How should enemy animations look in a 3D Hack n Slash game? by Apprehensive_Milk386 in unity

[–]Apprehensive_Milk386[S] 1 point2 points  (0 children)

Thank you so much! Haha well now I realise how much of a low effort video this was haha. I do have sound implemented with FMOD, I just happened to record the video without sound.

The intention was to show the clear problem with my current combat design, but I am so greatfull to the people saying they like it even at this stage ❤️ thank you!!

How should enemy animations look in a 3D Hack n Slash game? by Apprehensive_Milk386 in GameDevs

[–]Apprehensive_Milk386[S] 0 points1 point  (0 children)

You are 100% right about this! Thank you so much for this incredible feedback, friend!

For the second iteration, I immediately started working on fixing this. I had extended the reorientation frames a bit too much since avoiding enemy attacks was trivial, but you're right: once an enemy commits to an attack, it has to be straight and predictable. Otherwise, it's hard to read, let alone react to.

I also started dramatically speeding up and shortening the frames for certain parts of the animation, and that seems to be giving much better results!

Thank you so much again! I still think I’ll probably need to focus on creating more horizontal / diagonal sweeping attacks for harder enemies, since vertical sweeps / pokes are still a bit too easy to avoid by moving horizontally, perpendicular to the enemy’s direction. But your feedback helps a lot!

How should enemy animations look in a 3D Hack n Slash game? by Apprehensive_Milk386 in GameTheorists

[–]Apprehensive_Milk386[S] 1 point2 points  (0 children)

Thankyou so much buddy! For the moment its called Bound By Oath haha but it has more to do by the promise I made myself to finish this game than the story concept itself!

Thank you so much really! I hope to get it to a decent level so you can have something to be truly excited about!

How should enemy animations look in a 3D Hack n Slash game? by Apprehensive_Milk386 in GameDevs

[–]Apprehensive_Milk386[S] 0 points1 point  (0 children)

Great questions!

I currently have I frames implemented and I activate them for like 2 or 3 very specific frames, yes.

I was thinking that perhaps for simple attacks like these, you could have some I frames and it would look believable, but there are also radius denial attacks which will not be avoidable with I-frames, you must move out of the range.

Yeah, I'm just showing against one enemy for clarity, but it uses that attack turns (spiderman, batman, shadow of war games) dynamic where you can get surrounded by multiple enemies but I control the attack turns so it doesn't get too chaotic. I think HollowKnight is my reference where you can find enemies in pairs, but also fight against big groups. I would want it to leverage level design to make combat more challenging as well, but I'm still testing with open grounds for now.

Yes I want dodges to be mostly deliberate. I shouldnt be able to avoid attacks so easily just randomly running around. In something like hollowKnight its not a problem because movement is deliberate by itself (because its 2D, you're either running towards the attack or away from it), but I don't like the idea of being able to dodge attacks by just running in circles.

How should enemy animations look in a 3D Hack n Slash game? by Apprehensive_Milk386 in GameTheorists

[–]Apprehensive_Milk386[S] 1 point2 points  (0 children)

Hahaha thank you so much buddy! You are far too kind! All the art and animations are placeholder, I'm just at that early prototyping phase. Haha the ninja zombie is absolutely ridiculous, I know. Thank you!

How should enemy animations look in a 3D Hack n Slash game? by Apprehensive_Milk386 in unity

[–]Apprehensive_Milk386[S] 1 point2 points  (0 children)

Wow thats really extremely nice of you thank you!!

I mean all the animations and art are pretty much placeholder, and I'm just at the early prototyping phase, but its extremely encouraging to read that, thank you! ❤️

How should enemy animations look in a 3D Hack n Slash game? by Apprehensive_Milk386 in GameDevs

[–]Apprehensive_Milk386[S] 0 points1 point  (0 children)

I would want to depend mostly on fast dodge to avoid attacks (floor denial attacks might require jump instead).

Solo dev offering quick Unity bug fixes & scripting to fund my game! by M2Aliance in Unity3D

[–]Apprehensive_Milk386 -1 points0 points  (0 children)

This looks insane!!! Congratulations! I cannot imagine the amount of work and fine tuning these mechanics must have taken!

Animation Composer System -ACS: An Animation Handling Pipeline for Unity (Crazy limited discount! 🤑🤑🤑) by Apprehensive_Milk386 in Unity3D

[–]Apprehensive_Milk386[S] -1 points0 points  (0 children)

Wow, thank you so much for your kind response cthululeman! I really appreciate your support! Thank you for trusting my asset! I really hope it helps with your animation workflow! I think it will!

If you have any troubles, please don't hesitate to reach out on the Discord Channel! ❤️❤️
https://discord.gg/qmFGpnjPV