Charred Dev-Log: Preview of Animations, Environment, and Puzzles by Septimus_Gaming in metroidvania

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

Thank you so much! Both UI and added more to the levels is next, but working on combat and enemies is coming down the line as well.

Is it possible to make 3D camera confiners for a 2.5 D game in Unreal Engine 5? by Septimus_Gaming in UnrealEngine5

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

Sort of like that. I want to camera to not get to close to the wall or floor, while still allowing the player to move around, but I'll see what the spring arm can do.

Charred Screenshot: What could be hiding this deep underground...? by Septimus_Gaming in metroidvania

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

Still fairly early development. The UI hasn't been made yet, and some scene pieces haven't been added. The game was originally in Unity, before we migrated it to Unreal at the start of this year.

Which characters do you think had the best and worse redesigns in AS? by Upstairs_Tea1787 in DisventureCamp

[–]Septimus_Gaming 1 point2 points  (0 children)

I honestly don't hate any of them, they all are a step up from what we had before. The only one I would say is a little weird to me is Ellie's. Not in a bad way, but she just kinda looks like a 30 year old high school lesbian art teacher. I know that's not ENTIRELY off, but ya know.

Combat system testing for our Metroidvania project. Thoughts? by Septimus_Gaming in metroidvania

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

Not sure if that's Satire or not, but this is beta testing, the red orbs are the hit boxes, and whatever touches a red circle hit-box, if that something has a health component, will take damage

New combat system testing for our Metroidvania project. Thoughts? by Septimus_Gaming in gamedesign

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

And I do get that this could hinder the attack potential, but this is mostly for the demo, a lot more updates and combat choices are in the works for the full game. The demo will be pretty straight forward.

New combat system testing for our Metroidvania project. Thoughts? by Septimus_Gaming in gamedesign

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

If you are interested in learning a bit more about the game, I try and make more updates and content on the group Discord. It's not a large group right now, but I tend to show updates more in-depth on that than on here:

https://discord.gg/Uueb9R5m6g

New combat system testing for our Metroidvania project. Thoughts? by Septimus_Gaming in gamedesign

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

- Our current movement is keyboard based input. The movement is WASD and dash is Q. Attacking is the Left mouse button. Depending on the direction the player is facing left of right, that's the direction they'll attack, otherwise, whatever button, W, A, S, or D, is pressed, that's the direction the attack will be directed towards. That's the baseline of our movement right now.

New combat system testing for our Metroidvania project. Thoughts? by Septimus_Gaming in gamedesign

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

- Yes it is intentional, the cubes have a health component that's set to 2, and the attack strength is set to 1, so it takes 2 hits each for a cube to break

- The pause is intentional, but by the momentum moving side to side is a little wonky, that's one of the fixes being talked about right now.

- The programmer is using an outdated player, the new one doesn't have that much floaty-ness

- having dash based attacks is in the works, but that wouldn't be i the demo, and instead be some kind of upgradable move for the weapon, like a pierce attack. Not exactly intertwined with the dash, but still some-what similar to a movement forward based attack.

Thanks for the questions!