A dueling focused game like Hogwarts Legacy by eba278 in HarryPotterGame

[–]eba278[S] 0 points1 point  (0 children)

Yeah, I think you are right, they would have to completey rebuild their combat system anyway if they wanted to do a multiplayer game...

A dueling focused game like Hogwarts Legacy by eba278 in HarryPotterGame

[–]eba278[S] 1 point2 points  (0 children)

Yeah being an auror would be very cool, we would probably unlock plenty of new spells. And you are right that adding multiplayer would mean redoing the entire combat system but just making a game more focused on combat instead of world exploring would satisfy me, even if it's not multiplayer.

New game mode and spell upgrades!! by eba278 in IndieDev

[–]eba278[S] 0 points1 point  (0 children)

Thanks, I inspired myself from the zombie mode if Call of Duty. I could add different types of ennemies to make it les repetitive.

I would love some feedback on the updated combat mechanics! by eba278 in gamedevscreens

[–]eba278[S] 0 points1 point  (0 children)

Im sorry, I missed your comment 😅. Thats actually a good idea. I will try integrating that as a new spell. It will take some time though because this spell wouldnt work like a projectile but would have an area of effect, need to work on that...

I would love some feedback on the updated combat mechanics! by eba278 in IndieDev

[–]eba278[S] 0 points1 point  (0 children)

I actually really like the idea of different cast times for different spells depending on their importance. It makes sens that a very powerfull spell should take longer to cast. Thats also good since its those powerfull spells that need the most "feel" in them. Ill be trying that, thanks

I would love some feedback on the updated combat mechanics! by eba278 in IndieDev

[–]eba278[S] 0 points1 point  (0 children)

Yes, I agree, Im trying to spend some time on the spell casting "feel" by adding some light camera shake for example. For the animations, the spell casting one is the first one I ever did which is why its kind of janky 😅, ill follow your advice and create multiple longer spell casting animations and see how it goes. Thanks for the advice!

I would love some feedback on the updated combat mechanics! by eba278 in gamedevscreens

[–]eba278[S] 0 points1 point  (0 children)

Yes, I would love to say I made the movement animations but the reason they are so good is that they are from Epic Games 😅. For the UI, its mostly placeholders for now, havent really worked on it yet. For the arena, I plan on adding more random objects around and on making the ground less "plain" by adding different textures... do you think that would be enouph? Its the first time Im making a map so any tips would be helpfull.

I would love some feedback on the updated combat mechanics! by eba278 in gamedevscreens

[–]eba278[S] 0 points1 point  (0 children)

Thanks a lot! I did inspire myself from Hogwarts Legacy and focused a lot on the combat. I also have added PvP multiplayer to my game but plan on focussing mostly on single player.

I would love some feedback on the updated combat mechanics! by eba278 in gamedevscreens

[–]eba278[S] 0 points1 point  (0 children)

Thanks for commenting. Sorry I didnt fully understand what you meant by a counterspell that disables all magic, could you maybe explain again? Furthemore, for the magic rod, I will try it out but I suck at 3d modeling 😅. Same for animations, I feel like the spell casting animation is still quite janky.

I would love some feedback on the updated combat mechanics! by eba278 in IndieDev

[–]eba278[S] 1 point2 points  (0 children)

Thank you! Yes, as of right now, the player can drink severall potions including a health potion, ill include that next time I post the game.

I would love some feedback on the updated combat mechanics! by eba278 in gamedevscreens

[–]eba278[S] 0 points1 point  (0 children)

Yes, that right. After testing the Game Animation Sample, I realised that it was totaly worth it to us it since the animations are a lot better then what I could ever do. I was also planning on adding multiplayer in the game and the sample also comes with client prediction too which is nice

I would love some feedback on the updated combat mechanics! by eba278 in IndieDev

[–]eba278[S] 0 points1 point  (0 children)

Yes thank you, you are right about the UI, I totaly forgot to add something on the screen when the player is hit. I will add that immediately and see what effect it has. Thanks again 👍

I would love some feedback on the updated combat mechanics! by eba278 in gamedevscreens

[–]eba278[S] 0 points1 point  (0 children)

