Nice, I listened to the first talk for now.
I think I will try out some of the things he mentioned, but not everything.
I don't agree with everything he says, but I can take some of the things he mentioned and implement.
The things I am going to try out are the:
- 20 ms "sleep". I will implement a function in the round manager that allows to pause the game in resolution of miliseconds.
- Perhaps I will do character shake when it gets hit or hit other characters.
- More elaborate death animation. For now in death enemies just fade away. I don't want them to explode I think, because there needs to be a matter of immersion. It's an RPG not an action game. But I will think of something.
I think I have an issue with leaving their bodies though. - And finally, be more mindful of sound effects. Perhaps adding more bass. I think I pick pretty good sound effects, but I think I could make some sound effects have more bass if they are more related to impact and death.