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Juice Galaxy (formerly Juice World)

Floppy ragdoll rpg sandbox with physics-based combat · By fishlicka

Will This be Easier to Pull Off in The Future??

A topic by Moosevani created Feb 15, 2021 Views: 373 Replies: 3
Viewing posts 1 to 3
(5 edits) (+4)

Recently I found out that having slightly higher arm power stats then what the fountain allows, lets you spin attack at 360 degrees. You could also throw the sword around in all directions or do a sword uppercut of sorts which is equally as fun but that's besides the point here! 

Pulling this off depends on your arm power while aiming a clean hit isn't as easy. The sword tends to hit behind you, doesn't always respond to your mouse and will cut off a swing most likely due to lacking the arm power to perform the attack fast enough. Max sensitivity helps and will aid in performing an attack too. In future updates, will these be easier to perform or aim somehow, or be considered before making any camera changes? 

I've included a video to show what I'm talking about.

-Moose

(+3)

Seems kind of nauseating- I guess that's the price you pay for looking cool.

Moose, are you suggesting a "camera locking" option that keeps the camera facing in a certain direction while still allowing the player to change where their weapon is swung with the mouse cursor? For the purposes of allowing for cool combat moves, I feel like that might work while mitigating motion-sickness, and it doesn't seem that hard to implement (but what do I know, I've never worked with Unity camera controls).

Maybe you could hold a button close to WASD (C or V or something within reach of the left hand) to lock the camera and letting go of it snaps the camera back where it should be facing. I have no idea if that would end up being too janky/buggy to implement, or even if it's what Moose had in mind when he posted this.

Fish, do you have any opinion on Moose's discovery or my suggestion?

It's not as disorientating as it seems! It'll snap the camera back to catch up to where your mouse is. The trick is really just fun to play around with rather than to look cool too. 

I wasn't really suggesting anything here but instead presenting some ideas that would be nice to consider for future updates. That, and showing the flaws of the tricks for better understanding if needed of them. 

I feel these tricks could spice up the combat.

Developer(+5)

I think we'll have some weapon skills (like whirlwind or weapon thrust) that are basically spells that can be assigned to mouse/hotkeys, but you will always be able to swing the weapon 360 degrees like that as well. I think it's annoying to have to move the camera to swing, which is why I was soo pleased when I first added the 'click to swing harder' mechanic. Depending on the weapon you can sometimes get them going 360 continually just by clicking at the right times.

Fiend, I like the idea of a lock on system like in dark souls that angles the camera to the target but allows free character rotation, maybe we'll find a control scheme that can fit that in.