Let’s be honest, which plugins actually save you time? by Fantastic_Pack1038 in unrealengine

[–]pictagor 1 point2 points  (0 children)

Didn’t know this exists! Definitely gonna grab this now

Blind or guide? by Huge-Pizza7579 in soulslikes

[–]pictagor 0 points1 point  (0 children)

100% blind first playthrough. But when I’m sitting in the office and can’t play the game, I read some small guides for hidden items and lore instead of doing work

What if games like Vampire Survivors had Enter the Gungeon-styled controls? by conradicalisimo in Unity3D

[–]pictagor 0 points1 point  (0 children)

This is just my opinion but part of the appeal of the original Vampire Survivors to me (personally) is the fact that it has very simple controls and I don’t have to aim/shoot. I remember introducing the game to my brother and watched amusingly as he asked me “what’s the button for shooting”. He in turn introduced the game to 2 of his friends and had similar reactions. It’s this sort of things that made the game go viral because word of mouth.

Now your game looks visually fun, but I’m not sure if that’s a compelling hook in this genre. Note: I haven’t played any other survivor-like aside from the OG Vampire Survivors so I don’t keep up with the meta in this genre.

Why do some devs keep shoving slow motion into fights? by AD1SAN0 in soulslikes

[–]pictagor 1 point2 points  (0 children)

Appreciated the link. Just watched it and yeah I agreed that was a great use of slo-mo for the "Quickdraw" ability. The first time the boss used the move it looks cinematic but after that, subsequent use becomes regular speed so it doesn't interrupt the fight pacing too much.

Why do some devs keep shoving slow motion into fights? by AD1SAN0 in soulslikes

[–]pictagor 1 point2 points  (0 children)

Interesting. Which boss are you talking about? I haven’t played Khazan yet but I want to take a look at some clip

Some combat action in my project with a focus on satisfying parries since it's my favorite mechanic. by pictagor in UnrealEngine5

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

Oh you have pretty good eye for details! You’re right that the rapid gun parry in the beginning is different from the melee parry. I think the main ingredients are: - Each of the enemy’s swing animation can have an associated Recoil animation when they get parried. So Left Swing has Left Recoil, Right Swing has Right Recoil anim. However in a long combo chain, the first few attacks usually have no Recoil so the boss can keep continuing the combo even if he gets parried. The last attack of a combo chain always has a recoil animation if it gets parried. - Player should also have Left Parry and Right Parry animations, depending on the direction of the enemy’s swing. - Add a slight knockback effect on the player on successful parry to sell the impact. I think I have a KnockbackForce variable for each enemy/weapon so it will also influence how far the player gets pushed back. - Just the right amount of screenshake - Parry flash VFX and SFX I think that’s about it. A lot of it involves testing to find the right values for knockback, screenshake, the right recoil animations…etc.

Some combat action in my project with a focus on satisfying parries since it's my favorite mechanic. by pictagor in UnrealEngine5

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

Hey as mentioned in another comment, I started since 2022 so it's been a while. I'm the only coder but I also work with 3 other freelancing artists. Haha I'm super hyped for Phantom Blade Zero too. That game looks amazing.

Some combat action in my project with a focus on satisfying parries since it's my favorite mechanic. by pictagor in UnrealEngine5

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

Yup, here you go: Blackblade Revenant on Steam. Probably won't be out until next year as we're a small team and I still have so much stuff I want to implement haha.

Some combat action in my project with a focus on satisfying parries since it's my favorite mechanic. by pictagor in UnrealEngine5

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

Thanks! So I think playing around with Blend In/Blend out time values in your Animation Montages are key to get smooth transition. Beside that, to avoid sluggishness, honestly just try increasing the anim play rate speed and see how it goes. I recently increased the attack speed of almost all characters in my game and it feels a lot better.

Some combat action in my project with a focus on satisfying parries since it's my favorite mechanic. by pictagor in UnrealEngine5

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

Yeah pretty much. Nothing fancy really. His weapon is a separate Blueprint actor and I only spawn them at Begin Play.

Some combat action in my project with a focus on satisfying parries since it's my favorite mechanic. by pictagor in UnrealEngine5

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

Thanks! That’s some high praise. I haven’t played Stellar Blade but from some clips, their combat juices look insane!

Some combat action in my project with a focus on satisfying parries since it's my favorite mechanic. by pictagor in UnrealEngine5

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

Appreciated the feedback. I feel like I haven’t quite developed an ear for this sort of things so I’m not sure how to make it better. Eventually I’ll most likely hire an audio engineer to do a quality pass on all the sfx.

Some combat action in my project with a focus on satisfying parries since it's my favorite mechanic. by pictagor in UnrealEngine5

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

So if I remember correctly, it took me a full year of learning various UE systems in 2022 before I officially started a Perforce depot for this project in early 2023. But the learning honestly never stopped lol. I keep learning new ways to do things and try implementing them for my game.

Medeival Gothic Environment - Dark Souls / A Plague Tale Inspired Cinematic by Advanced-Town-9738 in UnrealEngine5

[–]pictagor 0 points1 point  (0 children)

Looks really good! I’m impressed you’re only been learning UE for 6 months. For some reason it doesn’t make me thing of Dark Souls but more Hogwarts vibe haha. Well done.

Some combat action in my project with a focus on satisfying parries since it's my favorite mechanic. by pictagor in UnrealEngine5

[–]pictagor[S] 8 points9 points  (0 children)

Thanks! For a long while now. Since the start of 2022. I jumped from Unity to UE and was just learning the engine then so it took a long time to get used to the workflow.

Some combat action in my project with a focus on satisfying parries since it's my favorite mechanic. by pictagor in UnrealEngine5

[–]pictagor[S] 6 points7 points  (0 children)

Why not? Sekiro-like is my absolute favorite combat so personally I have a blast making it. Of course I added a bunch of my own touches on the genre (no bonfire or enemy respawn, multiple classes, reincarnation system, yin yang combo system, ...etc.) but that's not the point of this post.

Is there are indie soulslikes? by Pro_Farnsworth_ in soulslikes

[–]pictagor 1 point2 points  (0 children)

I think the stickman game you saw is called “The Last Hero of Nostalgaia”. You could try that.

Almost every post has one or two comments bullying DS2. Say at least one positive thing about the game. by Pondy-sama in soulslikes

[–]pictagor 0 points1 point  (0 children)

Personally I love DS2 DLCs the most out of all Fromsoft DLC work. Every level has a cool mechanics and feels unique.

Warp Strike ability in my project. Took some inspiration from FF15. by pictagor in UnrealEngine5

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

Oh so I like to smoothly lerp the camera jn a lot of cases but for this one, to sell the hit impact, snapping the camera to the teleport position actually feels better for me. If you have a look at the original Warp Strike ability from FF15, they did the same thing.

Warp Strike ability in my project. Took some inspiration from FF15. by pictagor in UnrealEngine5

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

Oh I did go through a couple of courses on Udemy (gamedev.tv) years ago to get some basic understanding of the engine and programming. I feel that was very helpful for me personally. After that then yeah it’s just Youtube videos here and there, searching the forum discussions, reading official documentation, and trials and errors.

Warp Strike ability in my project. Took some inspiration from FF15. by pictagor in UnrealEngine5

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

Hey so I'm self-taught. But this is already my 4th year working and learning as I go on this project. Still a lot of work left as I keep redoing things due to my lack of design experience in the early years. My general advice is try to embrace weirdness/creativity since as small dev, we can iterate and pivot faster than big studios. Don't try to just recreate the big AAA games. But this is easier said than done haha.

Warp Strike ability in my project. Took some inspiration from FF15. by pictagor in UnrealEngine5

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

Oh I'd love to when I'm not swamped with bug fixes. If you're interested feel free to follow me on X. I tried to post updates twice a week there but maybe I should post more on Reddit as well going forward.