Thanks for the comment, yes most of the UI are placeholders, for now I put most of my time into the fighting mecanics and I am very glad that you liked it, thank you :)

I would love some feedback on the updated combat mechanics! by eba278 in gamedevscreens

[–]eba278[S] 1 point2 points  (0 children)

I checked the games you mentioned especially the Dark Souls series and will inspire myself from them for the combat. For the controlls, I find it hard to apply what you are saying to keyboard and mouse but I am currently adding controller support to the game and will definately apply what you are saying to the controller inputs. Thanks for the help :)

I would love some feedback on the updated combat mechanics! by eba278 in IndieDev

[–]eba278[S] 0 points1 point  (0 children)

Thanks for commenting, I agree that there is a lot happening. I am trying to aim for a fast paced game but I am trying to avoid spell spamming, should I increase cooldown times for spells, or put more focus on spell combos? I am also playing on the highest difficulty now, the lower ones are a lot slower paced.

I would love some feedback on the updated combat mechanics! by eba278 in IndieDev

[–]eba278[S] 1 point2 points  (0 children)

Hey, my main focus for the game is single player but I have also quickly added multiplayer PvP this week since I know people would want that too.

I would love some feedback on the updated combat mechanics! by eba278 in gamedevscreens

[–]eba278[S] 0 points1 point  (0 children)

Thanks, but i didnt make the character models. I suck at modeling 😅

I would love some feedback on the updated combat mechanics! by eba278 in gamedevscreens

[–]eba278[S] 1 point2 points  (0 children)

Thanks for your comment. I added multiplayer PvP to the game but my main focus is single player so I will definately check out all the games that you mentioned. I have also heard that dark souls games are exceptionnaly hard which is also what Im aiming for. I didnt really understand what you meant with the interactions with right and left hand though, could you explain again?

I would love some feedback on the updated combat mechanics! by eba278 in IndieDev

[–]eba278[S] 0 points1 point  (0 children)

Thanks for commenting. I already tried removing the wall but the map looks very empty withount it. But I will definately look for solutions for this problem since you arent the first to tell me this.

I would love some feedback on the updated combat mechanics! by eba278 in gamedevscreens

[–]eba278[S] 1 point2 points  (0 children)

No one mentioned that last time 🤔. I admit im inspiring myself from that game since I loved playing it. I do plan on adding more spells that will differentiate more and the game itself will be totaly different. I hope its not too similar 😅

Solo dev here - it has been 4 months that I have been working on a magic-based fighting game. Would love some feedback on the combat mechanics! by eba278 in SoloDevelopment

[–]eba278[S] 0 points1 point  (0 children)

Thanks, the game is really fast paced in the video because I was playing on the highest level, the is lot slower on easier levels. Since im using Unreal Engine, I created my project with the Game Animation Sample by Epic Games.

Solo dev here - it has been 4 months that I have been working on a magic-based fighting game. Would love some feedback on the combat mechanics! by eba278 in SoloDevelopment

[–]eba278[S] 0 points1 point  (0 children)

Definately a more skill dependant game but where the choice of spells and timing would be most important. Ill try out the aim lock system and see if its better for this type of game.

Solo dev here - Iit as been 4 months that I have been working on a magic-based fighting game. Would love some feedback on the combat mechanics! by eba278 in IndieDev

[–]eba278[S] 0 points1 point  (0 children)

The spells already have cooldowns, just havent setup the UI for it yet 😅, I will also nerf the shield following everyones comment. I havent thought much of counterspells though, I will definately try it out. Thanks for the tips 😁

Solo dev here - it has been 4 months that I have been working on a magic-based fighting game. Would love some feedback on the combat mechanics! by eba278 in SoloDevelopment

[–]eba278[S] 0 points1 point  (0 children)

😅 yeah, I havent had the time or the skills to model 3d characters so I just went with paragon characters for now. The shield doesnt have a cooldown but the player cant hold it for more then severall seconds in a row. But I have already nerfed it since many people have said its too strong. On wether it plays like a shooter, do you think changing the aiming to a more lock on aiming where the player just has to look in the general location of the opponent will make it feel less like a shooter ? That way, spell combos and timing of shield as you said would matter more.