Flare doesn't have "half-wall" as a collision type, right? You can't have a tile where entities can't walk over but missiles/flying entities can.
Is there a way to make an "invisibility" power that somehow affects the enemy's threat_range or combat_style to simulate line of sight? Because I'd be okay with never using half-covers if you could at least sneak your way past an enemy or get them from behind.
Thanks again, I really appreciate you brainstorming this with me.
Great! Although I just realized an issue with the proposed jerry-rigging: If it's dependent on an area "buffing" cover, it wouldn't work right if the enemy went around to the same side of the cover as you, right? You'd still get the buff even though it'd make no sense to.
Maybe a more daring question would be: How hard of a time do you think I'd have trying to hack something like toggable cover into a fork of the source code?
Thanks for the reply! That sounds perfectly fine, honestly. Although I was looking more into crouching being something you toggle, as I'm aiming for a slower more methodical gameplay. Think Fallout 3/NV if you're playing as a sneaky character. Is that a gamefeel you'd think is possible in FLARE? Or is it truly for a twitchy crowd-control style of combat?
the problem is that "lowpoly" has two different meanings, either as referring to the ultra-low-poly aesthetic of early 3d games or as a marker for those working in modern games that this is lowpoly enough for mobile and low-end machines. and for that second case the bar for lowpoly has simply risen. any mobile game now easily pushes hundreds of thousands of polys. the real consideration for lowend stuff is now # of materials/shaders/textures.
That got me thinking of two other questions:
Flare doesn't have "half-wall" as a collision type, right? You can't have a tile where entities can't walk over but missiles/flying entities can.
Is there a way to make an "invisibility" power that somehow affects the enemy's threat_range or combat_style to simulate line of sight? Because I'd be okay with never using half-covers if you could at least sneak your way past an enemy or get them from behind.
Thanks again, I really appreciate you brainstorming this with me.
Great! Although I just realized an issue with the proposed jerry-rigging: If it's dependent on an area "buffing" cover, it wouldn't work right if the enemy went around to the same side of the cover as you, right? You'd still get the buff even though it'd make no sense to.
Maybe a more daring question would be: How hard of a time do you think I'd have trying to hack something like toggable cover into a fork of the source code?
Thanks for the reply! That sounds perfectly fine, honestly. Although I was looking more into crouching being something you toggle, as I'm aiming for a slower more methodical gameplay. Think Fallout 3/NV if you're playing as a sneaky character. Is that a gamefeel you'd think is possible in FLARE? Or is it truly for a twitchy crowd-control style of combat?
damn that's a thicc clock
I love it. Reminds me of my first projects as a kid in the 00s. Makes me want to do something in that aesthetic
how do you keep releasing all this gold as cc0? amazing stuff
the problem is that "lowpoly" has two different meanings, either as referring to the ultra-low-poly aesthetic of early 3d games or as a marker for those working in modern games that this is lowpoly enough for mobile and low-end machines. and for that second case the bar for lowpoly has simply risen. any mobile game now easily pushes hundreds of thousands of polys. the real consideration for lowend stuff is now # of materials/shaders/textures.
now all we need is a female steve and then we can breed our own steves
I used this as a mock-up cover for my jam game (https://tiagor2.itch.io/god-of-thieves-tree-of-blood)
very cute!
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