I stumbled across your gore system videos (which youtube allows lol) and I want to say I hope some really big project is gonna come out of that system
khiemgluong
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Hi everyone. I wanted to share the latest release for my kinematics based melee combat game, meaning that movement and combat is not animated with keyframes, but dynamically respond to weapon and player position.
I took this approach because while I was heavily inspired by several realistic melee combat games such as Mount and Blade, Chivalry 2, or Kingdom Come: Deliverance, what I felt was missing as the limitation of your attack angles, with the first 2 titles only allowing left, right, up and down attacks, and KCD attacks can be easily parried or block with only good timing. This game allows higher levels of control over your weapon, with ability to pan it left and right and requiring you to utilize this mechanic to be effective.
I would love to see playtesters experiment with this new combat mechanic, and give some suggestions on it for the next version.
Title: Obedience
Description: Satirical game, you will figure the rest of the game out yourself
URL: https://smarttarded.itch.io/obedience
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Thanks bye.Ok, I can't really explain why the reverse is slow, because it should be half the velocity of going forward. For your second issue, I also configured it so that pressing only A and D without W turns you slowly because it resets angular velocity, while pressing A or D with W does not. This is because I noticed that turning with A or D alone will immediately flip the vehicle, so often that it becomes boring, because you are immediately applying torque to a rigidbody with no forward velocity, and based on physics, that just simply flips the rigidbody.
If you think its more fun to allow the player to retain angular velocity while just turning, I can put that back in. But for me, having my car flip by taking a small corner every time sucks.
Pretty nice movements. Had to manually reload when I ran out of ammo which hurts the flow of combat. Robots also got stuck in narrow chokepoints so they didn't put up much of a fight. I don't know where the theme of this jam was shown, as there wasn't any "shortcuts" for passageways for instance, and I'm not sure if you tried to incorporate the pizza message with the robots or the yellow composition of the rooms but I don't see any pizzas in this game.