OPEN TO FEEDBACK / QUESTIONS - I haven't recorded Part 7, so if there's anything in this or other parts of the series folks want more nuanced takes on, leave a comment! As always, in trying to get the channel off the ground, any social media boost is appreciated! Twitter: twitter.com/SignalsAndLight Instagram: instagram.com/signalsandlight/ TikTok: tiktok.com/@signalsandlight Bluesky: signalsandlight.bsky.social
@mike_wake
4 ай бұрын
I really like your videos: a lot of useful information presented clearly. Was not sold on the Evil Twin bit at first, but I think you've found a good balance with it :) If I were to suggest something: I’m not sure the long-ish intros with no narration is a good idea. They are connected thematically ofc, but don’t communicate how the rest of the video is gonna be. It’s anecdotal, but usually, I feel much more compelled to watch something that starts with a hook. Like a question, a claim, or even a short summary. It lets me understand if that’s something I’m interested in and if I like the presenter. (Worth noting that I initially saw you on cohost, so I knew I'd be interested from the post there)
@signalsandlight
4 ай бұрын
@@mike_wake -- That's good feedback! With these being my first really detailed videos, I'm definitely learning to balance a variety of stylistic things. For instance, some people like the other character, and some people don't. I'm more inclined to find a way to use them better than just remove them (I think the first videos had some less engaging bits that could've used more thought/revision, and these later ones are much more focused on the actual topic being presented). But that's an interesting note on the intros. I wanted to try for something that felt engaging and stylistically fun as a hook into the video. One of my favorite content creators is @Max0r so I wanted to have fun with some music montages. Still, it's definitely valid that without any kind of narration contextualizing what they mean and how they relate to the video, it might feel too out of context? That said, the metrics on the first 2 minutes of my videos are quite good so far (~40%), so I don't think it's entirely failing me! But maybe I could do better there. My bigger issue is click-through rate, so I've been trying different approaches to thumbnails every few weeks to see if anything helps. 😅 But there's a LOT I have in mind thinking of any future videos. They will probably be about games for the most part for a while, but eventually also other topics, so I'm gonna be thinking more about how to clarify the identity of my work past just "information about how games work."
@AliceLoverdrive
4 ай бұрын
I would be interested in hearing about player options to control the flow of the fight and what they look like, implementation-wise.
@ab7333
4 ай бұрын
Would have been nice to hear more about close fps combat. I'm making a similar game to condemned criminal origins and looking for resource on the AI.
@signalsandlight
4 ай бұрын
@@AliceLoverdrive -- Yeah, I've considered doing a breakout on play defensive toolkits as it's own video, but I can definitely include at least a high-level overview of this in the conclusion video because I'm not sure when I'll return to high-level game design analysis (have a handful of different ideas in the pipe in the closer future).
@AliceLoverdrive
4 ай бұрын
The game I'm working on currently has a problem with feeling like you are stuck in a washing machine when fighting multiple enemies. Thank you, this was enlightening.
@rodneyabrett
4 ай бұрын
Sometimes that can be a deliberate choice from the combat designers, as it adds tension to fight. Ninja Gaiden, Bayonetta, Devil May Cry does this. I've heard it termed as "jailing the player". What it does is force you think about positioning as part of your fight strategy rather than the classic cheese strat of kiting enemies down a narrow chokepoint so you can pick them off 1 by 1. These types of combat designs are the exact opposite of something like Stellar Blade, which feels almost like a game of chess where you wait for your "turn" to counter-attack and you're really only managing one enemy at a time, despite visually seeing many enemies around you.
@AliceLoverdrive
4 ай бұрын
@@rodneyabrett well, it's not a deliberate design choice for me! But turns the issue was that crowd control options were too slow to execute.
@idounnowatuwant
4 ай бұрын
Thanks to your series of videos I was able to implement an attack ticketing system in my own game for handling enemy concurrency! It works really well. I would've never known about this approach if it wasn't for watching so really thankful for that!
@signalsandlight
4 ай бұрын
That's awesome! I'm so glad they could have that kind of impact on someone's work! A lot of concurrency management stuff is really quite easy to prototype and play around with, and it can make such a big difference even if you keep the systems simple. Maybe if I have time one day I'll dig more into a practical explanation of how to do some of the more complex attack manager stuff, but I feel like the games that benefit from that the most are really high-budget with tons of complex enemies, so the bigger win for smaller dev teams is just in knowing the basics of how to approach the concept.
@idounnowatuwant
4 ай бұрын
@@signalsandlight For sure! If you ever get around to digging more into this stuff - I'm a day 0 watcher. Well anything you put out is a day 0 watch/read for me :). makes no difference. Also agree 100% with your take. The game dev in me found "attack tickets" an easy system to understand - because to me "combat" is an "event", and of course you need tickets to attend the event! And then the systems programmer in me got scared because I remembered how hairy implementing and debugging concurrency management systems can be.
@taizeen1805
4 ай бұрын
0:40 that's a lot of splinters
@taizeen1805
4 ай бұрын
I really like how informative this video was, but you're writing/speech could use a bit of work. the phrase "in this essay" is already kinda clunky in a written work imo, but it becomes very distracting when you use it repeatedly in a video. (I understand that this video is based on something you first published as text first, but it would present better if you just mentioned that at the beginning/end and rephrased the wording throughout a bit to make it sound more natural.)
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