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Toby Hendricks
Programmer/Musician - Other
London, United Kingdom
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Toby Hendricks
published the article
Sep 13, 2019
Don’t Act, Behave
Don’t Act, Behave
A Performant Method for using Neural Networks in Real-time, Complex Video Game AI
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Toby Hendricks
published the game
Sep 25, 2017
Neon Tanks
An epic arcady twin stick tank shooter for android phones.
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Toby Hendricks
published the article
Sep 25, 2017
Designing Action Games (specifically Neon Tanks)
Designing Action Games (specifically Neon Tanks)
What to consider when designing an action game
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Toby Hendricks
Programmer/Musician
a year ago
I understand what your saying, but many designers can employ trails, FX and gore subtly. Just take a look at the new God Of War, there's nothing triggering about their FX but when you swing it leaves a trail (partly thanks to motion blur) and when you impact an enemy, there's an explosion of blood and a slight freeze swing as the axe sticks for a few frames in that position. There's a bit of screen shake to complement heavy attacks and it's all topped off by smart use of controller rumble. Even in a game that doesn't look "over-the-top" has a lot going on. A good exercise is to play/watch a game that feels good to you and to try and distinguish the different FX and techniques that their using to add impact.
EG
a year ago
Reply@El GatoHi!
So hi! I wanted to quote this setence: "When they swing their sword make sure that it feels impactful by using sounds, trail and particle FX, gore, screen effects, motion blur, everything that you can find." I want to ask that is this always the right method to design a game? I mean I just noticed lately that the a game more it feels - lets say - over-the-top, the more it feels crappy. Im not sure if I make myself understandable I'm not native english speaker. What I meant I saw a lot of games with crazy effects which fill the screen when triggered - like every anime game for example - or huge armors/weapons and while I can feel the power of the skill or the physics are good or even great it is a clear indicator for me that it is a bad game. I understand that many developers are just trying to mask the low quality with the design but because of it - even if we talk about a good game - doesnt it bacome contraproductive to throw everything in? Thanks.
EG
a year ago
Hi!
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Toby Hendricks
Programmer/Musician
a year ago
Reply@Mario Lunalove this post, only with the tanks, you gave me an idea for a mobile game (not going to use tanks, i promise :D)... with all this tips i can create a great action/strategy game... i loved portal and the game feeling, sometime puzzle solving and sometimes trying to save my life... love that game and hope i can do something like that for mobile! Thanks for the tips, i'll keep them on mind! (i don't speak English, sorry if i'm wrong on something)
Hi, I'm glad you liked it. Good luck with your project.
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Toby Hendricks
published the article
Sep 25, 2017
The Story of a 16 Year Old Developer
The Story of a 16 Year Old Developer
How I got from being a small child only dreaming of designing a game to finally making one that I'm proud of.
About Me
I'm a composer and programmer, happy to make music and/or write code for any short term contract.
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