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.
Sourkebab
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>Did you try turning down the threshold in the settings
oh sorry i didn't notice there's a setting for that, pretty sure mount and blade doesn't have this threshold thing no? but then again last mnb game i played is warband and last time i played it was like 4 years ago or something so i might've forgotten about it.
>Do you mean when you're close to a wall? I'm getting rid of that. It was to prevent clipping, but that's getting fixed eventually anyway.
nah it's not when you're close to a wall, i think it has something to do with the buffering thing i said, and i also agree what that other anon said, right now the only way to attack is to move the mouse first, then click to do an attack, i think you should allow players to also click first, and then drag the mouse to "decide" which directions they're gonna do (i'm pretty sure warband does this, cause i remember kinda just moving between attack directions by simply holding left click & moving my mouse).
i think the general rule is, if you're in a combat and there's any point where your clicks doesn't register to a certain action (either now or later), then there's something wrong with it.
>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.
>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.
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!
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!
i played for a bit,
as a m&b player myself i like the idea of directional attacks, although execution needs a bit of work here.
>sometimes the direction doesn't register, you can probably see this video to see what i mean, the left direction & up at some point of the video doesn't register. might have something to do with the speed threshold or something.
>sometimes even if the direction registers, the attack doesn't do anything which adds to this clunky feel
> you need to have some sort of buffering mechanism where if a player has just finished an attack but still in recover animation you should still be able to add an attack input to queue for the next attack and launch it when it's ready (it might fix my second point)
i think that's the main technical issue of the game for now, otherwise i think it looks good, especially the animation. good work.
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!
oh yea, i mean, technically even if you combine it like i said, you should still be able to have seals modify each of those since it's activated at different times no?
>Another reason is I want players to plan ahead if they need to switch to a different ability as they are running
i see, well, as long as it's still fun i guess
i really like it, timer thing is a bit though but i guess that's the main part that makes it fun. have you ever thought of combining the multi jump, power jump & hover thing? so instead of having to select it manually, you can activate it by doing things on a certain context. for example, multi jump is obviously activated by just pressing & immediately releasing space in air, power jump is activated automatically if you hold the space on the ground & hover is activated when you hold the space button in air. cause i feel it's a bit clunky to switch between those skills. or maybe there's a gameplay reason for the switch skill thing that i didn't know of?
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.
Noice, i like the art style, gameplay reminds me of bomberman with an interesting twist. Btw, does this game not supposed to have diagonal movements? i kept trying to push s & d together to move diagonally which would make the character stuck in place, kinda makes it feel a bit clunky. I figured it's probably because of the tile based movement thing, tho even so, i think moving diagonally would still work nicely in a game like this.
I like it, control feels nice and i was pretty impressed with the variety of the characters, i thought everyone would kinda play the same with just a different mesh & effects but it actually plays differently which is great.
There are a few things i noticed tho:
- Unskippable Cutscenes, not really a fan of this one. I'm sure not everyone is interested with the storyline & prefers to just play the game instead (not saying that it's bad, i haven't really paid attention to the story. kek)
- I don't really see a point in using the shift button, i usually press shift to run faster, but here it slows down your character (?) or is it a block or something? Doesn't seem to be a block tho.
- The UX of the inventory system doesn't feel that good, don't really like how there are different containers for different types of item. Whenever i receive an item i have to check which type of item it is, why not put it all in a single container & when you click it, automatically apply it based on its type?
- Last one is probably a minor thing, there seems to be a part of your dodge function which makes it feels a bit inconsistent at times. CMIIW but do you use the player's last input direction everytime you dodge? So what happened here was that, whenever i press dodge (while not pressing any movement keys) i ended up dodging to my last input direction, which caused my dodge direction to be a bit unexpected sometimes. Wouldn't it be better if you add a handler like: if a player's not pressing any movement key & you press dodge, it only dodges to a certain direction (maybe something like Dark Souls where you'd dodge backwards if you're not moving in any direction)