ITT: Post your million dollar game ideas
A game without hitboxes. Players are hurt when things actually hit them, not the invisible hitboxes
ITT: Post your million dollar game ideas
A game without hitboxes. Players are hurt when things actually hit them, not the invisible hitboxes
>t. doesn't know anything about game design or development
enjoy spending all your time on your hitbkxes and ending up with an unfun game
user
don't you think there could be a reason hitboxes exist and devs use that besides the viewed mesh?
...
Yeah, and my game idea is to make it so you can do ANYTHING. Go anywhere, do anything you want, true sandbox gameplay; your welcome, that'll be 1 million please.
its not even about dev time, this isn't a 2D fighting game
its just not practical on a performance standpoint
>enjoy spending all your time on your hitbkxes
I wouldn't spend any time on hitboxes, retard. I would just delete the hitboxes instead of wasting time on it.
Dark Messiah + Doom + Devil May Cry
Just make a charcter made of hitboxes??
call it cuboid man.
done.
I'm just calling OP faggot. Even though I don't exactly know why I am calling him a faggot. It just feels right.
OP is a faggot.
>1 million vertices to check for collision
go on
No No wait, hear me out
What if
1 million vertices
to check against
1 million vertices each
per enemy
and each enemy's million vertices are checking against each other and the environment
brilliant
Maybe tighter hotboxes?
the fucking horror
What would you have to register contact, then?
a 21st century reboot/spiritual successor of Tetris.
Rather than play a puzzle game featuring shapes, you observe two vaguely lesbian, college-aged women watching Tetris being played and discussing how it compares to our patriarchal society, ultimately providing political insights that we can learn from the small blocks.
just use voxels man
I imagine OP just played a game of Siege or CSGOfuckyourself, got killed, thought it was an unfair kill, then came here to bitch.
It's like Sonic, meets Bayonetta, meets Mega Man and Contra, all of the characters are anthro cats and it's gonna be a billion dollar IP.
It's going to be really successful. It's going to have 2 more confirmed sequels, racing spin off games, a Saturday morning Cartoon Network show, a CGI movie, a theme park attraction and will be remembered as the best video game IP ever.
Don't ragdolls work just like that?
>ragdolls work on the premise of vertices colliding with the environment
you know, most of the people who come to Sup Forums have no fucking idea about video games. really bizarre.
Mine is minecraft but we put less work into it than those fucking swedes did
Doom 3 did this and the hit reg was fine.
>I and T are top tier pieces
>obviously this is patriarchal propaganda
> make the entire game out of tiny hitboxes
Brilliant, it's never been tried
imagine a VR Fallout/Stalker mixed with Arma with a metric shit ton in world interactivity
t. Keiji Ifune's furry cousin
>I would just delete the hitboxes instead of wasting time on it.
Then how the hell are you supposed to determine what hits a player?
...
Or, make TGM4. It's a game with waifus on it, and I'm not making up this shit.
No you fucking monkey
for bullet checks it would be one raycast vs a few thousand polys. completely doable on modern hardware with room to spare. it's not like you aren't already doing per-poly collision detection on the map anyway
Dark Souls IV
And most people have no fucking clue about quantum physics yet they still exist
The problem is less HIS time, but more CPU time.
"Inefficient" feels like a euphemism in this context.
Jesus Christ
But OP doesnt want to talk about sensible raycasting, he wants full per-poly-on-poly collision
Just think, the frame times will be so long we'll have a turn-based renaissance
this is actually pretty genius, just stop using the hitbox, what is so hard to comprehend, they're incredibly outdated anyways.
an RTS game that incorperates some elements of grand strategy
You fight on multiple planets with about 10 distinct factions, each with their own strengths and weaknesses, with a focus on making them distinct instead of giving every faction the same thing but slightly different
for example 1 faction is made up of rebels and terrorist they are extremely low econ and easily create big armies but they are weak in defense and large fights so they rely on sneaki attacks.
Another faction has great tech and macro but requires many different types of resources and thus youre going to need more bases to defend
etc.
you basically enter a match, that lasts for lets say a week or so, and the moment you send units and they collide it swaps to RTS mode. Obviously not instantly, but you have to react within 24hours or you autolose.
>Turn-based Counter-Strike
I would completely unironically play this.
modern netcode can't even handle hitboxes effectively let alone whatever you propose that's better
you're laughing but surely enough some of these statements were probably said unironically in real life
Netcode doesn't handle hitboxes user
Maybe it'd play like Toribash
when people complain about hitboxes they're complaining about their bullets or weapons not the collision of the player itself
aren't those still hitboxes?
Then what does
Yes
it's extremely hard to compensate for lag in a real-time game, you basically have to estimate where the player would be while waiting for his input
>Minecraft with meets blade of darkness plus dark messiah.
>You can save your own map chunks for others to add into their worldgen
>CustomNPCs mod implemented and improved so that you can add all sorts of creatures with custom AI and behavior.
>online mode and Dungeon Master mode. Let other players invade your dungeon.
>all of this with low poly but highly interactive environments.
