eezeebee

joined 2 years ago
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[–] eezeebee@lemmy.ca 7 points 1 week ago (3 children)

Still playing a non-soulslike, Isles of Sea and Sky. Once that's finished I might get into Code Vein.

My first one was DS3 and there were two lessons that helped me;

One, to let go of souls and stop caring about them. There are always more. It's not worth the time or stress to pick them up every time, and once you lose them the burden is lifted.

Two, for tough bosses learn their moveset. Don't attack, just practice dodging and watching them until you understand them better. Then after a few rounds of that, start to attack when you know your openings.

[–] eezeebee@lemmy.ca 3 points 1 week ago

Witcher 3. The combat made me miss soulslike combat. It's not bad, but at a certain point you can pretty much auto attack and kill everything without thinking. Still a good game though.

[–] eezeebee@lemmy.ca 47 points 2 weeks ago (1 children)

You could meet the type of person to chronically shit on a public path

[–] eezeebee@lemmy.ca 2 points 2 weeks ago

A new shop vac because I happened to need it and it happened to be on sale.

[–] eezeebee@lemmy.ca 6 points 2 weeks ago

My avatar is the GOOD BEE from The Legend of Zelda: A Link to the Past. Because I'm locked away in my cave, but if you manage to find and befriend me, I am loyal and will slay your opponents.

[–] eezeebee@lemmy.ca 1 points 2 weeks ago

The kids find her "gen z stare" relatable

[–] eezeebee@lemmy.ca 2 points 2 weeks ago (1 children)

The lion is ridiculous imo. So many moves and he's all over the place, always doing something. I like the concept, but not fighting him. Maybe it's just a me problem.

Felt like they struck a perfect balance with late game and DLC bosses in DS3, then took it a bit too far in ER, at least for my liking. Rather fight Gael than most of the other SotE bosses because it feels more fair.

[–] eezeebee@lemmy.ca 2 points 2 weeks ago

I'm not currently playing any souls games but the craving is building so I might run through one of them soon. Currently playing a puzzle game called Isles of Sea and Sky and it's great, even as someone who's not good at puzzles.

Favourite NPC summon lore has to be Lucatiel. Like someone else mentioned, her lore develops with you as you progress. There's a notable moment and implications of another event in the late game that make it feel much deeper than other NPCs.

For non-lore related summonable NPCs it would be the homie Sellsword Luet. Dude has two great shields and a red eye ring to draw aggro. Absolute unit.

[–] eezeebee@lemmy.ca 3 points 2 weeks ago (3 children)

I kinda agree about the SotE bosses. There's so little breathing room in some of those fights that it just feels like you're forced to react the whole time. No strategy allowed, only dodge dodge dodge. And that's why I don't feel guilty using player summons, because it makes them a lot more fun. Probably will never solo PCR and that's ok, I suppose.

[–] eezeebee@lemmy.ca 8 points 3 weeks ago

Can't forget the OOO message either

[–] eezeebee@lemmy.ca 2 points 3 weeks ago* (last edited 3 weeks ago)

Keep playing TUNIC. It's great.

Someone else mentioned Death's Door which I see as TUNIC's overlooked cousin.

Some others that are similar, have either played them or purchased and not played yet, due to similar taste to yours:

Alwa's Awakening & Alwa's Legacy

Anodyne

Blossom Tales series

Fountains

Lunacid

The Messenger

Moonlighter series

Unsouled

 

 

Hello. I'm at a point in my learning where I see potential to make a big mess and want some advice before that happens. Particularly, how to organize game systems like inventory, damage calculation, level variables (eg. locked doors -> remain unlocked even after the level scene is reloaded).

For Inventory (consumable items, weapons etc), what I've done so far that seems to work is create a global script called PlayerInventory, within it is a list of every item as a boolean variable to indicate if the player has it or not. So now when the player travels through different level scenes, their inventory is persistent and any upgrades remain. Seems to work so far.

But how would you go about doing this for a locked door in a level scene? One way is to tie it to a key, in the player inventory - if "key" == true, "locked" = false. Ok, fine. What about a wooden crate that has been destroyed by the player? How would you keep track of the crate's destroyed state without it being tied to a "key item" in the PlayerInventory global script? Is the solution to create more global scripts, like "EnvironmentChanges"? What script should be responsible for remembering this and where should it live?

With regards to a damage calculation system, I think the high level question is similar- how to organize this? The path I'm going down looks like, "DamageManager" global script which handles the calculations and updates, meanwhile the player and enemy scenes have an "HP" node added, with the "hp" value variable set by the parent (the player or that specific enemy).

I'm looking for high-level ideas about how to make these things work together and to keep it as easy to maintain and organized as possible. More details and specifics are welcome, too. Thanks

 
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submitted 11 months ago* (last edited 11 months ago) by eezeebee@lemmy.ca to c/giftofgaming@lemmy.world
 

I have an extra key that came with the AGDQ Humble bundle. I love this game and would be happy to share with someone who will enjoy it.

If your Lemmy account is at least 1 month old, comment and tell me what about the game makes you want to play it.

 

I just think Kazakhstan is neat

 

Canada has implemented a new tax savings from December to February for some things like taxable groceries, crafts, and gaming physical media. I wanted to get a new Xbox controller and found the best price at Walmart for $55 a week ago. The tax holiday starts today and I now see that the $55 has increased to $62 and change, which is about how much tax I should be saving. Great to see this thinly veiled attempt to help Canadians ( /s - win votes) is just going to be extra profit in the corporations' pockets.

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