
the machine that BREATHES (Wishlist Now!)
@ShweepGames
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official games posting account of @choinheap https://t.co/yRESQVT7e1… https://t.co/u7WetbmBVK
🇨🇦 Made in Nova Scotia
Joined March 2020
Demo still available on #Steam!
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will try to post more gamedev on here soon
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will also dual post here while people get sick of this birdsite
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uhhh you can now reroute switches to lock doors for some reason
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https://t.co/QISTQe82oQ is back up since i forgot to renew a payment, though idk what use it has other than a general way to make the game look more legit on google but i also don't know what other content to put on such a site? any ideas/examples?
themachinethatbreathes.com
the machine that BREATHES is a 2D Survival Horror game with a focus on situational combat and exploration. Inspired by the likes of Resident Evil and System Shock, you'll crawl through a hostile...
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Pistol training, the program will simulate the bullets so you don't need to waste precious ammo learning how guns feel.
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Watched a video on RELICs, a game I've not heard of until someone mentioned it as being similar to Machine. Very eerie visuals for something that came out before Metroid. https://t.co/pmu9qEQ3Yy
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Still figuring it out but I find it adds another dimension. It's not going to 100% dictate the game or anything but it will hopefully permutate into interest dilemmas!
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Adding a "clock" mechanic. Whenever you do something significant, time will pass. Purely turn based and abstracted (It doesn't literally take you 10 minutes to pick up an item but it's a simulacrum of you exploring and rummaging through stuff)
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eventually it comes down to predicting what the player actually wants to do bolted on a mostly size fits all solution. but yeah gamedev things
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Some issues with this still, it's possible for both lines to hit a single tile object in a way it feels too precise. tiles are 16x16 and the pistol is abouuuut 14 pixels from the player's feet. easy to fix though
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if one of the lasers hits a valid object, then use that collision. if both are hitting a wall or nothing then use the farthest collision.
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okay so draw two lines and the farthest is valid? well no again. The problem is the player might want to hit the top even though it's closest.
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so maybe just visuals > logic? well no because it's easy for the laser to get stuck on walls you can clearly walk through but the laser can't
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the bullshit happens when the player wants to actually hit something with said laser. it can be frustrating to SEE that it's hitting it even though in a 3D space it's correct. IRL you keep the gun center so you don't have to worry about horizontal alignment.
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so aiming in top down 2d games is a pain. For awhile I've just been doing: fire a line from players feet to the destination. Then draw the actual laser/shot with an offset as if it was coming from the pistol. This makes sense... right?
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