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Sonic rpg maker mv sprite sheet ring
Sonic rpg maker mv sprite sheet ring












sonic rpg maker mv sprite sheet ring

There is also no break in the audiovisual presentation.It's so seamless that it might even feel like the whole segment was a single activity, instead of four different ones! Every mechanical style (race-like collecting rings -> platforming -> fighting -> concentration/reflex-based lane-switching) transfers seamlessly into the next without a single break for the player's mind to latch onto. Instead, consider why this segment of Sonic Forces has such a wonderful sense of flow and speed, even as it uses a lot of the same mechanics (physical movement, collecting, platforming, reflex tests, dialogue, etc.) that many slower-paced games (think Banjo-Kazooie or Uncharted) have: Similarly QTEs may make it feel fun and unique if done well, but unless they are being used to straight-out replace something even slower (like battles), the QTEs will slow down the pace as well because it's tough to move things along quickly when you have to constantly ask for player input (as you do in a QTE).

sonic rpg maker mv sprite sheet ring

(For this reason, I'm going to request that this thread be moved over to Game Dev General Discussion, as is has nothing to do with MV but is a very rich topic of non-mechanical Game Design in general!)Ī countdown timer will make the segment feel more intense, but it won't make things feel fast-paced, and giving the player a conscious sense of time may actually slow down their sense of time. I believe that you guys are trying to solve a problem with mechanics that is better solved with ' feel' and creative artistry.














Sonic rpg maker mv sprite sheet ring