DevTracker

Ronyn

Commander
Staff member
Community Manager
Director of Marketing and Community
Jul 26, 2016
724
2,706
93
#17
I'm not a fan of screen shake, but I am ok with cool downs/spin ups/reticle bloom/reticle shake(mini gun) You have to maintain some difficulty in maintaining sustained fire, or it simply becomes a "hold mouse button and run" game.
That is overselling a bit. I am more than fine with things like cooldowns/spin ups/reticle shake(mini gun) and what not in some cases.That said, the difficulty of combat comes from more than just how hard it is to maintain sustained fire.

For example: The latest doom is not an easier-to-beat combat experience than the variety of military shooters on the market these days. Difficulty to maintain sustained fore does not guarantee a difficult to beat game inherently, nor does easy to sustain fire guarantee an easy to beat combat model.

We have to remember than everything is relative to it's counter. If the player moves faster then so do the enemies. If the player can sustain fire easier then the enemies are built to be harder to keep the reticle on. etc.

Like I said before, skill can exist both with and without the recoil mechanic. There are real game examples that prove it to be true.
 
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Grummz

$6k package
Community Manager
Ember Dev
Jul 25, 2016
809
6,724
93
#11
Of course, you guys are way ahead of us. We did not expect to grow a community this fast. So its true, we don't have real answers, because we were just trying to gauge interest.

So we're running to catch up and present more of the game idea. The community has already helped with this. The idea of going with procedural zones came from some of the community.

There are so many ideas out there, but game design is really about what you leave out more than what you leave in, and what you leave in must be polished and polished. I get inspiration from the community, but its still a singular vision I've had in my head for over a decade now. Hope you don't mind that I borrow here and there from you along the way though. :)
 

Ronyn

Commander
Staff member
Community Manager
Director of Marketing and Community
Jul 26, 2016
724
2,706
93
#10
I disagree. All I hear about from the Run-n-Gun crowd is "skill". That's a load of garbage. Run-n-Gun is all about the twitch. I enjoyed OBFF in spite of this.

I am in favor of recoil for projectile weapons because it requires actual skill.
There are various types of skill. Aim, evasion, compensating for recoil...all of those things are about skill.
What is commonly called "Twitch" is a just a reference to the speed in witch something is done, that something can very well be a skillful action.

A game can be skill based with or without a recoil mechanic.
 
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Xeevis

Max Kahuna
Max Kahuna
Forum Tech
Jul 26, 2016
105
541
93
www.emberbot.com
#17
Background fading is modern and looks cool. I've already discussed the matter with Mark and we'll be looking into it.

I'd start with switching implementation from JS fading to HW accelerated CSS transitions, personally I don't see a reason to implement "pausing", but I'm not the one to make that call :).