yeah im not quite sure whats going on
crispybliss
Recent community posts
Hey, I get what you’re aiming for. Games like MGS3 and Undertale don’t stick because of hype they stick because everything lines up: art, pacing, tone, and restraint.
Right now what you are missing is a visual backbone. Without backgrounds and a locked look, RPGs tend to spin really bad. I’ve seen that happen way too many times.
Quick questions tho
Do you have any visual refs at all, or is the art style still mostly in your head
Are you aiming for a short, finished story first, or a bigger long-term RPG?
hey Astrid! That 2003 Gothic FMA vibe is fire. As a dev, I can tell you the dual-layer system is your biggest technical hurdle.
If the Rollback Netcode isn’t perfectly synced across both planes, you’ll get "phantom hits" and desyncs. Without a Deterministic Physics engine, your neutral-heavy movement will feel "floaty" instead of frame-perfect, which kills the player's trust instantly.
Here’s how I’ll help you build this:
- Engine Architecture: I’ll lead the tech stack selection (likely Godot or Unity + GGPO) to ensure the dual-layer logic doesn't break the rollback state.
- Physics Sync: I’ll oversee the engineers to ensure hitboxes/hurtboxes are consistent across both gameplay layers.
- Tech Roadmap: I’ll turn your GDD into actionable sprints from "Graybox" prototypes to a "Minimum Viable Fighter."
To get the engine running, I need to know:
- Is the plane-switch an invincible 'dash,' or can players be 'sniped' by cross-layer projectiles during the transition?
- Are we targeting a Native PC build for performance, or a Web-based version to simplify the geolocking/distribution?