1 month nic free, Life improvements, Game concept follow up
a week ago
1 month, no vaping or smoking. I think I'm over the withdrawals finally... I think? Moods/nerves feel pretty stable and I feel pretty chill now. I think my silly like game making-related rant and semi crash-out was related to the withdrawals mixed with some mega burnout. It was silly. I think I still kinda mean what I said in a way, but I think the nic-brained shit was making it sound worse than I meant in wording.
Speaking of the game making stuff, after taking a break and coming down from my anxious post nic-fit for a few days there, I think I've come to a good decision on that. Going forward, I'm going to continue on much closer to what I was already doing design wise.
Instead of a free-roaming z-axis, I'm going to lock the action in to a lane-system, much like the concepts I had a while back. I feel like the universe threw me a few signs after my break to stick with this original idea. A lot of my characters' attacks and control gimmicks - in a design sense - work best without an open z-axis. The way I can still create the space and use some benefits of the z-axis is to make lane. This will be similar to how the Fatal Fury series had lanes, but instead focused on a beat'em up.
I have a few different ideas for how I might go about this. I might make the lanes an enemy and interactable zone only, meaning the player can't usually swap lanes, but can interact with enemies or other things in them. OR I might make a 2-lane set up where the play can freely go between these two with hop-into or attack-into transitions. In this form, there still will be some enemy/NPC/interactable only lanes.
As for how it will controls and command inputs, I'm mulling over how I will handle this. I do like some of the feel and handling of the "simplified" control system I came up with, but I also still like my fighting game-like command inputs. I might make an option select OR a hybrid system, where command inputs are still there, but most specials have a 1-button option, either with diminished properties or at the cost of meter or somethin. I'm gonna toy around with this as I program in the lane setup.
As stated before, I'm still putting out the prototype/alpha concepts for free. I'm have a pre-built IkemenGo engine ready to go with this all workin.
Aside from that, I feel kinda silly to admit this in my 30s, but I finally got my driver license, lol. Shopping around for cars and stuff. I've been needing to do this for years... but I guess fear and complacency stopped me all this time.
I've been going through a process of "reinventing myself." This last year in particular, I'm happy with my progress. Just realizing the gradual changes and improvements all adding up is motivating, and it feel like it gets easier with time to add another thing to improve or change. Not too long ago, I was still just complacent, unmotivated, and unsure what I was doing with myself, even feeling at some points, very "defeated." It's just nice now to see, all of these little things stacking up. Even with the set back I had loosing my previous job I loved. I got a temp shitty overnight thing to hold for 3 months until I got this I have now. Kept the momentum going.
I really am starting to feel different, more confident, motivated. Always still areas to improve, I'm still a doofus, but it's all happening bit by bit.
Just a bit of reflection and gratitude for the opportunities I got, the supportive people around me (IRL and online), and the motivation I received that sparked all this.
Ionno. Just kinda cool I guess. As much of a doofus as I am. Is nice. :3
Speaking of the game making stuff, after taking a break and coming down from my anxious post nic-fit for a few days there, I think I've come to a good decision on that. Going forward, I'm going to continue on much closer to what I was already doing design wise.
Instead of a free-roaming z-axis, I'm going to lock the action in to a lane-system, much like the concepts I had a while back. I feel like the universe threw me a few signs after my break to stick with this original idea. A lot of my characters' attacks and control gimmicks - in a design sense - work best without an open z-axis. The way I can still create the space and use some benefits of the z-axis is to make lane. This will be similar to how the Fatal Fury series had lanes, but instead focused on a beat'em up.
I have a few different ideas for how I might go about this. I might make the lanes an enemy and interactable zone only, meaning the player can't usually swap lanes, but can interact with enemies or other things in them. OR I might make a 2-lane set up where the play can freely go between these two with hop-into or attack-into transitions. In this form, there still will be some enemy/NPC/interactable only lanes.
As for how it will controls and command inputs, I'm mulling over how I will handle this. I do like some of the feel and handling of the "simplified" control system I came up with, but I also still like my fighting game-like command inputs. I might make an option select OR a hybrid system, where command inputs are still there, but most specials have a 1-button option, either with diminished properties or at the cost of meter or somethin. I'm gonna toy around with this as I program in the lane setup.
As stated before, I'm still putting out the prototype/alpha concepts for free. I'm have a pre-built IkemenGo engine ready to go with this all workin.
Aside from that, I feel kinda silly to admit this in my 30s, but I finally got my driver license, lol. Shopping around for cars and stuff. I've been needing to do this for years... but I guess fear and complacency stopped me all this time.
I've been going through a process of "reinventing myself." This last year in particular, I'm happy with my progress. Just realizing the gradual changes and improvements all adding up is motivating, and it feel like it gets easier with time to add another thing to improve or change. Not too long ago, I was still just complacent, unmotivated, and unsure what I was doing with myself, even feeling at some points, very "defeated." It's just nice now to see, all of these little things stacking up. Even with the set back I had loosing my previous job I loved. I got a temp shitty overnight thing to hold for 3 months until I got this I have now. Kept the momentum going.
I really am starting to feel different, more confident, motivated. Always still areas to improve, I'm still a doofus, but it's all happening bit by bit.
Just a bit of reflection and gratitude for the opportunities I got, the supportive people around me (IRL and online), and the motivation I received that sparked all this.
Ionno. Just kinda cool I guess. As much of a doofus as I am. Is nice. :3
Really glad things are coming together for ya!! :D
In that case; check out Phantom Breaker Battle Grounds. It's a simple 2-lane beat-em-up and it's very clear which lane you're in so you always know where you're hitting. (As opposed to ones with the free Z-Axis which I always get pissed when it looks like my hits should be landing but aren't and it's a nightmare to balance lee-way versus jank when calculating hit-boxes. The lane system DEFINITELY would help, though maybe consider 3 lanes with a jump move to go from one end to the opposite side. (I could imagine it being fun to jump between lanes to avoid boss attacks.)
But whatever you do, please, for the love of God, do not feature an unbalanced parry or dodge roll🙏🏿. And don't be afraid to screw players over a decision made 5 seconds beforehand for that matter
and I def already have a bunch of ideals that enemies and such will interact with lanes, once I finalize the "standard format" I go with for the lane utility.
and as for as Parry/dodge roll goes. I dropped my universal parry gimmick. Some characters have built in counter attacks, armor, or dodge frames built into moves to use as utilities for these purposes. They can be strong for counters, but punished if called out, so I'm def concerned about that. Its one of the reasons that I dropped universal parry. That and parries actually invalidated other aspects of my design. I much prefer characters have their own unique ways to approach defensive options.
One defensive move I like is Ninja's finishers. They can only be done after the second hit and the nunchuck in particular allows you to knock enemies in both directions away from you, and I think the kick and arm cannon have have I frames with their own trade offs. It's actually like FF's command throw.