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A popular 'game feel' trick in action games is to pause the game for a split second whenever player deals damage. This makes the hits feel more powerful.
Since in our game we're trying to stick to specific timings, we should implement this by lowering the game's tick rate to multiple of 2 divisions.
So our base tick rate is 96 ticks per second (tps), so in order to achieve this effect we can lower it to 48tps or 24tps depending on which feels better.
The lowering of the tick rate should ideally happen on the exact tick when the damage happens, not on the tick after.
However, if doing it on the tick after is significantly easier to implement we can have it be on the tick after as well.
Actually maybe after could be better cause then the frame that lasts longer will be a frame which also includes the damage number on it??
In general this slowing down of tick rate has the effect of the brain 'remembering' these moments more, so ideally the tick frame that gets extended duration should be the one with the most epic action on it - the player's weapon making contact with the enemy, the enemy flashing white, the damage sparks present, and the damage numbers present.
We can also have even lower tick rate division when enemies are killed, I think 24tps or 12tps could work well for that.
The text was updated successfully, but these errors were encountered:
A popular 'game feel' trick in action games is to pause the game for a split second whenever player deals damage. This makes the hits feel more powerful.
Since in our game we're trying to stick to specific timings, we should implement this by lowering the game's tick rate to multiple of 2 divisions.
So our base tick rate is 96 ticks per second (tps), so in order to achieve this effect we can lower it to 48tps or 24tps depending on which feels better.
The lowering of the tick rate should ideally happen on the exact tick when the damage happens, not on the tick after.
However, if doing it on the tick after is significantly easier to implement we can have it be on the tick after as well.
Actually maybe after could be better cause then the frame that lasts longer will be a frame which also includes the damage number on it??
In general this slowing down of tick rate has the effect of the brain 'remembering' these moments more, so ideally the tick frame that gets extended duration should be the one with the most epic action on it - the player's weapon making contact with the enemy, the enemy flashing white, the damage sparks present, and the damage numbers present.
We can also have even lower tick rate division when enemies are killed, I think 24tps or 12tps could work well for that.
The text was updated successfully, but these errors were encountered: