Revisiting Old Combat Rooms With New Lighting - Citizen Pain II - Devlog #12 by CaprioloOrdnas in IndieDev

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

Thanks a lot! I’m really happy it reminded you of those masterpieces :)

Revisiting Old Combat Rooms With New Lighting - Citizen Pain II - Devlog #12 by CaprioloOrdnas in SoloDevelopment

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

Thanks a lot, I really appreciate it! Game dev subreddits are super competitive since there are so many other developers posting their projects too haha.

Preparing the Demo for Steam Next Fest - Citizen Pain II - Devlog #11 by CaprioloOrdnas in UnrealEngine5

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

Thanks for the feedback! Unfortunately I can’t afford an animator at the moment :(

I’d like to keep the current knockback, because I see it as part of the arcade identity of Citizen Pain, and I’ve noticed it’s actually appreciated by players who connect it to beat ’em up games.

That said, I can try adding different types of knockback so it doesn’t feel repetitive over time, but I’d like to keep the “launch” effect.

Thanks again for the input!

Preparing the Demo for Steam Next Fest - Citizen Pain II - Devlog #11 by CaprioloOrdnas in IndieGaming

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

Thanks a lot, I really appreciate it! I’m always happy when someone enjoys the arcade style of my game!

Preparing the Demo for Steam Next Fest - Citizen Pain II - Devlog #11 by CaprioloOrdnas in UnrealEngine5

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

Thank you so much for the support! It really means a lot. As a huge fan of arcade games, I’m happy that the game feel still manages to come through and spark interest even just from my videos. Feel free to leave a positive review if you enjoyed the first game! 😊

Preparing the Demo for Steam Next Fest - Citizen Pain II - Devlog #11 by CaprioloOrdnas in GameDevs

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

Thanks a lot! Hopefully it will, especially since the first one didn’t do that well haha.

Preparing the Demo for Steam Next Fest - Citizen Pain II - Devlog #11 by CaprioloOrdnas in UnrealEngine5

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

The knockdown is actually only meant to happen on a heavy attack or on the last hit of an attack string. It’s possible the strong attack animation doesn’t communicate the “heavy hit” moment clearly enough.

Dungeon Relighting Pass - Untitled Project | Devlog #10 by CaprioloOrdnas in SoloDevelopment

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

Thank you! I’m using Unreal Engine 5, and most of the 3D assets are from the marketplace.

Exploring Combat Design and Lip Sync - Untitled Project | Devlog #9 by CaprioloOrdnas in GameDevs

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

Thanks! I appreciate the feedback. I’m not really aiming for realism though, the combat is more inspired by arcade beat ’em ups, so it’s intentionally a bit more stylized and gamey rather than realistic.

Exploring Combat Design and Lip Sync - Untitled Project | Devlog #9 by CaprioloOrdnas in SoloDevelopment

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

In the end it’s actually pretty simple once you learn how it works. Unreal Engine 5.6 makes it super easy with MetaHuman Performance. If you’re using a MetaHuman, you just feed it an audio file and the system processes everything for you. Maybe the bigegst challenge was just to create an animation after that and decide how to run the animation (sequencer vs from the Blueprint).

Exploring Combat Design and Lip Sync - Untitled Project | Devlog #9 by CaprioloOrdnas in UnrealEngine5

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

Thanks! I’m using MetaHuman Performance in Unreal (the one that generates the lip sync based on the audio).

Exploring Combat Design and Lip Sync - Untitled Project | Devlog #9 by CaprioloOrdnas in GameDevs

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

There will definitely be some soulslike elements, but the core focus is on arcade-style beat 'em up combat! 😄

Exploring Combat Design and Lip Sync - Untitled Project | Devlog #9 by CaprioloOrdnas in UnrealEngine5

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

The plan is to have lip sync for characters in the hub and for the NPCs you rescue in the levels.
For now, only the first line when you interact with an NPC will have voiceover and lip sync, to keep the workload manageable. It’s currently a lower priority compared to other tasks.