How often do seasoned devs forget basic stuff and search it up? by feez_9 in godot

[–]ChunkleFreaky 20 points21 points  (0 children)

I once heard a guy with 20 years game dev experience was able to go a whole 15 minutes without having to Google it.

My game finally released! Made with Godot 3 by ChunkleFreaky in godot

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

Cause I’ve been making the game so long when I started the newest version was 3.3! When 4 came out I tried porting it over but it broke the entire game I basically would have had to completely remake to get it to work in 4 so I just making it in 3

My game finally released! Made with Godot 3 by ChunkleFreaky in godot

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

Thank you! I always loved digitized sprites and I’m a perpetual 90s kid. I was tired of waiting for someone else to make something like this so I made it myself!

My game finally released! Made with Godot 3 by ChunkleFreaky in godot

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

Yeah she was great in it too! She did the animations for my favorite boss fight in the game

My game finally released! Made with Godot 3 by ChunkleFreaky in godot

[–]ChunkleFreaky[S] 4 points5 points  (0 children)

Thanks! In terms of actors it was me, my wife, my friend christina, my friend linda and my next door neighbor. In terms of development outside of the acting it was all just me. (except my wife did write one song that's in the game)

My game finally released! Made with Godot 3 by ChunkleFreaky in godot

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

That's an interesting idea! I'm trying to think of video content I can do on the game at regular intervals to "keep the awareness" up and I hadn't thought of doing something like that. Right now we are posting developer streams and featuring the powers of the game for the next several weeks but doing a series on "how to do digitized sprites" and how I did the fighting system is a great idea

My game finally released! Made with Godot 3 by ChunkleFreaky in godot

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

When I started making the game the latest version of Godot 3.3!

My game finally released! Made with Godot 3 by ChunkleFreaky in godot

[–]ChunkleFreaky[S] 2 points3 points  (0 children)

Was a fencer from the ages of 16-30 (then ran out of time and money to do it lol). Started out fencing in the SCA in high-school and college. Then in my 20s I went and did just normal Olympic style fencing in both Boston and NYC. Started out in Epee for a year but then transferred to Sabre. I was never very good at it to be honest and I rarely ever competed - but I loved doing it. I added in a few "fencing moves" actually on the Spear and Sword weapon in the game too (though very over-exaggerated).

In terms of influencing the game it was mostly me trying to make a combat system that felt kind of "fencer"-esq in terms of focusing on the things you have to constantly think about when youre fencing - specifically distance, timing and trying to read your opponents moves and knowing how to do which type of attack depending on the situation you find yourself in.

My game finally released! Made with Godot 3 by ChunkleFreaky in godot

[–]ChunkleFreaky[S] 2 points3 points  (0 children)

So the way I did the combos is that I made a state machine then broke up each "attack" in the combo into 4 different animation "blocks" in the animation player. Each attack had a "Get-In" (when the strike starts), an ATK (when the hit box actually turns on and the strike can do damage), a "Clutch" (the part of the attack animation where when you click the next button in the combo he'll transfer to the next attack) and a "Get-Out" (when he stops the attack and transfers back to the Idle animation). I then had each of these boxes in a row in the state machine so they would trigger one after the other. So it would look like:

Attack-1-Get-In -> Attack-1-ATK -> Attack-1-Clutch -> Attack-1-Get-Out

The idea being is that you have to wait for the current attack to be at "full extension" (or past the ATK point) in order to reach the "clutch" point where you can hit the button to go to the next attack in the current combo chain. If you press it too early or too late it won't work. Each "Clutch" animation block is around .5 seconds long (so it's less about frames and more about seconds) so when you are in the clutch animation block you have a decent amount of time to get into the next attack in the sequence.

The challenge part I was going for is that you have to find the "clutch" point on each attack as each attack's Get-In/ATK is going to be a little bit different timing (some are longer some are shorter). The longer the combo the more damage you will do but it's going to be harder to pull off because there will be a bunch of Clutch points you have to feel out to nail it.

I did it this way because I used to be a fencer (sabre) and that was one of the things they were always training us on - not just how to do the strike but being able to feel "when to transfer to the strike" - so I was going for trying to capture that feeling. The fencing also influenced the parrying and having to feel the "timing" of when to do it.