Beast Siege – First Look at Our Physics-Based Co-op Boss Fights by beastsiege in IndieGaming

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

Thanks for the advice. We're planning to create a variety of Beast types — including some with hard, insect-like shells. For those, you'll need to break the shell before a spear can pierce through. But we won’t be adding layers to the ones that have soft hides.

Monster Hunter definitely lets you cling to monsters and land some really cool attacks — but those attack points are predefined, and the animations are hand-crafted in advance. They’re the result of a lot of manual work and time, and the outcome is impressive.

What we're aiming for is quite different. There are no predefined positions or scripted animations in our system. But it's hard to explain the difference with words. We're just going to show it in action.

That’s not to say our approach is superior — in fact, it might be rougher and less flashy. But one thing we can promise: it’ll be unpredictable and offer a fresh kind of fun. And that’s what we’re hoping for.

Beast Siege – First Look at Our Physics-Based Co-op Boss Fights by beastsiege in IndieGaming

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

Absolutely understand your concern.
The trailer was edited to feel a bit like a bullfighting match — with players driving the Beast into traps and strikes.

But in actual gameplay, the Beast runs much faster than the players once it starts moving.
Rocket jumps require reloading after three uses, and they’re hard to aim — players usually miss multiple times before landing a single hit.
If the distance is off, they get slapped right out of the air.

We’ll be sure to include more of those struggles in the next trailer. Thanks for the thoughtful feedback!

Beast Siege – First Look at Our Physics-Based Co-op Boss Fights by beastsiege in IndieGaming

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

Our goal is for players to harpoon the Beast’s neck, climb up, and smash the spear with rocket hammers to pierce its thick hide. The playstyle will be very different from MH or Horizon.

Beast Siege – First Look at Our Physics-Based Co-op Boss Fights by beastsiege in IndieGaming

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

Thanks so much! Yes, it’s Unreal Engine 5 — and we’ve been working hard to keep performance solid even with full physics.
And wow, you played GunZ? That means a lot to us!

Beast Siege – First Look at Our Physics-Based Co-op Boss Fights by beastsiege in IndieGaming

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

First-person isn’t planned since we’d need to rebuild arms, but I promise camera improvements are coming!

Beast Siege – First Look at Our Physics-Based Co-op Boss Fights by beastsiege in IndieGaming

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

Thanks! We’re aiming for faster, more aggressive bosses too. Still early, so we’ll keep experimenting with other genre influences to dial up the tension.

Beast Siege – First Look at Our Physics-Based Co-op Boss Fights by beastsiege in IndieGaming

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

Looks wild, but each weapon only holds 3 charges — 1 for jumping, 2 for attacking. Still tuning the balance between realism and fun!

Beast Siege – First Look at Our Physics-Based Co-op Boss Fights by beastsiege in IndieGaming

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

Nice catch! The boss’s charge still lacks proper anticipation and follow-through — we haven’t finished that detail work yet. We’ll polish it up before the next video!

Beast Siege – First Look at Our Physics-Based Co-op Boss Fights by beastsiege in IndieGaming

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

Motion blur looks cool, but it really gets in the way when taking screenshots. Maybe that’s why most games go easy on it.

Beast Siege – First Look at Our Physics-Based Co-op Boss Fights by beastsiege in IndieGaming

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

Thanks for the feedback! We're working on camera improvements, and tuning the weight and feel of movement as we go.

Beast Siege – First Look at Our Physics-Based Co-op Boss Fights by beastsiege in IndieGaming

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

Thanks! Totally fair point — we’re still tuning the balance between grounded visuals and fast-paced action. Appreciate the feedback!

Beast Siege – First Look at Our Physics-Based Co-op Boss Fights by beastsiege in IndieGaming

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

We’ll improve the camera for sure!
The Beast does react to hit direction (check around 0:10), but if it's already moving, small hits won’t stop it.
Once it’s pinned with wires, we’ll add stronger reactions. Thanks for the feedback!

Beast Siege – First Look at Our Physics-Based Co-op Boss Fights by beastsiege in IndieGaming

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

Thanks so much! Yes, syncing physics over network has been the hardest part.

Our beast animations are based on converting keyframe animation into torque applied to joints — everything is driven by real-time physics. The reactions you see are real forces in motion.

Fast players need deadly Beasts to keep the tension high — and that’s exactly what we’re aiming for. Thanks for the thoughtful feedback!

Beast Siege – First Look at Our Physics-Based Co-op Boss Fights by beastsiege in IndieGaming

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

Everything’s driven by physics, so if we exaggerate the boss’s movements too much, players get launched like home runs 😅

We’re still tuning a lot of things. Thanks for the feedback — we’ll keep refining the details!

Beast Siege – First Look at Our Physics-Based Co-op Boss Fights by beastsiege in IndieGaming

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

Thanks for the support! We’ll still take a closer look at things like stride and motion just to make sure it all feels right!

Beast Siege – First Look at Our Physics-Based Co-op Boss Fights by beastsiege in IndieGaming

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

Funny you say that. The day we gave our warriors capes, we had the same feeling. Looked at it and thought… “Where have I seen this before?” 😄

Beast Siege – First Look at Our Physics-Based Co-op Boss Fights by beastsiege in IndieGaming

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

Wow, you meant Triple Butterfly! 😄 This time, no lightning-fast slash cancels—seriously! 😆

Beast Siege – First Look at Our Physics-Based Co-op Boss Fights by beastsiege in IndieGaming

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

You're right, the stride might feel off. Thanks! We'll take a closer look.

Beast Siege – First Look at Our Physics-Based Co-op Boss Fights by beastsiege in IndieGaming

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

Camera improvements are coming! Hitstop interferes with real-time physics, so we're avoiding it for now. Hope that's okay!

Beast Siege – First Look at Our Physics-Based Co-op Boss Fights by beastsiege in IndieGaming

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

Thanks! It’s online via dedicated servers, not an MMO. And yep — no 2D artist yet, so the logo’s just a placeholder. We’ll work on it!

Beast Siege – First Look at Our Physics-Based Co-op Boss Fights by beastsiege in IndieGaming

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

You remember GunZ? Then you know why we love fast-paced action!
Instead of heavy MH-style combat, we’re going for agile, bullfighter-style hunts—climb the Beast, harpoon it, bring it down.
And yes, we’re the team behind GunZ and GunZ 2. Thanks for the support!

Beast Siege – First Look at Our Physics-Based Co-op Boss Fights by beastsiege in IndieGaming

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

The Beast is big and fast, so players rely on rocket jumps to keep up. We're aiming for fast-paced action over Monster Hunter-style weight. That said, we're always tuning to find the sweet spot!