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Spyparty steamdb
Spyparty steamdb










spyparty steamdb spyparty steamdb

While most spy games have you machine-gunning stuff, blowing things up, and driving fast, SpyParty has you hide in plain sight, blend into a high-society cocktail party, deceive your opponent, and detect subtle behavioral tells to achieve your objectives and not get shot. Basically it's nice looking programmer art.SpyParty is a competitive espionage game about human behavior, performance, perception, and deception. This is also why I've fallen in love with low poly style recently - you can throw it together really fast, and if you pick a nice color palette and add some post-processing, you can release it as-is.

spyparty steamdb

I would probably do the same for UX - get something in place that approximates what you want, but don't spend so much time on that you'd hesitate to throw it away. In my experience, animations always feel faster when you're watching them compared to when you're performing them - so you want to do a super rough pass at everything and then refine it after its in place. There is a trap though, and that's spending a dozen hours making those animations/effects super polished and nice before trying them in the actual game. Also I agree with /u/dafu that doing things this way keeps me much more motivated - I am just doing these things in my spare time after all. To some people, those things are polish- to me they're part of the base gameplay that makes it fun. I want the thing that gets hit to show a hit reaction, and spawn some kind of hit effect. No, I want to make the first thing do a striking animation, and turn on the hitbox at the point that it looks most damaging. So if I'm making a melee attack (and trust me, I'm always making something do a melee attack), I don't just want to make one cube damage another cube and make some invisible numbers change.

spyparty steamdb

Personally, when I implement a thing, I like to implement the whole thing.












Spyparty steamdb