> In many games, your character will play an animation before actually performing the action you requested. However, on a twitchy action-based game, this will frustrate players – DON’T DO THAT! You should still have leading animations for things such as jumping and running, but if you care about how the game responds, make those cosmetic only, with the action taken immediately regardless of the animation.
Interesting take. I feel like there’s an unexplored niche of 2D action platform era that do the opposite of this. Yeah a jump startup anim wouldn’t work well for Mario. But a more combat heavy one could be cool. Especially if you had quite a few jumping options. Somewhere between a sluggish super smash bros and dark souls. Something with deep character state management and directional parrying / dodges.
Salt and sanctuary is an interesting title that tries to do 2D dark souls but I feel like it’s just an over simplified outcome. Iframe dodge rolls work well in 3D because you have a 360 range of directions and need to pick between getting out of range for follow ups or dodging into attacks to avoid lagging hit boxes. In 2D you get just 2 directions and it seems a bit too easy imo.
While it doesn't feature jumping and is a Metroidvania with some character customisation (not too deep though), Unworthy [0] is a pretty good fit for the 2D Dark Souls genre. The animations come out a lot quicker than the actual attack but they feel really heavy and powerful. A lot of people complain that it's relatively easy because you can just dodge/roll behind and enemy and smack them but I've found it to be fairly hard (I'm not good at these kinds of games but they're really fun :D).
Maybe not, but you can reduce the list of potential attackers from relatively average Joes to more experienced, specialised and well funded actors (such as the NSA - who would probably just issue a warrant anyway) with better security practises. It isn't ideal - someone might still access your data without your consent - but it is realistic and achievable.
> The problem is that there are great incentives and not enough deterrents.
Again, true, but that doesn't mean that the public should just live with this. It's not unreasonable to ask a company to take the security of their customers seriously and take steps to ensure that their data is secure from an attacker. There are other things that can be done: harsher penalties for companies who don't take issues like this seriously, setting out (and enforcing!) standards for security, incentivising security research, and so on. Are these suggestions achievable? Probably. Are they going to be achieved? Probably not. Are there a better ideas for solving this problem? Definitely, but I'm not smart enough to think of them. But just giving up and labelling this as an "education problem" is defeatist and doesn't help.
[0] - https://en.wikipedia.org/wiki/Compress [1] - https://en.wikipedia.org/wiki/GIF#Unisys_and_LZW_patent_enfo...
My thinking is that it could be quite interesting to see how different people evolve the kernel - maybe some interesting ideas result.
- Wechall
- OverTheWire
- SmashTheStack.org
- CryptoPals.com
- Google Gruyere appspot
Star Trek: Bridge Crew comes closest to what I'm talking about. Imagine that but not VR (well, VR is cool for this, but I don't have a VR headset, so...) but more of a Firefly type of atmosphere.
There was once a UDK demo or sample game that mixed FPS with space combat that was cool. Each player on a team started in a large ship, which someone could fly and other team members could control cannons, or run around the ship, or get into single-person fighters to attack and board the enemy ship. I don't remember what it was called, just that I got it as a sample when downloading UDK way back when it was still a thing. It was pretty cool!