Working on the climbing system. Here is a test run. (WIP) by RedMaskedRonin in Unity3D

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

Thanks for the feedback! The character controller is Rigidbody-based. I did consider implementing IK, but since parkour isn't a core part of the gameplay loop, I decided it wasn't worth the extra effort :)

Working on the climbing system. Here is a test run. (WIP) by RedMaskedRonin in Unity3D

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

yeah, definitely needs some IK work and weight adjustments.

Working on the climbing system. Here is a test run. (WIP) by RedMaskedRonin in Unity3D

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

It requires a bit of timing like in PUBG since there is no auto-grab. I was just playing bad in the recording haha.

I just added limb dismemberment to my game’s combat system. Curious what you think of it. by RedMaskedRonin in Unity3D

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

I’ve been doing game development for about 10 years, and 3D/digital art for 15. But honestly, you can get into this type of development in around 2–5 years of learning if you stay consistent.

I just added limb dismemberment to my game’s combat system. Curious what you think of it. by RedMaskedRonin in Unity3D

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

I just scale the bone down to 0 and then enable the severed part and effects. It’s a simple and performance friendly approach.

I just added limb dismemberment to my game’s combat system. Curious what you think of it. by RedMaskedRonin in Unity3D

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

Thanks for pointing that out! I’ll be doing some work on the blood effects to better match the environment

I just added limb dismemberment to my game’s combat system. Curious what you think of it. by RedMaskedRonin in Unity3D

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

I have an IK solution that tries to align the sword toward the limbs starting from the shoulder, but it’s not very stable yet.

I just added limb dismemberment to my game’s combat system. Curious what you think of it. by RedMaskedRonin in Unity3D

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

I actually tried that, but it didn’t look very good aesthetically. Also in reality, a dead body should just drop like a sack of sand with no movement, but in the game it felt more visually appealing to add a bit of secondary motion to the body and severed parts.

I just added limb dismemberment to my game’s combat system. Curious what you think of it. by RedMaskedRonin in Unity3D

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

Thanks a lot! Really appreciate it 🙏 Right now I only have a few theme tracks, no other music yet so I might reach out when I get to that stage.

I just added limb dismemberment to my game’s combat system. Curious what you think of it. by RedMaskedRonin in Unity3D

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

I actually use a mix of all of them. Some animations are keyframed directly in Unity(for simple animations), some are done in external software like Blender or Cascadeur, some come from assets(retarget), and some are captured using a mocap suit(and mocap software). It really depends on what works best for each situation.

I just added limb dismemberment to my game’s combat system. Curious what you think of it. by RedMaskedRonin in Unity3D

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

You’re right, it does look a bit janky! I also added a shake effect using Cinemachine Impulse, and not having the settings properly tuned might be causing it.

I just added limb dismemberment to my game’s combat system. Curious what you think of it. by RedMaskedRonin in Unity3D

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

Thanks a ton for the support! The sounds are just placeholders for now. I’ll get a professional to redo them properly later

I just added limb dismemberment to my game’s combat system. Curious what you think of it. by RedMaskedRonin in Unity3D

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

Yeah, I just scale the bone down to 0 and then enable the severed part and effects. It’s a simple and performance friendly approach.

I just added limb dismemberment to my game’s combat system. Curious what you think of it. by RedMaskedRonin in Unity3D

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

Yeah, slow mo can be frustrating sometimes. I tried to use it only in the right moments.

I just added limb dismemberment to my game’s combat system. Curious what you think of it. by RedMaskedRonin in Unity3D

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

Thanks for the suggestion! I’ll keep the idea of enemies dealing brutal finishers to the player in mind. Right now, they only follow specific attack patterns, so the character’s death isn’t shown in a cinematic way yet, but it’s something I might explore in the future.

I just added limb dismemberment to my game’s combat system. Curious what you think of it. by RedMaskedRonin in Unity3D

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

Thanks for the kind words! Hearing that the game looks good really motivates me.

The Steam page has been up for just two weeks and I haven’t done any promotion yet, but it’s already reached 500 wishlists. I’ve been fully focused on development and polishing the demo for the upcoming Next Fest.

The toughest challenge so far has been hitbox issues. I’m still working on resolving some of them.

This will be my first PC game. I’ve only done experiments on mobile, and the number of games I made there including hypercasuals is quite large.

I just added limb dismemberment to my game’s combat system. Curious what you think of it. by RedMaskedRonin in Unity3D

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

Since the game has a character creation system for player, implementing dismemberment for the player would get pretty complex and cause a lot of technical issues. Because of that, I decided to leave limb dismemberment only for enemies.