know what's going on under the hood and expanding the game is going to be a journey full of pushing commits and reverting fun Why even have a social system to begin with? 1. You should care about the characters on a level deeper than just the time you've poured into making them stronger. 2. You should want to do "filler" or fetch quests for your characters that aren't as mechanically difficult as other parts of the game because it actually makes you feel accomplished. 3. Every playthrough should be different and character creation should be a fun, random, and thought-provoking time. The rest of the game is focused about giving that cool character a world they can feel cool in. The world shouldn't feel like a static environment. NPCs should react to what the player has done in the game. 4. Social dynamics provide bonuses in the crafting and combat mechanics. Lots of opportunity for procedural customization
- Demonic Lineage: This character's first child will be imbued with demonic energy. - Demonic Soul: This character was born with demonic energy etched into their soul. - Chosen: This character is the heir of a secret organization actively seeking them out. - Firebranded: This character's affinity is always Fire. Beings from a fiery realm seek them out for reasons unknown. - Deathtouched: This character's affinity is always Undeath. Necromancers seek their blood for powerful rituals. - Beastmaster: This character gains the Animal Handling skill twice as fast. Can have pets. - Talk of the Valley: Special social events are made available for this character and they become a sort of celebrity throughout the game. Different outcomes for good and evil aligned characters. - Mob Family: This character's parents got out of the mob, but many in the family still carry a chip on their shoulder about it. Special social events and combat scenarios are available for this character. - Sharpshooter: This character's projectiles almost seem to seek out their enemies like they have a mind of their own. - Iridescent Spirit: This character shines with a brilliant, mysterious light from time to time. - Moonstruck: This character's affinity is always Darkness. They seem to have an unsettling connection to the night and the moon. - Spark of Leadership: This character earns Leadership points twice as fast. Leadership points can be spent on overriding conversation blocks in addition to their normal benefits. - Paranormal Connection: This character is haunted by some force beyond the grave.
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dragonxborne · 6 years
Text
Overcrack
This is what happens when weird people play games
D.vaToday at 5:58 PM
I had a dream last night where dva had infinite boosters and rockets and her ult charged 75% fasterAnd her defense matrix was unlimited lmao
SombraToday at 5:59 PM
oh....oh no
D.vaToday at 5:59 PM
It was amazing
SombraToday at 6:00 PM
EMP NOW CHARGES 100% FASTER HAS NO COOL DOWN AND 0 CAST TIME>_>
D.vaToday at 6:00 PM
Lol
SombraToday at 6:01 PM
xD
xeitgeixtToday at 7:09 PM
COALESCENCE NOW LASTS UNTIL THE END OF THE MATCH
PicklePieToday at 7:12 PM
GOD DAMN
PicklePieToday at 7:13 PM
WIDOW'S VOICE LINE "Oh la la" IS ON INFINITE REPEAT, ALL OTHER VOICE LINES ARE DISABLED.
SombraToday at 7:16 PM
THE FLOOR IS ALL JUNKRAT TRAPS
D.vaToday at 7:17 PM
MEI ULTS EVERYWHERE
SombraToday at 7:17 PM
THERES A SLUE OF DEFLECTING GENJIS THAT TRAVEL IN PACKS
xeitgeixtToday at 7:17 PM
REAPER STARTS THE MATCH BEYBLADING
SombraToday at 7:18 PM
PHARAH CAN ONLY ULT UPWARDS
xeitgeixtToday at 7:18 PM
XD
SombraToday at 7:18 PM
ROADHOGS ULT PUSHES HIM SELF BACKWARDS AND DOES NO DMG TO ANYONE ELSE LIKE A ROCKET ESCAPEBYE
PicklePieToday at 7:19 PM
TORBJORN CAN ONLY ATTACK USING HIS HAMMER
SombraToday at 7:19 PM
WHEN LUCIO ULTS HE JUST KILLS HIMSELF
xeitgeixtToday at 7:21 PM
ANA'S ULT IS JUST TO GIVE EVERYONE MILK AND COOKIES
SombraToday at 7:23 PM
NO ANA MATERIALIZES A RULER AND SLAPS YOUR WRIST FOR 2K DMGMERCY'S ULT IS HER PULLING OUT A BOTTLE OF WINE AND CHUGGING IT TO FORGET
PicklePieToday at 7:25 PM
REINHARDT JUST SINGS HASSELHOFF
SombraToday at 7:26 PM
TRACERS ULT IS SHE RUNS AROUND THE EARTH SO FAST SHE TURNS BACK TIME FOR EVERYONEsuperman logic
PicklePieToday at 7:29 PM
HAMMOND JUST GOES THROUGH REVERSE EVOLUTION BACK INTO HIS REGULAR HAMSTER SELF
SombraToday at 7:29 PM
WINSTON JUMPS OFF THE MAP AND APPEARS IN THE SKY LIKE MUFASA PERMANENTLY AND IS ALWASY JUDGING YOU
PicklePieToday at 7:32 PM
ZENYATTA HAS LEFT THE IRIS AND NOW CONFORMS TO THE WAYS OF THE NUTCRACKER, HE HAS BECOME NOTORIOUS FOR BUSTING NUTS IN PUBLIC
SombraToday at 7:32 PM
JFCSOLDIERS ULT ONLY TARGETS HIS OWN TEAMMCCREE CANT WALK HE CAN ONLY ROLL EVERYWHERE
PicklePieToday at 7:34 PM
ORISA IS JUST A HORSE SHE SERVES NO ACTUAL FUNCTION OTHERWISE
SombraToday at 7:36 PM
DOOM FIST CAN ONLY THROW ONE PUNCH A MATCH ANY OTHER ATTEMPT RESULTS IN HIM SLAPPING HIS OWN FACE FOR 12 HP
xeitgeixtToday at 7:40 PM
BRIGITTE'S SHIELD BASH NEVER STOPS AND SHE JUST FLIES INTO THE SUNSET
PicklePieToday at 7:41 PM
BASTION"S TURRET MODE ONLY FIRES BUBBLES
SombraToday at 7:41 PM
SYMETRAS ULT SUMMONS A LUNCH BOX WITH A SINGLE GRILLED CHEESE IN ITTHE GRILLED CHEESE HEALS FOR 3 MILLION DMG
PicklePieToday at 7:42 PM
HANZO HAS AN ADDED ABILITY THAT TRIGGERS HIS PTSD WHEN AIMING DOWN A GENJI
SombraToday at 7:43 PM
HIS TEARS FUEL THE ENEMY DPS AND THEY GET A 10% DMG BUFF
xeitgeixtToday at 7:43 PM
DVA POPS OUT OF MECH HOLDING A CAN OF PRINGLES THAT EACH HEAL FOR 5HPBUT ONCE YOU POP YOU CAN'T STOP
PicklePieToday at 7:44 PM
DVA HAS A JUNKFOOD ADDICTION
SombraToday at 7:44 PM
IF YOU EAT TOO MANY CANS IN A MATCH YOU NO LONGER FIT IN YOUR MEKKA AND CRY NEXT TO IT
PicklePieToday at 7:45 PM
SHE TURNS INTO WRECKING BALL v.2
SombraToday at 7:45 PM
IF GENJI AND HANZO ULT AT THE SAME TIME IT SUMMONS GODZILLA AND EVERYONE DIES INSTANTLY THE MATCH IS OVER
PicklePieToday at 7:47 PM
God damn
PicklePieToday at 7:48 PM
TORB IS NO LONGER IN THE GAME HE WORKS AT IKEA WITH HIS DAUGHTER BRIGITTE
xeitgeixtToday at 7:49 PM
THAT'S ALREADY CANON
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