Are I-Frames Holding Elden Ring Back? | Design Delve
Added 2024-06-28 15:04:35 +0000 UTC
This week's episode of Design Delve is now available!
Having checked out of Fromsoft entirely about DS 3 (and being too lonely for monster hunter back in the day) this was a really interesting comparison between two things I have little experience of but I could very easily follow and appreciate. It also made me think about the games I do play and how some just disregard it entirely; you get hit you get hit, or those that let you dodge anything but only if you time it perfectly. I never really liked FS dodge systems and I think that perceived jank was a big part of it (and I started with Bloodborne, the dodge heavy one!).
Tim Wilson
2024-07-01 12:56:25 +0000 UTC
invincibility-frames. the reason dodges are everything-proof shields in elden ring.
evan mcwilliams
2024-06-29 02:30:00 +0000 UTC
THANK YOU!! Now I can watch the video and figure out what Ludo is barking about :-)
Borkware
2024-06-28 22:33:19 +0000 UTC
I-frames stands for "invulnerable frames", meaning the frames in an animation where the player is invulnerable. Knowing how long you're invulnerable during an action animation (like rolling) helps with the timing involved when trying to avoid damage from an attack. 😎☮️
PS: Google is rubbish these days, but try adding additional search terms, like "i-frames elden ring" (or even just "gaming") to help zero in on your desired results. Otherwise, you'll end up with all manner of things unrelated to what you’re actually looking for. 😉
Bryan Cybershaman(X) Logie
2024-06-28 21:23:18 +0000 UTC
as someone not deep in to games, I don't know what an iFrame is. A quick google came up with HTML inline frames. Maybe for future design-delves, if a piece of jargon is the centerpiece of the video, give a definition early on?
Borkware
2024-06-28 19:21:24 +0000 UTC
Fromsoft has always offered a great variety of options when it comes to offense, but I think they learned from Sekiro that defense can be just as fun as offense, and indeed that defense NEEDS to be as fun as offense, especially since their next game Elden Ring had fights that tend to force you to spend the majority of your time and effort avoiding damage as opposed to dealing it. To my great surprise, relying on a variety of dodging techniques (blocking, rolling, jumping, spacing, and circling) has been much more enjoyable than simply rolling through everything. I'm all in favor of a reduction of reliance on I-frames, and I love the direction that fromsoft is taking in evolving past them.
John Ring
2024-06-28 17:30:30 +0000 UTC
I'd love to see an animation approach to making i-frames, or at least some of them, less jarring. E.g., if the problem is, it looks ridiculous that you're immune to damage when you go a roll and a massive sword swings right through your torso, you *could* instead dynamically adjust the *animation*.
For example, in the horizontal swing, the roll could do more of a vertical dive as a sword swings through, or even kip off of the blade. Add variations for horizontal pass-throughs where the character swerves, and diagonal tucks, and then code some look ahead on the attack animation, and I think this is mostly achievable (just don't ask me about fireballs, lol).
Pyrian
2024-06-28 16:33:20 +0000 UTC
👀
Sven F.
2024-06-28 15:12:56 +0000 UTC