- 3 Posts
- 6 Comments
uberstar@lemmy.mlOPto Asklemmy@lemmy.ml•Game devs of Lemmy, what have you been working on?3·23 days agoBasically, in TF2, Demoman (one of, if not, the most mobile characters in the game) has a Sticky Launcher. You shoot a bunch of Sticky Bombs that stick to (almost) any surface, and they stay there until detonated manually by the Demoman. Each sticky bomb has the same “arm time” (the time it takes for them to be detonate-ready), when you position yourself close enough to your own sticky bomb and detonate, you are sent flying. The more stickies, the faster. But, you take damage. A lot. So that’s where the Sticky Jumper comes in. You trade self-damage for no-damage on yourself or other players, but you’re allowed to be sent flying anyway. Here’s what that looks like in the source material:
https://www.youtube.com/watch?v=_2npOdkZVKU
So, the idea is to take that and somehow translate it into 2D, with some creative liberties along the way. The only problem is that I want to somehow lessen the learning curve while also making it rewarding for players to master traversal with this mechanic. It’s not hard to use it in TF2, but it’s very hard to use it to its full potential (enter “Trimping”, “Sticky Pogo-ing”, etc…).
uberstar@lemmy.mlOPto Asklemmy@lemmy.ml•Game devs of Lemmy, what have you been working on?3·24 days agoLooks awesome! Keep it up.
uberstar@lemmy.mlOPto Asklemmy@lemmy.ml•Game devs of Lemmy, what have you been working on?3·24 days agolookin cool! Visuals kinda remind me of Unturned
worth mentioning that a FOSS clone exists of this game called Open Hexagon:
https://github.com/vittorioromeo/SSVOpenHexagon
might try to beat it one day lol… if you thought Super Hexagon was insane, wait till you see what OH has in store…
uberstar@lemmy.mlto Asklemmy@lemmy.ml•What do you guys use LLMs for, that is proven to work well with them?2·1 month agoI use LLMs to generate unit tests, among other things that are pretty much already described here. It helps me discover edge cases I haven’t considered before, regardless if the generated unit tests themselves pass correctly or not.
my team, duh… It’s never my fault. Nope, never. Never once.