게임 개발/자료

출처: https://localthunk.com/blog/balatro-timeline-3aarh  It’s been approximately 3 years since I began work on Balatro - and in that time I have personally documented almost nothing about the journey. This is something that has bothered me since the game launched. I am constantly forgetting major moments in development or milestones. It’s about time I start writing down what happened, I say bette..
1. 개요인디 개발팀이 아이소메트릭 뷰(Isometric view) 액션 게임의 전투를 만들 때 어느 요소들을 고려했는지 알 수 있는 영상이다. 2. 나의 생각 FEEL 부분에서 플레이할 때는 자연스럽게 받아들이지만 막상 구현할 때는 떠올리지 못했던 부분들이 굉장히 많았다.Responsiveness (20:38 ~) 입력 반응성Hit Reaction (29:51~) 타격감. 과장된 피격 포즈, 적의 체중에 따라 다른 반응 등Cheat for players(32:14~) 에임 보정, 공격 시 자석처럼 달라붙기(배트맨, 스파이더맨식 전투), 콤보 공격에서 입력 버퍼링(흔히 말하는 선입력).Juice it up(35:34~) 이펙트, 화면 흔들림, 컨트롤러 진동 등 Juicy함에 대한 것들. Juicy라는 말..
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