from one of the devs from comments if RPS WITAre there any reviewers that speak to KB&M controls? The RPS reviewer seemed to be using a gamepad which took me offguard.
Controller is not mandatory! At the beginning you can choose between xbox, ps4 dualshock or keyboard and switch at any time in the options menu of course, as well as rebind keys, etc.
And in fact the game was originally designed for keyboard controls! I still play it that way when testing.
from one of the devs from comments if RPS WIT
I've been waiting on this game for years and have it paid off. I'm really excited but then again, I hate brutal/hard but fair games. So it can end up being a game I really love or one I totally despair.
Also I wish I hadn't seen that gif with the machine gun on the first page. All those gifs are a bad idea. Would have rather discovered that for myself.
Nice OP by the way.
Read the RPS review and the dev reactions. Unfairness is not something I worry about in a game with a dynamic and complex AI ecosystem. But imprecise controls is. And while I'm glad the dev is willing to look into improving the controls "once we know what to look for", I find it odd that they aren't already aware of them if they are as sloshy as the reviewer makes them sound.
Read the RPS review and the dev reactions. Unfairness is not something I worry about in a game with a dynamic and complex AI ecosystem. But imprecise controls is. And while I'm glad the dev is willing to look into improving the controls "once we know what to look for", I find it odd that they aren't already aware of them if they are as sloshy as the reviewer makes them sound.
So you're saying he's wrong about the way you hold/throw objects in regards to both controls and priority? Because that sounds like a huge pain.I have some complaints about the controls/physics too but that guy is exaggerating quite a lot
I am in for the cool AI and ecosystems.
A little insightsame the amount of work they put into the AI is really an inspiring thing
In this post, "I" means from the perspective of a creature
The main tracker in a RW creature's AI is simply called the Tracker. This one basically keeps track of what creatures I know of, and where I think they might currently be (a notion that might be correct if I'm currently looking at them, and various degrees of incorrect if it was a while since I saw them). Each creature I know of has a representation in the Tracker, and this is sort of the UR representation for that creature, other modules refer to this one when thinking about a creature.
Other trackers such as PreyTracker and ThreatTracker has a reference to the creature representation in the Tracker, as well as some other module-specific data regarding that creature, such as how yummy it looks or whatever might be relevant.
The relationship tracker keeps goes through the representations in the Tracker, asks the AI what relationship it currently has to the creature in question, and if necessary moves stuff around to where they're supposed to be. For example, if I am only hunting the slugcat within a specific area, but the slugcat just exited that area, the slugcat representation needs to move from my PreyTracker to some other module.
This stuff is all pretty much just logistics. The cool stuff is an "internal state" for each tracked creature that is kept inside the RelationshipTracker. An internal state is a mini data structure which keeps track of some relevant stuff. Let's make a simple example: I'm a cicada - I want to cause a slugcat trouble. Unless the slugcat is holding a spear, in which case I want to get away.
So the slugcat is on the ground, no spear, and its representation in my cicada head is comfortably within my AgressionTracker. Now the slugcat runs over and picks up the spear. Now the thing is that we're doing this thing where RW creature don't know what they can't know. So say that the spear and the slugcat are out of my sight as the weapon is equipped. Every frame I (the cicada) ask my RelationshipTracker what relationship I have to the slugcat. The RelationshipTracker can't access the data about whether or not the slugcat is holding a spear directly, it has to go ask the internal state representing the slugcat. The internal state has a bool which represents the slugcat holding a spear or not.
Short GIF showing the vulture-lizard interaction
What the heatmap shows is the anticipated threat level for each tile in the lizard's threat tracker...
Basically the lizard merges two sets of data to get this map, the distance to the threat (naturally) and an Accessibility Map. See how the tiles close to terrain are bluer? And the tiles inside the box as well? That's one of the pre baked AI maps, the Accessibility Map, for the vulture. It allows the lizard to understand that inside the box is more safe than outside it. As you can see it's staying in the box, although nervously.
woops I meant to say 60fps on PS4, any idea?Animations runs at whatever framerate your PC can support. I think stuff like physics are locked at 40fps
Rain World requires improvisation and smarts, and theres no way to trick it into being easier. The early hours are taxing, and in all honesty, it continues to be taxing. Its not relaxing. Its not a game to wash away your daily worries with. But the variety of the worlds barren landscapes will keep the determined pushing on, and the seemingly insurmountable challenges are, well, surmountable, but not thanks to 'tricks' per se. You just have to be smart about it. You have to learnand then very vaguely knowhow to survive. You have to accept that sometimes youll be unlucky. Is that too demanding? For the vast majority of players, I expect it is. For those with the time and patience, Rain World will prove unforgettable.
woops I meant to say 60fps on PS4, any idea?
why is it so hard to find an answer to this on Google x.x
I'm surprised this thread is moving so fast. Indie game threads can be hit or miss on GAF. Hollow Knight went a page and a half in a day; this one is already almost at 5 pages
Very curious to see how much of these review complaints are legitimate - like how Rain World is allegedly "impossibly unfair" - and how much of them are the usual press suspects kneejerk bellyaching (in typical fashion) about anything remotely difficult, unorthodox or non-explanatory for the umpteenth time.
Gonna be hard choice between this or Turok 2 D:
Do you mean while falling towards a pipe? Hold up to grab onMy first complaints after a half hour are thus:
1)I don't know the mechanics of jumping and hanging off poles. Sometimes it seems to work, sometimes not. I can't tell if I have to hit a button to grab on or not.
2) Clarity of graphics versus functionality is at war here. what's that on the ground? A rock? A brick? A bat? Grass? There's tiny black objects mixed in with the floor everywhere. I don't understand why the colors have to be the exact same.
Do you mean while falling towards a pipe? Hold up to grab on
Should I post some moveset tips? Some might not be apparent if you dont already know about them
Area is hard and losing myHuh, went to a different second region than most streams seem to go
Most streamers seem to head up to Industrial, I headed down and found the entrance to Drainage System
You're meant to go up, really. The game guides you that way. This other particular area is harder, and you skip some tutorial tips. Dont go that way if you're new to the gameArea is hard and losing myand having to hunt for 5 minutes when I don't make it to the checkpoint in there because it locks sucksrank
Area is hard and losing myand having to hunt for 5 minutes when I don't make it to the checkpoint in there because it locks sucksrank
Edit: And now back to square one.......what a system
Do you mean while falling towards a pipe? Hold up to grab on
Should I post some moveset tips? Some might not be apparent if you dont already know about them
Do you mean while falling towards a pipe? Hold up to grab on
Should I post some moveset tips? Some might not be apparent if you dont already know about them
I'm surprised the difficulty and control issues were not picked up during play testing.
I'm assuming this was play tested by people other than the developers.
My guess is that it was initially at 60Hz but they slowed it down to make things easier. One quick change rather than having to re-balance every object in the physics world.Has the dev explained why he picked 40hz for the physics/game logic? Seems like an odd choice since it won't be evenly divisible when running at a 60hz display, which is like 99% of devices out there.
Great newsIt was playtested quite a bit once it had a publisher. You can thank this testing for the hint text and the helper hologram.
So how do you pull off the backflip I've seen people talking about?
My guess is that it was initially at 60Hz but they slowed it down to make things easier. One quick change rather than having to re-balance every object in the physics world.
Sure, but why not 30Hz then?