Congrats your game would be able to have 2 characters in it or everybody would have to look like PS1 characters making their actual representation less complicated than modern hitboxes.
it doesn't matter how simple or complex the hitboxes are, they will always be imprecise so long as there is ping fluctuation
ITT: bunch of ideaguys acting as if they know anything about game development.
They don't sit around on a physics form all day though retard.
Alright, calm down cliff bleszinski
>Then what does
The game, duh, its done locally, you don't sent hitbox data over network to other players
kinda cheap
user my dear we're mocking OP's ingeniuous solution to "remove hitboxes", which in his mind doesnt mean to have no collision but to have per-polygon collision
(You)
This is not true and you are demonstrating you don't understand the topic at hand.
Please explain what is wrong with Valve's lag compensation model and what you would do to fix it.
>Please explain what is wrong with Valve's lag compensation model and what you would do to fix it.
sometimes my shots miss therefore it must be valve's fault and not my connection
How do they work then?
netcode includes lag compensation retard
lag compensation or 'netcode' has nothing to do with hitboxes
VR puzzle game where you have a birds-eye view of a diorama and control a little character that has to navigate around it
>lag compensation
Actually, the netcode just sent the frame in wich certain action happened along some data, "lag compensation" is done locally too.
No you fucking retard, the server does. If the game did you could just edit your local state and cheat that way. Jesus fucking christ.
would you really make a million dollars with such thing? how?
that's because they're using so many boxes, if they used one single humanoid form then it would me so much more efficient.
Here's my idea
We pinglock every game into the
You are really ignorant my friend
But people DO cheat that way, obviously most steam games can detect this and VAC ban you. The server doesn't do this shit, is fucking stupid for a performance standpoint.
Assuming you can find an efficient and resource-friendly way of doing what OP is describing? Patents.
How do you think one singular humanoid is formed
enjoy your empty servers
No you fucking idiot, the server resolves all commands sent to it. You are sending commands to the server. This is why you have client side prediction, because the client doesn't actually resolve state, the server does.
>From a performance standpoint
The entire reason you want a dedicated server is because it's expensive from a performance standpoint.
the server handles hit registration which it does using lag compensation based on the ping of the players, client-side prediction only displays the visual effects of the shot and impact
you can't patent polygons colliding with each other
i will
a game made without code or scripts or engines or 1's and 0's. so a true artist can make a game and not some computer nerds.
Or you control both tetris games being played separately, so not only will you split your brain trying to focus on a split screen on a CRT at once but also endurance the women's gab.
Hitboxes exist for a reason, dumbass.
>Mafia Tycoon/Strategy game with the nemesis system
>Build your family and ally with others or start wars
>Fight for turf and businesses and control of the city
Sure, since doing that efficiently probably is equivalent to finding an efficient algorithm for NP-hard problems.
You'd be instantly a billionaire.
You can patent many things, but most patents are useless and never make any money.
The server does sent you the "oh yeah it hit" but its actually the other client doing the calculations and sending the data back to the server.
Cmon, there is plenty of open source servers code out there, point me where in the server code it does the calculation
Spoiler: You cant.
that's just a board game at that point
it's not a hard problem to solve, and it's not a hard problem to solve efficiently, but using boxes and primitive shapes will always be more efficient
>you can't patent polygons colliding with each other
Nigga people patent that shit all the time. It's called a video game. Just patent the special way you can make them do it.
Truth, it's about finding that one solution that everyone didn't know they needed. All the logos that you see every time you run a game are proof of that.
Loooool (you)
>The server does sent you the "oh yeah it hit" but its actually the other client doing the calculations and sending the data back to the server.
no it isn't
most calculations relevant to gameplay are done on the server for consistency and security in any sane game that uses the server-client model
games often let the clients handle movement so long as they stay within specific bounds, but gunshots and projectiles are always handled on the server
My million dollar game idea is a game where you imagine your perfect game, and the game becomes what you imagined!
I do not have a picture to represent how utterly fucking stupid and ignorant this post is. You mean to tell me that the data is NOT being sent over a network in a network game?
if you could patent generic algorithms nobody would be able to program anything because everyone else would have done it already
Humans aren't boxes, dumbass
>shoot a player on a piece of clothing
>cause critical damage
>it's not a hard problem to solve
Do you mean the problem is in that n is rapidly increasing?
So it's infeasible to compute in real-time despite there being efficient algorithms?
Thinking about it, I cannot come up with a reduction of an NP-hard problem to what OP posted, so yeah, probably.
>don't trust anyone not even yourself
>CS:GO fashion week edition
what?
I mean doing poly vs poly collision is a simple problem, and it's also simple to optimize
it's feasible to do it in real time, it's just really inefficient compared to using simple primitive shapes
...
You don't sent any hitbox data over the network numbnuts, you sent bullet angle/position data on fps games, button presses on fighting games and so on, hitbox calculation is done in the game. learn2read
Nah, keeping model position in check is in no way different from keeping hitbox detection in check.
I guess why not, they already added gloves to the game.