Inconsistent boss behavior and such would be fine IF the character was actually fast enough to react to things. why does the roll have collision detection like this? if you don't change direction it will keep moving with you and damaging you. Also, if you roll into a dwarf the dwarf will STICK to you and start hitting you as you're trying to roll. Sometimes the shield still does damage to you even though you reflected it as well. Bouncing back the shield is completely impossible if you're on the top left, top right, left or right of the boss arena so you basically have to stand at the bottom and hope that a bunch of mallet chuckers aren't spawning on top of you when you're trying to reflect it at the boss. I can't count how many times I would eat a random hammer from an offscreen enemy while I was trying to damage the boss which is unfair in every respect. Luck plays way too much of a factor in doing these successfully which just makes it more infuriating than fun.įe is probably the most inconsistent boss of all of them with the adds spawning. I have been trying to do the trophies for this game on the PS4 and feel that the main issue with Valhalla mode and the no damage/no god power attempts is how utterly inconsistent these boss fights are. Originally posted by chaoticenigma:Just got the last achievement. Then when I ran out, I had to hope not to get hit while hitting the pillars for the last damage. I pretty much had to use a Thor + Freya to burst the health down to around half, then use a Loki to buy some time after a roar to do more hits of that. That or maybe allowing the projectiles to hurt the boss even without you having to knock them back since that'd allow for some little extra damage while you're trying to run away from the lots of enemies. The fight I think would have played a bit better if there were less summons, the bodies occasionally getting cleared, or even just having fewer stronger ones. Or trying to avoid the dwarves then finding a big one in the way of where I'm going and therefore walking into a thrown projectile. Just getting better or worse spawn positions that would affect how much I could hit with Thor + Freya combo. While working on Valhalla mode, we also took the time to go over the whole game to crunch everything that could be crunched.The shield on Fé is still risky or undoable at times because the dwarves might either try to hit you or you'll have a projectile thrown at you.Īlso, it didn't even feel like I was getting any better with the fight. Due to time constraints, whenever we spotted those buggy textures during production, we usually just disabled the crunching instead of fiddling with values left and right to make it right. Called crunching, it allowed textures to take about 8 times less space on disk, but often introduced artifacts in textures. Lastly, Unity, the game engine we used had implemented a new compression method for images halfway through Jotun's development. We split the glow from the tree while reworking it and saved multiple 4k textures by using the same base animation for the tree with and without the apple and simply adding the glow on top when needed. For example, Ithun's apple used to have a complete animation of it swaying with the apple, and another one exactly the same without the golden glow for when the apple was gone. Some of the assets and animations we made at the beginning were optimized to be more efficient. It is also true that we got better at it the further along development we got. They have hard constraints on ressource and them crashing is a surefire way to know you're using too much ressources in a particular section of the game. First, porting the game to consoles forced us to really look at how we made things and optimize everything. In our case, memory usage is by far higher than what one would expect of a game like Jotun, which makes for an unusual bottleneck for a game : a computer would have little to no issue running the game smoothly until its whole memory was in use and would then crash.Īs for the recompression, the reason it wasn't used in the first place is multiple. While the game does not require much CPU to run, having frame by frame animations does imply loading a huge number of very large textures for animations. Mostly people with laptops without a dedicated graphics card.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |