hey you're the streamer anon right? i was watching your stream but got off cause i had to do some laundry kek. didn't realized i got the rng, thanks for streaming it, i was definitely curious to see how people actually play the game and i think i got a lot of insight on it. yeah there are still basic features missing hopefully it will be implemented in the next dd. thanks for the feedback!
Couldn't alt tab since it locked my mouse to the center of the screen no matter what, maybe don't do that. Besides that I beat up most of the enemy types, and man some had a lot of HP. May want to lower it so it's reasonable. The player weapon clipped into geometry, should probably be rendered in front so it doesn't do that. Also the first person view rotates in a circle instead of staying in place when turning, which feels a bit weird at times. Neat demo, but it feels very generic at the moment.
hey, thanks for trying the game, yeah sorry about the mouse thing, i was fixing other bugs and didn't realize that the mouse thing still happens even if its minimized, currently uploading a fix for that.
>Besides that I beat up most of the enemy types, and man some had a lot of HP. May want to lower it so it's reasonable noice, yeah some of them are kind of like a special enemy (especially the spear guy since he's supposed to be a boss), so they have higher health than other ones. you kinda have to use heavy attacks often for those guys, but yeah i'll see what i can do with the hp, there will be a huge part of the combat i haven't added which would help with damage so i'll implement that first and we'll see i guess
>the first person view rotates in a circle instead of staying in place when turning, which feels a bit weird at times
sorry i don't really understand this, do you mean like when you're dodging or something?
>Neat demo, but it feels very generic at the moment
yeah it is very empty atm, there's a big part of the combat that's not there just yet , hopefully it will be there next DD
I mean when you just move the mouse right/left, rotating the player's look direction. The camera seems to be offset from the physics capsule, rather than centered. This causes the camera to move in a circle around the capsule instead of just pivoting on a spot. While not strictly bad, many FPS, that I recall, use a centered camera to avoid that effect. For example, walk so that you're kissing one of the enemy spawners. Then move the mouse right/left, you'll rotate around the spawner instead of spinning in place like one would expect.
ah i get it now, sorry esl here. Yea it is indeed not in the center but a bit to the back, tbh i don't even know why i set it up that way kek. Ok i'll try fixing it thanks man
hey thanks for trying it out man. gonna address some of these
>Locks my cursor to the center of the screen as long as the game is running.
oh shit i didn't realize it locks it even when the game is minimized, kek, will fix this, thanks. i had to force the mouse to the middle of the screen cause for whatever reason if i didn't sometimes the mouse would go out of the game's window just a bit where clicks hits the side of the window and ended up not registering to the game.
>Why can't you hold the charge attack indefinitely?
yeah this is actually a decision i made, it's kinda to enforce the player to time out their heavy attacks properly. cause if i didn't i imagine it would be too easy to cheese out the combat. besides, the charging time should be long enough for you to aim at an enemy anyway so it's shouldn't interfere with the gameplay.
>Enemy attacks need knockback.
yeah this is what i'm planning to do in the future, although i'm not exactly sure if i should do it for every enemy attacks. my plan is to add knockbacks for enemy attacks that has a high impact damage and just simply shaking the screen or something on lighter impacts.
>Needs hitstop.
which enemy did you fight that doesn't have a hitstop? is it the small mob of dudes? cause they have smaller cleave resistance so the attacks go through them. but i did add a sort of "hit stop" on them tho, i simply just slowed the animation down a bit instead of a complete stop. i guess i might need to tweak this again. other enemies that has a higher cleave resistance like the other 3 should have a hit bounce thing which should counts as a hit stop.
>The dodge doesn't seem to do anything. Did you just make it launch you in the X/Y direction with no Z velocity?
hmm this is actually interesting, what do you mean by doesn't do anything? does the dodge animation plays but it didn't push you to the side/back or something? cause that's what it should do + some iframes. this might be a bug but i'm not exactly sure if i didn't see it myself, might be a framerate thing.
