Posts by Pwyff

gordonpown

why don't all your projects form an alphabetical continuity? like what happened to Projects B, C, D, and E

we want TRUTH

the real answer is we didn’t go by the alphabet we just truncated our real code names lol it’s a whole mess

pabpab999

Is there lore similar to LoL?

If yes, is it also in runeterra?

not in runeterra, entirely new ip

DreamsOfFoxes

Is making user generated content a part of the base experience really that difficult though? I obviously don't know the logistics behind how Valve pulls it off but I think it's seriously one of the best things to happen to the creative scene of any game.

I'm no tech guy but creating a platform designed to host/upload/distribute community created content that plugs into an engine and then everyone can play at scale alongside general QA support and ensuring no malicious craziness or community divides is a lot to take on when our original game was built on the Big Rigs 2 game engine

bensimmonsismydaddy

This is a question I really want answered.

In counter strike the 'sensitivity' is directly correlated with your dpi. If you have 2 sens with 400 dpi, your edpi is 800. Is it the same in Project A, and if not will there be information released on how to calculate your edpi?

yes to the latter!

VeniiGamiiz

My only question is:

Will it run on my really low-end computer???

aiming for it

lolofaf

I'm really worried about this point too. Imo one of the best parts of csgo is the creativity that modders have found. Things like Kz and surf using the movement system are unique to the source system but wouldn't I doubt any actual game designer would purposely turn their fps into a platformer, but modders did and it's great. Other things like csgo built in dm being more new user friendly while community ones being catered more towards skill training. Things like the fact that league doesn't have a good team fuck around on the map mode where you can do whatever you want, but csgo you can get a server, throw on a map, and do any one of a billion different things between the server commands, cheats commands, and mods, to make practicing and making creative things more accessible as a team.

I'd be more than willing to talk with yall about lists of things that I think would be good to include but I also know you have more qualified people talking to you too. I really hope you reach out to owners/modders of some of the more creative community built modes from games like csgo/gmod etc to see what you can do beyond the main game.

I get you, man. Sal Garozzo is one of our lead map designers, and he mentioned the irony isn't lost on us/him that we take a pretty shallow support to community UGC content (he made decache which began as a community map that got adopted for official play). It's just a _massive endeavor to take on - particularly if you're providing anything coherent in terms of tooling or support.

bensimmonsismydaddy

As a game designer could u enlighten me, a professional dumbass, why fps games like overwatch use sensitivity scales from 1-100 instead of scalars like csgo?

A specific clarity of information. Scalars work if you understand them, but if I give you a linear scale of 1-100 where each point gives you a consistent bump you’ll figure it out fast enough. Honestly it’s the same as scalars so really it’s whatever flavor ya want: set a number, shoot a hole in the wall, move around, adjust (ty adreN).

Wanrenmi

Overwatch Workshop (hey look, same genre) made it work, and it only added to the game.

Cool! And they alone are able to speak to if it was worthwhile from a resource investment vs. adding to the overall game and total community engagement. Would those resources be better spent elsewhere? Who knows :) hey look, same broad genre, different goals!