![]() ![]() However, the death timer is adjustable under different circumstances (according to the wiki, it's longer during Expert mode boss fights), so it really can't be that difficult to set the timer longer during a multiplayer battle (there is literally code in place to change the duration if the game detects expert mode and boss fight- and I refuse to believe the game can't detect multiplayer.) Same is applicable to invasions. Issues do come into play when we talk multiplayer bosses/any invasion/moon, so this may not always be viable. It works fine- nobody complains about it being too easy because we get to spawn back in faster. I mean (and some of you are probably going to get real up-in-arms at me about this comparison), look at Minecraft: you die, you get a screen with an arbitrary score that I never understood and a button to respawn, you click the button and you're back in the game within two seconds. If you got to jump in the game after two seconds instead of ten, would that make the game drastically easier? I doubt it. With the two exceptions I mentioned earlier, I'm pretty sure this would cause basically no adverse effects. I) Remove/Drastically shorten the death delay. This point really doesn't need a lot of justification- sometimes a death timer is excusable, a boring one is not.Īlright, since I'm not the type to harp on about a problem unless I have some form of a solution in mind (when it comes to my own threads, at least- all bets are off when I'm commenting on someone else's idea): let's talk solutions. Or make it display a fact about the game (see: skyrim). ![]() It would take maybe five minutes of code to add a ten second countdown timer to the screen and even that would make it more bearable. Right now it literally just tells you 'You have been slain!' and has you wait for ten seconds staring at that. If you insist on having a death screen, make it interesting. is pretty obviously not a problem (it's a 2d sprite game), and the third is just poor game design. The first one isn't a problem even in terraria multiplayer because most multiplayer is co-op (and there's travel time involved, although that has been more or less negated by the wormhole potion), the second. Other games with death timers tend to have a reason you have to wait so long- either because it's multiplayer and they can't have you instantly leaping back in, to render previous scenes or to. (I'll get into that later.) Meanwhile, this timer decides it must spend ten seconds rubbing your failure in your face- it's even better if you die to a monster and not just by helevator suicide- you get to watch a bunch of monsters do a victory dance around your corpse. In no other circumstance is this death timer a crucial balance factor, and even in the two I just listed there are perfectly good ways around it. There are basically two cases where the death delay is actually important in the game: multiplayer boss fights and general invasions/moons. Ten seconds isn't a long time, but this wait is. Block data is saved to map file in the form of an array of ushorts (for blockID) that makes up the front and back blocks.Point A. We are currently using a mesh based system for loading chunks of blocks near the player. I am curious how this effect might be achieved, any and all help is appreciated! Almost like a fog of war type of effect going on there, except instead of showing previously explored areas it only shows illuminated areas. We are looking for something more like this:Īs you can see in the second screen shot (Starbound), the light does not penetrate all the way through the terrain. Lighting used is just a simple directional light. I have never done lighting before so I am curious if there are any guides or methods or anything out there that anybody might suggest. I would like to set up the lighting for the game at this point similar to that of the games mentioned above. So I am currently developing a 2D sandbox game similar to Terraria and Starbound.
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