>i had to force the mouse to the middle of the screen cause for whatever reason if i didn't sometimes the mouse would go out of the game's window just a bit where clicks hits the side of the window and ended up not registering to the game.
Are you not using SetInputModeGameOnly?
>which enemy did you fight that doesn't have a hitstop? is it the small mob of dudes? cause they have smaller cleave resistance so the attacks go through them. but i did add a sort of "hit stop" on them tho, i simply just slowed the animation down a bit instead of a complete stop. i guess i might need to tweak this again. other enemies that has a higher cleave resistance like the other 3 should have a hit bounce thing which should counts as a hit stop.
Maybe there is some hitstop on the Indonesians, but I think it should apply to all enemies.
>does the dodge animation plays but it didn't push you to the side/back or something? cause that's what it should do + some iframes.
Are you saying it should or shouldn't push you? Because it didn't and the animation made it seem like that's what it was meant to do.
i am using it, but i don't really know why only on packaged build the cursor just jumps to the side of the screen, tbh it also happened when i played your game, you can see in my video i posted on my comment of your game there's this flicker of a cursor on the left side of the screen. it's probably just my pc tho cause i didn't hear any complaints about it. but whatever it is, i fixed it, and the cursor shouldn't stuck like it was right now.
>I think it should apply to all enemies.
ehh, it's also intentional, the smaller guys should be easy to cleave because they come in number and should be easier to clear out, if i use the hit bounce thing it would only hit 1 guy and it just wouldn't feel right on a mid-slower weapon like the baseball bat. it'd be easier to understand if you've played games like vermintide & darktide tho, since i based my combat system on that game.
>Are you saying it should or shouldn't push you
sorry, i meant it should push you, that's really weird, i mean it doesn't really push you that far like in your game cause the movement in my game is far slower but it shouldn't feel like as if there's not any difference between walking & dodging. i even tried this on lower fps and it's also pushed. but maybe it is indeed an fps issue but only happens on a far higher framerate, i'll have to check it out later.
>ehh, it's also intentional, the smaller guys should be easy to cleave because they come in number and should be easier to clear out, if i use the hit bounce thing it would only hit 1 guy and it just wouldn't feel right on a mid-slower weapon like the baseball bat. it'd be easier to understand if you've played games like vermintide & darktide tho, since i based my combat system on that game.
I think there was some miscommunication here. I'm talking about temporarily setting the custom time dilation of the player and hit enemy to 0 to make hits feel more impactful.
>sorry, i meant it should push you, that's really weird
>I think there was some miscommunication here. I'm talking about temporarily setting the custom time dilation of the player and hit enemy to 0 to make hits feel more impactful.
yea i know, but i decided not to go through with setting it to 0 because i'd imagine swiping across multiple enemies would look annoying, it would look great if you fight 1 on 1 , but i think it would look weird if i swiped at lets say 5 enemies and it hitstops 5 times. so i decided to just slow the swing down instead of setting it to 0 (for smaller enemies) and adding a hit bounce on bigger enemies (to put it simply). but i'll tinker on this, it's really only setting one single variable in my code for the time dilation to be 0.
>Here's what it looks like
that's... actually expected kek, you can see there's a slight dash that brakes after a few ms, i think it's just a matter of perspective, you are used to faster movements so i'd imagine you expect it to go further than that. I guess the thing i noticed when i see people playing my game is that i see them treating it like as if they're playing dark souls or something, where you kinda just hit, and uses dodges to run away far and hit again. dodges in my game are mainly for iframes, and the distance isn't that far so it kinda encourages you to be super aggressive & keep staying close with the enemy, that's is also part of the reason why i added the rally system "that heal on enemy hit" feature on the game. I guess that part obviously isn't communicated that well since it's still pretty empty and there aren't any tutorial or something. here's how i imagined a normal combat in the game should look like. sorry for the weird aspect ratio, this shit happens when i use dual monitors for some reason.
If it's meant to be a God Hand type of thing, you should make the player duck or something, because the current animation really does make it look like it's bugged.
the only game i could compare it to is vermintide, for godhand maybe it's comparable the side step thing, not the leaning thing. yeah i'm actually implementing a camera lean on dodge (along with other camera shake shit) right now so it should be more noticable i think.
doesn't appear the enemies have health? i whacked them for quite a while but they kept getting back up.
the big guy and the scurvy boy have very silly walking animations, they look like mongolian nomads that dismounted a horse for the first time in their lives. the rest of the animations are solid. i especially like the block knockback move, and how enemies first fall down slightly, but being knockbacked again leads them to a full prone state. it's very fun and very strong.
that's about it, i didn't see any other level or anything else to do. keep up the good work.
>doesn't appear the enemies have health? i whacked them for quite a while but they kept getting back up.
oh really? that might be a bug, but then again the big guy got tons of health so yeah he's not gonna be dead for quite a long time. you might wanna try using the heavy attack more often for that guy. you can try spawning the mob guys they have a minuscule amount of health so they die in like 2-3 hits i think.
>the big guy and the scurvy boy have very silly walking animations, they look like mongolian nomads that dismounted a horse for the first time in their lives
kek, yea i'm really not good at animating those, i'll tweak it soon
> i especially like the block knockback move, and how enemies first fall down slightly, but being knockbacked again leads them to a full prone state. it's very fun and very strong.
yeah, it's supposed to be the meat of the combat, i still need to do a bunch of tweaks on those tho.
thanks for the feedbacks! btw, did you get any weird input lag/error thing? it's happened to me quite often.
i sat around and spamclicked the big guys for a while, they never went down. some sort of HP indicator wouldn't be a bad idea, either a health bar, or cursor color, etc.
noted, i'm still thinking on alternatives to health bars, maybe something like, the more bloodier they are, the lower their health or something like that. but i guess we'll see. thanks again!
Comments
Solid tech demo, you probably know that there is still a lot that can be done. I can see some potential, boinking is indeed fun.
hey you're the streamer anon right? i was watching your stream but got off cause i had to do some laundry kek. didn't realized i got the rng, thanks for streaming it, i was definitely curious to see how people actually play the game and i think i got a lot of insight on it. yeah there are still basic features missing hopefully it will be implemented in the next dd. thanks for the feedback!
Couldn't alt tab since it locked my mouse to the center of the screen no matter what, maybe don't do that. Besides that I beat up most of the enemy types, and man some had a lot of HP. May want to lower it so it's reasonable. The player weapon clipped into geometry, should probably be rendered in front so it doesn't do that. Also the first person view rotates in a circle instead of staying in place when turning, which feels a bit weird at times. Neat demo, but it feels very generic at the moment.
hey, thanks for trying the game, yeah sorry about the mouse thing, i was fixing other bugs and didn't realize that the mouse thing still happens even if its minimized, currently uploading a fix for that.
>Besides that I beat up most of the enemy types, and man some had a lot of HP. May want to lower it so it's reasonable
noice, yeah some of them are kind of like a special enemy (especially the spear guy since he's supposed to be a boss), so they have higher health than other ones. you kinda have to use heavy attacks often for those guys, but yeah i'll see what i can do with the hp, there will be a huge part of the combat i haven't added which would help with damage so i'll implement that first and we'll see i guess
>the first person view rotates in a circle instead of staying in place when turning, which feels a bit weird at times
sorry i don't really understand this, do you mean like when you're dodging or something?
>Neat demo, but it feels very generic at the moment
yeah it is very empty atm, there's a big part of the combat that's not there just yet , hopefully it will be there next DD
thanks for the feedbacks!
>sorry i don't really understand this
I mean when you just move the mouse right/left, rotating the player's look direction. The camera seems to be offset from the physics capsule, rather than centered. This causes the camera to move in a circle around the capsule instead of just pivoting on a spot. While not strictly bad, many FPS, that I recall, use a centered camera to avoid that effect. For example, walk so that you're kissing one of the enemy spawners. Then move the mouse right/left, you'll rotate around the spawner instead of spinning in place like one would expect.
Hope that's clear and of use to you.
ah i get it now, sorry esl here. Yea it is indeed not in the center but a bit to the back, tbh i don't even know why i set it up that way kek. Ok i'll try fixing it thanks man
hey thanks for trying it out man. gonna address some of these
>Locks my cursor to the center of the screen as long as the game is running.
oh shit i didn't realize it locks it even when the game is minimized, kek, will fix this, thanks. i had to force the mouse to the middle of the screen cause for whatever reason if i didn't sometimes the mouse would go out of the game's window just a bit where clicks hits the side of the window and ended up not registering to the game.
>Why can't you hold the charge attack indefinitely?
yeah this is actually a decision i made, it's kinda to enforce the player to time out their heavy attacks properly. cause if i didn't i imagine it would be too easy to cheese out the combat. besides, the charging time should be long enough for you to aim at an enemy anyway so it's shouldn't interfere with the gameplay.
>Enemy attacks need knockback.
yeah this is what i'm planning to do in the future, although i'm not exactly sure if i should do it for every enemy attacks. my plan is to add knockbacks for enemy attacks that has a high impact damage and just simply shaking the screen or something on lighter impacts.
>Needs hitstop.
which enemy did you fight that doesn't have a hitstop? is it the small mob of dudes? cause they have smaller cleave resistance so the attacks go through them. but i did add a sort of "hit stop" on them tho, i simply just slowed the animation down a bit instead of a complete stop. i guess i might need to tweak this again. other enemies that has a higher cleave resistance like the other 3 should have a hit bounce thing which should counts as a hit stop.
>The dodge doesn't seem to do anything. Did you just make it launch you in the X/Y direction with no Z velocity?
hmm this is actually interesting, what do you mean by doesn't do anything? does the dodge animation plays but it didn't push you to the side/back or something? cause that's what it should do + some iframes. this might be a bug but i'm not exactly sure if i didn't see it myself, might be a framerate thing.
thanks again for the feedbacks!
>i had to force the mouse to the middle of the screen cause for whatever reason if i didn't sometimes the mouse would go out of the game's window just a bit where clicks hits the side of the window and ended up not registering to the game.
Are you not using SetInputModeGameOnly?
>which enemy did you fight that doesn't have a hitstop? is it the small mob of dudes? cause they have smaller cleave resistance so the attacks go through them. but i did add a sort of "hit stop" on them tho, i simply just slowed the animation down a bit instead of a complete stop. i guess i might need to tweak this again. other enemies that has a higher cleave resistance like the other 3 should have a hit bounce thing which should counts as a hit stop.
Maybe there is some hitstop on the Indonesians, but I think it should apply to all enemies.
>does the dodge animation plays but it didn't push you to the side/back or something? cause that's what it should do + some iframes.
Are you saying it should or shouldn't push you? Because it didn't and the animation made it seem like that's what it was meant to do.
>Are you not using SetInputModeGameOnly?
i am using it, but i don't really know why only on packaged build the cursor just jumps to the side of the screen, tbh it also happened when i played your game, you can see in my video i posted on my comment of your game there's this flicker of a cursor on the left side of the screen. it's probably just my pc tho cause i didn't hear any complaints about it. but whatever it is, i fixed it, and the cursor shouldn't stuck like it was right now.
>I think it should apply to all enemies.
ehh, it's also intentional, the smaller guys should be easy to cleave because they come in number and should be easier to clear out, if i use the hit bounce thing it would only hit 1 guy and it just wouldn't feel right on a mid-slower weapon like the baseball bat. it'd be easier to understand if you've played games like vermintide & darktide tho, since i based my combat system on that game.
>Are you saying it should or shouldn't push you
sorry, i meant it should push you, that's really weird, i mean it doesn't really push you that far like in your game cause the movement in my game is far slower but it shouldn't feel like as if there's not any difference between walking & dodging. i even tried this on lower fps and it's also pushed. but maybe it is indeed an fps issue but only happens on a far higher framerate, i'll have to check it out later.
>ehh, it's also intentional, the smaller guys should be easy to cleave because they come in number and should be easier to clear out, if i use the hit bounce thing it would only hit 1 guy and it just wouldn't feel right on a mid-slower weapon like the baseball bat. it'd be easier to understand if you've played games like vermintide & darktide tho, since i based my combat system on that game.
I think there was some miscommunication here. I'm talking about temporarily setting the custom time dilation of the player and hit enemy to 0 to make hits feel more impactful.
>sorry, i meant it should push you, that's really weird
Here's what it looks like: https://litter.catbox.moe/ctw6ex.mkv
>I think there was some miscommunication here. I'm talking about temporarily setting the custom time dilation of the player and hit enemy to 0 to make hits feel more impactful.
yea i know, but i decided not to go through with setting it to 0 because i'd imagine swiping across multiple enemies would look annoying, it would look great if you fight 1 on 1 , but i think it would look weird if i swiped at lets say 5 enemies and it hitstops 5 times. so i decided to just slow the swing down instead of setting it to 0 (for smaller enemies) and adding a hit bounce on bigger enemies (to put it simply). but i'll tinker on this, it's really only setting one single variable in my code for the time dilation to be 0.
>Here's what it looks like
that's... actually expected kek, you can see there's a slight dash that brakes after a few ms, i think it's just a matter of perspective, you are used to faster movements so i'd imagine you expect it to go further than that. I guess the thing i noticed when i see people playing my game is that i see them treating it like as if they're playing dark souls or something, where you kinda just hit, and uses dodges to run away far and hit again. dodges in my game are mainly for iframes, and the distance isn't that far so it kinda encourages you to be super aggressive & keep staying close with the enemy, that's is also part of the reason why i added the rally system "that heal on enemy hit" feature on the game. I guess that part obviously isn't communicated that well since it's still pretty empty and there aren't any tutorial or something. here's how i imagined a normal combat in the game should look like. sorry for the weird aspect ratio, this shit happens when i use dual monitors for some reason.
>that's... actually expected
If it's meant to be a God Hand type of thing, you should make the player duck or something, because the current animation really does make it look like it's bugged.
the only game i could compare it to is vermintide, for godhand maybe it's comparable the side step thing, not the leaning thing. yeah i'm actually implementing a camera lean on dodge (along with other camera shake shit) right now so it should be more noticable i think.
i gave it a quick go
doesn't appear the enemies have health? i whacked them for quite a while but they kept getting back up.
the big guy and the scurvy boy have very silly walking animations, they look like mongolian nomads that dismounted a horse for the first time in their lives. the rest of the animations are solid. i especially like the block knockback move, and how enemies first fall down slightly, but being knockbacked again leads them to a full prone state. it's very fun and very strong.
that's about it, i didn't see any other level or anything else to do. keep up the good work.
thanks for playing anon
>doesn't appear the enemies have health? i whacked them for quite a while but they kept getting back up.
oh really? that might be a bug, but then again the big guy got tons of health so yeah he's not gonna be dead for quite a long time. you might wanna try using the heavy attack more often for that guy. you can try spawning the mob guys they have a minuscule amount of health so they die in like 2-3 hits i think.
>the big guy and the scurvy boy have very silly walking animations, they look like mongolian nomads that dismounted a horse for the first time in their lives
kek, yea i'm really not good at animating those, i'll tweak it soon
> i especially like the block knockback move, and how enemies first fall down slightly, but being knockbacked again leads them to a full prone state. it's very fun and very strong.
yeah, it's supposed to be the meat of the combat, i still need to do a bunch of tweaks on those tho.
thanks for the feedbacks! btw, did you get any weird input lag/error thing? it's happened to me quite often.
>did you get any weird input lag/error thing?
as far as i can tell, things behaved normally
i sat around and spamclicked the big guys for a while, they never went down. some sort of HP indicator wouldn't be a bad idea, either a health bar, or cursor color, etc.
noted, i'm still thinking on alternatives to health bars, maybe something like, the more bloodier they are, the lower their health or something like that. but i guess we'll see. thanks again!