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Old 14 August 2019, 18:03   #70
zero
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Join Date: Jun 2016
Location: UK
Posts: 333
Quote:
Originally Posted by Photon View Post
If your question is a general one, and you just want an opinion, I think avoiding frustration makes a game more fun. I'm not sure what having 100 objects on the screen for the sake of it adds to gameplay fun?
It looks visually impressive, and the player enjoys having a huge amount of firepower at their disposal, and feels skillful at avoiding a screen full of bullets and enemies.

Really hardware was the limiting factor until the late 90s, when we started to see real "bullet hell" games. There are interviews with the developers if you are interested, but basically they had known for a long time that players wanted more moving objects, more animation and excitement, and were really just seeing how far they could take it.

It also gives designers more options. With only a few small enemies and bullets on screen they have to find other ways to make the game hard, like having narrow tunnels or really fast movement. Stuff that feels cheap and unfair.

Quote:
You exaggerate to make your view seem strong. Amiga 500 and NES are unable to support 100 collidable objects on screen without an FPS so low that it ruins (action) gameplay.
True, but Gradius is on a 16 bit system (actually an 8 bit CPU and 16 bit VDP) and has many, many objects on screen. It has lots of hardware sprites of course. It's interesting because the limitation is not the number of sprites it can display like on the Amiga where the blitter is not nearly as capable, but rather the CPU's ability to run the game logic. Hence the need for a very high performance hit detection system.

That's why I mentioned it, it's a great example of this technique.

Quote:
I think every game should have competent collision detection, because it's likely the #1 cause of frustration in games, even modern ones.
I agree, we just disagree on the definition of "competent". For me it depends on the game; Pacman would be less fun if it were pixel-perfect.
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