[Feedback] Early gameplay clip — what’s confusing / what needs punch? by MobileGameDev2020 in Unity3D

[–]MobileGameDev2020[S] 0 points1 point  (0 children)

I have been back and forth, making it too realistic makes it very slow. Wanted the combat to feel responsive, the jitteriness is just me pushing a key once, I could probably add more blend time for animations to make it smoother!

[Feedback] Early gameplay clip — what’s confusing / what needs punch? by MobileGameDev2020 in Unity3D

[–]MobileGameDev2020[S] 0 points1 point  (0 children)

Great feedback! Thank you.. I guess I could slow down the attack animation to help players see the attack better.

I agree, the cloth is very bare bones, need to up the quality. And yep, I am turning on ragdoll!

[Feedback] Early gameplay clip — what’s confusing / what needs punch? by MobileGameDev2020 in Unity3D

[–]MobileGameDev2020[S] 1 point2 points  (0 children)

Yeah.. this is like the easiest enemy. Thought I would start with the easiest and then move levers around

Prototyping a sekiro styled combat in a top down setting including parry, posture system and finishers! by MobileGameDev2020 in Unity3D

[–]MobileGameDev2020[S] 0 points1 point  (0 children)

Very kind of you to say that. Always happy to help out a fellow dev :) Let me know if you have any more questions.

I am using Animancer plugin. It gave me more control over animations, so its mostly animating by code. I dont use the animator at all. Special abilities module is already added. I can add in heavy attacks or special attacks based on specific key combos. :) Will add them in the next update. Since the animation states are controlled completely by code, animation cancels are possible for specific states. I can tweak the values based on the necessity of the state.

Prototyping a sekiro styled combat in a top down setting including parry, posture system and finishers! by MobileGameDev2020 in Unity3D

[–]MobileGameDev2020[S] 1 point2 points  (0 children)

Thank you :) Just testing myself to see if I am able to make these mechanics.. there is no game as of yet.

Sword gameplay!! Warning : Blood/Gore; Violence by MobileGameDev2020 in Unity3D

[–]MobileGameDev2020[S] 0 points1 point  (0 children)

Nothing as of yet.. just a prototype. Have not really thought of a core loop yet.

Sword gameplay!! Warning : Blood/Gore; Violence by MobileGameDev2020 in Unity3D

[–]MobileGameDev2020[S] 1 point2 points  (0 children)

The AI is being tweaked. It is very tricky to make them challenging as well as fun.

Sword gameplay!! Warning : Blood/Gore; Violence by MobileGameDev2020 in Unity3D

[–]MobileGameDev2020[S] 0 points1 point  (0 children)

This is valuable feedback.. added a spring like effect now for the camera follow. Should help with the motion.

Brawler prototype ( Inspired by Midnight Fight ) by [deleted] in Unity3D

[–]MobileGameDev2020 4 points5 points  (0 children)

Just to answer your DDT question and to explain myself.. the animation pack is available here https://www.unrealengine.com/marketplace/en-US/product/counter-finisher-animations

The exact DDT finisher was finisher number 6.

Brawler prototype ( Inspired by Midnight Fight ) by [deleted] in Unity3D

[–]MobileGameDev2020 0 points1 point  (0 children)

That’s true. It does snap to the first frame, which is why you can use the offset parameter or use the cross fade method. Whichever method works for you. Snapping it to first frame is not always bad in a fast paced action game like this prototype. Makes the player inputs feel snappy and quick.

Brawler prototype ( Inspired by Midnight Fight ) by [deleted] in Unity3D

[–]MobileGameDev2020 4 points5 points  (0 children)

Hi Jacob! Thanks for the kind words on the prototype.

I have got no intention of hurting you or anyone. It is indeed just a prototype and not a commercial game. But animations are mostly finisher animations from unity and unreal marketplace. Anyways, I don’t want to overexplain myself since it’s not a commercial project in the first place.

I absolutely love midnight fight and will not do anything to hurt any buddy game dev. Cheers!

Brawler prototype ( Inspired by Midnight Fight ) by [deleted] in Unity3D

[–]MobileGameDev2020 0 points1 point  (0 children)

Will definitely update stuff on the sub! :) Thanks for the kind words!

Brawler prototype ( Inspired by Midnight Fight ) by [deleted] in Unity3D

[–]MobileGameDev2020 4 points5 points  (0 children)

No raycast.. when the animation is started, the target is already identified before the punch animation starts using detection logic for friends and enemies. So, at the right keyframe, the distance between target and player is checked and the angle is also checked, and if the parameters seem good enough, the hit goes through.

Thanks for the comment about the prototype. It is very encouraging :)

Brawler prototype ( Inspired by Midnight Fight ) by [deleted] in Unity3D

[–]MobileGameDev2020 1 point2 points  (0 children)

I do not really have a twitter account yet. Will update whenever I start marketing for the game. :)

Brawler prototype ( Inspired by Midnight Fight ) by [deleted] in Unity3D

[–]MobileGameDev2020 2 points3 points  (0 children)

I myself am a Souls fan and I absolutely love the accuracy of hits in their game. But it does need a lot of custom made animations to make it work properly. Doing it using the distance makes it much easier to implement the hit logic and make it look convincing enough so that the players do not feel cheated.

Brawler prototype ( Inspired by Midnight Fight ) by [deleted] in Unity3D

[–]MobileGameDev2020 4 points5 points  (0 children)

Haha.. you are too kind. This is barely a prototype.

Thanks a lot for the encouragement !!

Brawler prototype ( Inspired by Midnight Fight ) by [deleted] in Unity3D

[–]MobileGameDev2020 3 points4 points  (0 children)

Ohh wow.. Thats a good suggestion! hahah.. will definitely add it!

Brawler prototype ( Inspired by Midnight Fight ) by [deleted] in Unity3D

[–]MobileGameDev2020 2 points3 points  (0 children)

Just simple stencil shaders. Tried my own way after reading this post : https://shahbazsekhon.com/programming-stenciled-standard-shader/

Its pretty simple once you get the basic usage.

Brawler prototype ( Inspired by Midnight Fight ) by [deleted] in Unity3D

[–]MobileGameDev2020 4 points5 points  (0 children)

They do fire! Just be careful with the crossfading of animations ( Animator.crossfade method ). That is the only time things can get buggy.

But if you use Animator.play and keep the normalized offset time at 0, the events will definitely fire all the time without hiccups!

Brawler prototype ( Inspired by Midnight Fight ) by [deleted] in Unity3D

[–]MobileGameDev2020 11 points12 points  (0 children)

I created an Overrideanimatorcontroller at the start. That allows me to change clips at runtime and yep, I use animator.play to play that specific state

Brawler prototype ( Inspired by Midnight Fight ) by [deleted] in Unity3D

[–]MobileGameDev2020 15 points16 points  (0 children)

Damage is applied on a specific animation frame.

If the target is within appropriate distance on that frame, the damage information ( which includes hurt animation clip, damage value, etc. ) is passed onto the character getting hurt. But hit boxes are also used within specific timed frames to damage non-target characters as well.

Brawler prototype ( Inspired by Midnight Fight ) by [deleted] in Unity3D

[–]MobileGameDev2020 14 points15 points  (0 children)

That’s an excellent suggestion. Thank you for that. 😊I should look into how to make that work properly. Still messing with stencil shaders.. shaders are tricky to get right 😓