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https://www.twitch.tv/rompus_cat
I was literally just about to make a post about how infighting doesn't work. It's starting to ♥♥♥♥ up my left arm cause I'm throwing my left hooks to far out. I really hope this can be fixed for TotF 2. There are also significant problems with blocking. The game needs to work out a physics system for when punches slip through and when they don't. @Ian how hard is it to fix these problems?
You can also just dl OBS and use the "start recording" function.
And as i said, also Slobs have only recording option, no need to actually stream if not wanted to. Obs and slobs are basically the same however OBS have some features slobs doesn't.
The problems still remaining in TotF are things I would personally consider very hard to fix, at least within the context of how TotF1 works and what would need to be ripped out and rebuilt for some of these problems to be fixed.
In general, I'm trying to achieve something that's very hard, and I'm trying to do it on an extremely indie budget. We're talking replicating accurate biomechanics in a video game physics system where things don't work even remotely close to how they do in the real world. We're talking trying to determine what players meant to do or would have otherwise done but didn't because there's nothing in the real world to stop or redirect their hands. We're talking trying to make intelligent guesses about how players moving their body, tensing their muscles, and imparting their body mass from only knowing their head and hand movement. We're talking having a human-like AI that's fully aware of it's body positioning and it's opponent's body positioning in 3D space and knows how to move like a real human in order to cover its openings and react to what it's opponent is doing.
Any shortcomings in any of these areas need to be covered up somehow. The goal can't be just to try to make these areas as realistic as possible and then just stop there, because what you end up with might not function as an enjoyable experience, especially if you stopped far short of reality. Compromises often need to keep things enjoyable, and figuring out exactly how everything needs to function to make an entertaining experience despite the drawbacks is also very hard.
The end result gets judged both on how well it actually replicates reality and how well any particular player thinks it represents reality even if they don't have experience to draw from - and those two viewpoints are often at odds.
I'm also not perfect. I'm fully capable of making bad decisions or being misinformed. I'm neither a career game developer nor a career boxer. Having the know-how to be an expert in all of these areas or the money to hire other experts is by itself very hard. The TotF community is invaluable at providing feedback, but there are so many considerations that need to be made with every potential change to the game, even if a change is theoretically a good idea in a vacuum.
TotF2 is going to have the benefit of being built from the ground-up and with more resources to try to tackle many of these challenges that I wasn't able to overcome with TotF1, and I plan for it to be a huge step up in about every way imaginable, but be prepared for there to still be plenty of things that will fall short of reality.
Are you saying you're physically throwing your real-world arm too far out or that the tracking is causing your glove to drift too far out in-game? It it's the former, what's happening in-game that's causing you to put your arm out too far?
TotF1 has a system for that, but obviously there are some drawbacks. In short, the game is looking to see when you're punching your real-world arm inside of an in-game object and causing the glove to stick to that surface. I can define how directly your fist needs to be going into that object to cause it to get stuck, but even at the most minimal value, if the center of your fist is trying to pass through the opponent's guard then your fist's movement will be stopped. The "check size" I have in place right now is based on testing and user feedback, and going too much lower makes it so that its just trivially easy to always be able to hit the opponent almost wherever you want to at any time.