May 2024
Intermediate to advanced
174 pages
5h 18m
English
2.2 The Limitations of Early 3D
3.1 Defining Reflex-Driven Design
3.3 The Importance of Input Buffering
3.4 Common Combat Mechanics and Terminology
3.5 An Intro to Action Balance
4.1 What Is Abstracted Design?
5 How From Software Defined Soulslikes
5.1 The Big Bang of Soulslikes with Demon’s Souls
5.2 How Dark Souls Became the Soulslike Blueprint
5.3 The Rest of From Software’s Successes
5.4 The Dark Souls of Everything Else
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