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File: ebad02be0e141c6⋯.webm (9.02 MB, 960x540, 16:9, hit-stop.webm)

ace52a No.14514605

When playing video games the way we interact with them and how it feels to us is mostly based on how the reaction from our actions is presented back to us. Lots of things like the way a character might skid their feet after a slide to trail off into a stop, or how they land from a jump without immediately being on their feet to jump again, or how they might wring their arm back before swinging a weapon all influence how games feel and ultimately define in the most basics of frame data how we enjoy certain parts about them.

I'd like to discuss what your favorite parts are about games and whether you might feel about these little details that influence your feelings about the game. For me, my personal favorite is hit stun. For melee attacks in any game it is an absolute necessity to have the impact of a hit be initialized with the enemy being put into a freeze, and how long that freeze is fine tuned for each type of hit individually. My favorite examples are in the Mega Man X4-X6 games while playing as Zero. The quality of swinging the saber is better in each one, despite the games' quality dropping with each installment, the mechanics saw refinement until absolute perfection. The way each swing registers unique hits across the animation and how it chains together with the shearing sound of the saber contacting with the enemy flashing, stunned as it takes its hits and zero recovers until a combo is delivered. When a game doesn't have hit stopping for its melee attacks, unless it is some sort of avant garde game pushing the boundaries of what could be done with the medium, it is often an absolute displeasure to play.

So, what are your favorite little details in games? Which games are they from and how would you describe them?

e64fd8 No.14514748

File: 8d29a88bfa73253⋯.jpg (68.95 KB, 255x184, 255:184, 1426042073255.jpg)

>objective failure: if NPC dies

>boss is adjacent to NPC and one hit away from killing them

>he switched target instead and pursue someone 10 tiles away

>in a game where enemy AI home in on dying units

>turns out the boss and the NPC are family members and she's his superior


93fcb8 No.14514794

OP, are you aware that there are quite a number of people who are so stupid that they think that the effect you're talking about is actually framedrops, or "lag" as they would no doubt call it, because "the system is too weak"?


4ae715 No.14514807

File: 836392e6b227723⋯.jpg (35.18 KB, 300x533, 300:533, painting-guardian.jpg)

File: 1e977dfc42e5e23⋯.png (123.77 KB, 232x452, 58:113, Painted_Sleeves.png)

Cloth/armor interaction.

Like depending on what gloves/boots you wear your character can roll up sleeves/pants in Dark Souls.


7368d7 No.14514813

Hitstun and hitstop are different things, lad. Hitstop is when the game freezes for a heartbeat on hit, which is nice in fighting games but a lot of shitty devs like to crowbar it in everywhere for muh viscerality.


ace52a No.14516445

>>14514813

Nothing in my description was talking about hit stun.

>>14514807

I don't remember that being something you can do in dark souls, is it when you are using fist weapons?




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