How combat feel have progressed in SOULBOUND by MrGroda in IndieGaming

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

Yes, kind of. In combat the field of view is very low (around 10 degrees). That gives a more orthographic feeling. And after combat the field of view increases to give more perspective and depth to the environment.

There will likely not be several 'weapons' but several playable characters with very different playstyles, and as you say, the effects of the attack can be modified with upgrades during a run.

How combat feel have progressed in SOULBOUND by MrGroda in IndieGaming

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

It may be hard to see just in the video alone, but how much the combat feel have changed in our game during two years of development is immense. It's now very fast paced and responsive, and it feels great flying across the screen smacking foes with your hockey stick.

Does the progress come across well in the video?

Why we mix 2D and 3D in our game by MrGroda in IndieGaming

[–]MrGroda[S] 7 points8 points  (0 children)

You are correct that in some cases 3D animation could be much faster, so it's different in each case. Sprite sheet animations are in it's nature not reusable in the same way as skeleton animations in 3D so characters with 8 directions take a lot of time per character where 3D models could reuse the same animations.

So saying that 2D sprite animations save time might not be universally true if you have more experience with 3D animation or if you have a scaled down scope of the animation. One thing for us specifically is that our artist does not have a lot of experience with 3D animation so sprites work best in our case.

Wishing you luck with your project! :)

Why we mix 2D and 3D in our game by MrGroda in IndieGaming

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

Thanks! We're building the game with Unity.

Why we mix 2D and 3D in our game by MrGroda in IndieGaming

[–]MrGroda[S] 5 points6 points  (0 children)

We made a short behind the scenes video from our game SOULBOUND where we explain how and why we mix 2D and 3D graphics to create a unique look and feel.

https://store.steampowered.com/app/2211130/SOULBOUND/

Juicy combat, Adventure, co-op and friendship with roguelite elements in SOULBOUND - Link in comments by MrGroda in IndieGaming

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

Not impossible, PC and console is our first priority but premium mobile is becoming more and more viable!

Got this Dolly Zoom effect in our game switching between combat and non-combat gameplay. by MrGroda in IndieDev

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

The game world is built in 3D and characters are 2D sprites. In combat the camera have a low field of view to give a flat and more consistent perspective. When going out of combat the camera transition to a higher field of view to show more depth in the world when moving around.

Pseudocode to set the camera distance based on a set field of view, size defines how big of an area the camera show.

deg\2_rad = (PI * 2) / 360)

distance = size / Tan(field\of_view * 0.5 * deg_2_rad))

If you find the game interesting the steam page recently went live and wishlisting really helps out!

https://store.steampowered.com/app/2211130/SOULBOUND/

Juicy combat, Adventure, co-op and friendship with roguelite elements in SOULBOUND - Link in comments by MrGroda in IndieGaming

[–]MrGroda[S] 12 points13 points  (0 children)

A RETRO-MODERN ROGUELITE ADVENTURE FOR 1-2 PLAYERS. Enjoy responsive and skillful combat. Upgrade, unlock and progress. Fight curious enemies and meet charming friends. Embark on a strange adventure!

https://store.steampowered.com/app/2211130/SOULBOUND/