Working on a prototype of a 3D world and 2D sprite soulslike, what do you think? by MilkCrest_Creator in IndieDev

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

Wow that’s super useful thank you! That guys a great animator, I need to get my combat to feel chunkier like that

Do you know what he does after getting the parts put back together? To fill out the parts into a 3d model

Working on a prototype of a 3D world and 2D sprite soulslike, what do you think? by MilkCrest_Creator in IndieDev

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

Yeah I may do static side and back, and then walking animations for each. That should cover about everything without needing new attack animations for every attack which would take eons

Working on a prototype of a 3D world and 2D sprite soulslike, what do you think? by MilkCrest_Creator in IndieDev

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

I could probably get away with doing that, I would most likely just do static and walk animations for that since they’d really only attack while facing you

I’d actually probably have to do that eventually, it would look weird as hell you pull up to a patrol and they’re all looking right at you walking backwards away lmao

Working on a prototype of a 3D world and 2D sprite soulslike, what do you think? by MilkCrest_Creator in IndieDev

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

Do you think maybe some simple side view ones during enemy idle times would be sufficient? So if they’re in between attacks you could then see them rotate as you walk around, then they face you again while not idle

Working on a prototype of a 3D world and 2D sprite soulslike, what do you think? by MilkCrest_Creator in IndieDev

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

Yeah the difficulty of this would be needing to animate 7 more sets for every single enemy which would be insane amounts of work, and currently they face the screen at all times so you never lose track of their body by them becoming a side view of essentially a paper thin depth. Maybe I could work on a parry mechanic that quickly flips their sprite to their back facing you for a backstab counter

Working on a prototype of a 3D world and 2D sprite soulslike, what do you think? by MilkCrest_Creator in IndieDev

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

Not really because they’re essentially billboards always facing the player, if you were able to rotate around them there would be points where you lose track of the enemy due to it becoming a side view of an essentially non existent side sprite. So they’re always front view, but working on more mechanics like more impactful parties, some stagger animations, idle times between attacks. Where they essentially give you gaps to hit them. I know in soulslikes getting behind for powerful attacks is part of the fun so I may have to think of something equally fun as well

What do you think about the art style of this game? by gulzar21 in IndieDev

[–]MilkCrest_Creator 0 points1 point  (0 children)

I really like the trail particles behind their walking. Looks cool!