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makuto

Member Since 01 Nov 2011
Offline Last Active Nov 27 2014 12:56 AM

Posts I've Made

In Topic: Designing a good feel ARPG melee combat system

08 October 2014 - 01:39 PM

Thanks for taking the time out of your day to offer your advice!

 

 


The "attack" animation doesn't really look like an attack; a simple change that might work with your current animation would be to have the weapon extend forward as it swings down, giving the impression of a thrust.
While you do have a flinch animation, it might help to make it more exaggerated, and more connected to what's happening to the character. For example, if you're going to keep the knock-back effect, it might be worth taking that into account, whether by depicting them staggering back or an anime-style backwards skid. (It also looks a little slow to my eye.)
Consider having the sword animation stop short on a hit, to give the impression of the weapon fetching up against--or burying itself into--the target.

Yes, better animations should make it feel better.

 

 

 


I checked the stream (StarMire: just forward to 21:30). I agree with the comments from Thaumaturge

also I see a complete lack of sense of physics and biomechanics. you can spam the attack and get maybe 3 attacks in one second. there's no cooldown, no inertia, no penalty for missing an attack, no way for the enemies to block your attacks, or any other interesting factors beside attacking. the fact that the enemies run towards you like zombies doesn't help either



for some games having a sword attack is enough to call it a 'melee fighting system'. it usually boils down to something like "I was hit 8 times but I hit the enemy 15 times, so I won". Skyrim goes just a little bit beyond this (with blocking, stamina and staggers) but the "I can pause to drink potions" feature ruins all of this (plus aiming and body movement / distance is meaningless)

personally I have to say that a sword attack is only the beginning, and the real fun starts when attacks can be blocked causing a flow of back-and-forth attack attempts and blocks, making all combat decisions much more meaningful.

I'm not sure what to do to remedy the fact that enemies run towards you. Maybe they should get close, then do something like boxers do when they circle. Adding a random time delay to their hits might also help to make it more interesting (although some games have extremely predictable enemies yet stay quite entertaining),

 

Giving the enemies code to dodge your attacks (or block) might make it better as well. This systems can get frustrating when they automatically do it, so no matter what you miss.

 

On physics and biomechanics, I didn't think about things like that because of the great Realism vs. Fun argument. I am way more into fun than realism on this project, as opposed to your game, which seems to try to accurately portray swordfighting. I will still add some more physicality though.

 

And yes, I am aiming more for the 'A' part of ARPG. This is more casual FPS-style.

 

 


Building on what Chosker says, an idea:

As Chosker suggests, allow the player to block incoming attacks if the block is performed with the appropriate timing. Give the block an animation as you have with attacking, and make both the attack and block animations fairly long--say about 0.6 seconds each. In addition, only allow a block or attack if neither the block nor the attack animation is playing. However, when an attack lands or a block is correctly-timed, end the animation prematurely. (When the player's attack is blocked, similarly end the animation prematurely, but impose a brief pause--say 0.1 seconds.)



Thus well-timed attacks and blocks make it easier to keep attacking, while poorly-timed blocks and missed attacks leave the player at a disadvantage. If you want to add an additional danger to the player, perhaps allow enemies to counter-attack more quickly when the player mis-times a block.

Good suggestions! A system like this sounds good, especially when the enemies can get a second hit in on a failed swing or poorly timed block (and the player could as well, if the enemy did the same).

 

I think I will keep recording my progress and iterative cycles so that maybe this thread could become a helpful reference for anyone creating anything similar. In the next recording I plan on tweaking the animations and adding the blocking system suggested by Thaumaturge. More complex enemy movements (as suggested by Chosker) may come later.

 

Also, I ask that you guys talking about Chosker's game start a new thread or PM each other.


In Topic: Designing a good feel ARPG melee combat system

07 October 2014 - 04:52 PM

I'm definitely going for the less complex Zelda-style combat. Even Minecraft's ultra simplistic style works, but it still needs to be fun and feel nice. Currently I do not think it feels solid enough.

 

Those on right now should go to my Twitch stream and ask questions via the chat. I can show you the combat and you can ask me to try stuff.

I will also highlight the session and post the video here afterwards. I'm sure you guys might be interested in iterations on a system like this - show the design process nicely

 

And I use Ubuntu, so I'm not used to people worrying about downloading something that might mess with their machine smile.png

 

UPDATE: The recording of above broadcast. At 21:30 and 23:10 I show combat as it was (the latter having more weapons), and at 1:13:20 I add camera shake. At 52:40 I add a 20ms pause when hitting enemies, then adjust it to 30ms (which was on during the camera shake).

Sorry for the choppy stream


In Topic: Amusing glitch gallery

20 August 2014 - 03:55 PM

I just stumbled upon this bug yesterday while I was working on making enemies face you to attack you:

Twitch Video

It gets worse at 3:15


In Topic: Blender for making Games?

14 February 2014 - 11:41 PM

WKnKMVU.png

 

I've been getting into Blender a lot lately, trying to learn a little bit about every part of the program. Once you start looking for how to actually use it, you find that Blender is like an iceburg - there's even more underneath. It's incredible how much you can do with that program. I've heard the built-in video editor rivals editors completely dedicated to video editing!

 

Also, I've used the Blender Game Engine successfully on five One Game a Month Games (the other games were either board games or written in C++): Stack, Vision, Hint: Shoot, Gravity, and The Curse. Although it's essential that you know Python to make most things, the logic bricks are nice for doing anything simple very quickly (if you don't have to write a script, then don't write a script). It is really nice to have a smooth workflow like the BGE because everything is integrated. I'm used to pure C++ & compiler, so this was a very refreshing feeling!

 

Although the engine might not seem like much, once you use it you'll find it's very powerful & intuitive. At the very least you can use it to make very rapid 3D prototypes.

 

I've also been entertained by the thought of using it for a high-school level course on computer science, game development, 3D modelling, and animation. Everything is integrated & you can get results fast enough that it seems more like play and less like work, which would help students stay motivated.


In Topic: Amusing glitch gallery

28 August 2013 - 04:54 PM

LOL, time travel was definitely involved! Let's see if I can clone the repo at that time and see what was wrong...

 

UPDATE: I couldn't get the code at that period in time, but it was probably unrelated to not erasing the screen due to the way I always start projects. I'm pretty sure all of it was drawn every frame!

 

I tried to reproduce it editing only the settings, but I believe it may have been a bug in the code when I made the settings configurable from file. Here's the original spritesheet if you want to see it. I don't think it's possible to draw this without redrawing the image at least twice per frame, so the screen might not have been updating (although that wouldn't make too much sense because every time I update the window I clear it; it's impossible to not to with my API).

 

If you really want to know, check out the repo  (tester working and animation working code; use history in top right to see older code; the bug happened April 10 at 7:44 AM) and figure it out yourself :)


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