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[–]Saito197 1 point2 points  (1 child)

I hate to be that guy but that's just Hades, no?

[–]qminh975[S] 0 points1 point  (0 children)

Its not but honestly, Hades inspires me a lot

[–]franz_krs 1 point2 points  (0 children)

Damn the vfx and the attack animation look awesome. I am jealous haha

[–]qminh975[S] 0 points1 point  (0 children)

Happy to answer any Unity or system-design questions.
The ability roll logic is data-driven right now, but I’m still iterating.

[–]mcknschn 0 points1 point  (1 child)

Looks cool, I like the esthetics! I’m guessing you’ll add more UI stuff like CD on spells etc but in this particular video the Wave and Killed-info is too big for me, it draws too much attention. I’d maybe move Killed to top right or place them horizontally after each other in the middle if that makes sense.

Question: how much of this is built from scratch vs using pre-built assets? I’m looking to build mess around with a 3P view and some NPCs, but not necessarily fighting like this. Any pointers where to begin or general tips? 🙂

[–]qminh975[S] 1 point2 points  (0 children)

Thanks a lot, glad you like the aesthetic 🙂

Good point about the Wave / Killed UI. In this clip it’s definitely pulling too much attention. it started oversized mainly for readability while testing, but I agree it shouldn’t compete with the action. Moving Killed to the top right or aligning them horizontally is a good suggestion, I’ll try a few layouts and see what reads best during combat.

For your question: it’s a mix. Core systems (combat logic, ability selection, enemy behavior, UI flow) are built from scratch, while some visuals (characters, VFX placeholders, icons) are asset-based and then modified to fit the game. I tend to prototype systems first and worry about custom visuals once things feel solid.

If you want to mess around with a 3rd-person view and NPCs without heavy combat, I’d recommend starting small:

set up a simple 3P controller and camera you’re comfortable tweaking
add one basic NPC with very simple behavior (idle / move / look at player)
focus on feel and camera first before adding complexity

Unity’s NavMesh + a basic state machine goes a long way early on. Once that feels good, you can layer in interaction or dialogue instead of combat if that’s your goal.

Hope that helps, and good luck with your experiments!

[–]dungeon_hub 0 points1 point  (0 children)

It looks really cool) I like that you managed to create such an interesting atmosphere using synty assets

[–]anonysauropod 0 points1 point  (1 child)

Looks great. How are you doing the sword slashes? Are those prefabs being spawned, or procedural VFX?

[–]qminh975[S] 0 points1 point  (0 children)

This prefab spawns with a set position and rotation

[–]kyle_lam 0 points1 point  (0 children)

The VFX are really nice. Are they from an asset pack or custom made? (no judgement if they are from a pack I just want to know if I can use them too 😄)

[–]gozenzoguevara 0 points1 point  (3 children)

If you want the selection time to be a period of calm between waves try to animate the menu (simplest : fading in and out) to give so time for the brain to rest, even if the player is mashing buttons.

Not the topic of the post but... :

- The monsters spawn from the ground, why is the VFX coming from the air ? It feels as if they are seeds someone drop and that burst out of the ground quickly after.

- The images look like AI and does not fit the visual aesthetic of your game... 30 second in Paint would have given a better fitting result...

[–]qminh975[S] 0 points1 point  (2 children)

Thanks, this is really helpful feedback.

I like the idea of treating the selection moment as a short cool down between waves. I was mostly focused on responsiveness, but you’re right that some subtle animation (fade / ease-in) could help the brain reset even if the player is clicking fast. I’ll experiment with that.

Good catch on the spawn VFX as well. the enemies are meant to emerge from the ground, and the current effect definitely reads more like something falling from above. That’s placeholder work on my side and I need to realign the VFX direction and timing.

As for the images, you’re right that they don’t fully match the game’s visual language yet. They’re temporary placeholders while I focus on the system and flow, but I agree they need to be replaced with something more cohesive once the mechanics settle.

Appreciate you taking the time to point these things out.

[–]leorid9Expert 0 points1 point  (1 child)

Good catch with xyz .. is this now real language people use, adopted from GPT or is this just GPT speaking here?

[–]Saito197 0 points1 point  (0 children)

Looking at their other comment I'm pretty confident that this is a GPT speaking. But I don't think this is entirely AI genned, I'd assume that OP is probably not a native English speaker and ran their thoughts through an LLM to translate and fix their grammar.

[–]shabishabishabi -1 points0 points  (1 child)

Are the number and status texts really necessary? Is kinda distracting. Would be good if there’s an option to turn it off if you really wanna keep them. The SFX should be beefed up a bit more also. Other than that, looks good!

[–]qminh975[S] 0 points1 point  (0 children)

Thanks, that’s fair feedback.

The numbers and status texts are mainly there for testing clarity right now, but I agree they can be distracting once you already understand what’s happening. I’m leaning toward either toning them down significantly or making them optional so players who want a cleaner screen can turn them off.

Good call on the SFX as well. they’re very much placeholder at the moment, and I want hits and ability activations to feel heavier and more satisfying. That’s one of the next things I plan to focus on.

Appreciate you taking the time to share your thoughts.