~/talk

Feeling powerful

Talkat Codemotion Milan 2017 · 2017-11-10..11-11· [game-development]
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Examines exactly what makes shooters feel powerful, with concrete Unreal Engine edits that change feel in a few lines of code: swapping ground vs air damping to enable longer airborne momentum, reproducing quake-style strafe-jump/bunny-hop exploits, and adding recoil, muzzle flash, tracers, impact decals and knockback so hits read as damage. Shows the Doom super shotgun as a nine-frame super shotgun example of high risk–reward design, and cites Mercy’s Guardian Angel momentum becoming an intentional mechanic.

AI-written summary · about

  1. 0:00Introduction and background
  2. 4:25What makes a shooter feel good
  3. 11:15Movement feedback and momentum
  4. 15:12Custom movement in first-person games
  5. 19:13Jump strafing and bunny hopping
  6. 26:12Weapon feedback and iconic guns
  7. 32:09Key takeaways for game design
  8. 34:55Q&A and closing
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