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5 Months of Developing COMBAT For My Game | Devlog
The BIGGEST update so far: the COMBAT SYSTEM in VELKYN - Built from a ton of smaller systems.
Wishlist VELKYN on Steam: store.steampowered.com/app/2728320/VELKYN/
We've got different weapons like swords, spot-on timing for attacks and defensive moves, fair hitboxes, millisecond-perfect animations, resource systems, advanced multi-level pathfinding, a targeting system... and that's just the start.
This system is the heart of the game, so I'm totally open to your feedback and ideas!
Enjoy checking it out and feel free to share your honest opinion!
Timestamps:
0:00 Intro
0:36 Enemy Detection
2:03 Pathfinding
2:48 Attacking
4:02 Block & Parry
4:46 Dodge Rolling
5:29 Targeting
6:57 Enemy Behaviour
7:39 What's Next?
9:12 Bonus Footage
Discord: discord.gg/G8SMR6T2Gb
Twitter/X: x.com/anbagames
Threads: www.threads.net/@anbagames
TikTok: www.tiktok.com/@anbagames
About:
Welcome to my channel. In real life I'm a software developer and in my free time I create video games. This channel shows my progress in the shape of devlogs and other gamedev related videos. Have fun here!
#anbagames #gamedev #indiegame #indiegames #gamedevelopment #indiedev #unity #unity3d #madewithunity #devlog #blender #velkyn #zelda #zeldalike #soulslike #indiegamedev #eldenring #darksouls
มุมมอง: 4 885

วีดีโอ

I Created an Advanced Parkour System for My Game
มุมมอง 8Kหลายเดือนก่อน
Parkour in Velkyn is so much fun - I need to limit my own playtest time! :D Wishlist VELKYN on Steam: store.steampowered.com/app/2728320/VELKYN/ Welcome back to the character controller series, where I take you behind the scenes of Velkyn, my Zelda-inspired indie game. From wall-jumping to climbing and dodge rolling, I'll break down how these mechanics work and why they're essential for dynamic...
LADDERS Devlog - A Gamedev's Worst Nightmare
มุมมอง 9K4 หลายเดือนก่อน
Wishlist VELKYN on Steam: store.steampowered.com/app/2728320/VELKYN/ If someone had told me before I started game development that implementing ladders would be one of the biggest challenges ever, I probably would have thought they were joking. Discord: discord.gg/G8SMR6T2Gb Twitter/X: x.com/anbagames Threads: www.threads.net/@anbagames About: Welcome to my channel. In real life I'm a software ...
Creating Movement That Actually Feels Good
มุมมอง 9K4 หลายเดือนก่อน
Wishlist VELKYN on Steam: store.steampowered.com/app/2728320/VELKYN/ If the player hates how they move the character in your game, they will also hate your game with high probability. In this video, I showcase the current state of character movement in my game, Velkyn. Player movement and camera movement go hand in hand. I'll also cover some tips and tricks regarding camera movement and how to ...
I Added Physics to My Character's Clothing
มุมมอง 3.3K6 หลายเดือนก่อน
Wishlist VELKYN on Steam: store.steampowered.com/app/2728320/VELKYN/ With this new feature, I have greatly improved the perception of my character for the better. A combination of fine-tuned animations and features such as cloth and hair physics suddenly caused many gamers to take an interest in my game and ask for a Steam link. In this video, you will get a closer look at how the feature works...
Working on a New Character With Insane Movement Mechanics
มุมมอง 5K6 หลายเดือนก่อน
Wishlist VELKYN on Steam: store.steampowered.com/app/2728320/VELKYN/ Kicking off a new series with this video about creating the OPEN WORLD hero for my indie game VELKYN! We will not only see how it looks under the hood, but we will also look at character implementations from masterpieces like the 3D Zelda or Souls games. There's a lot to consider and a lot to learn. Enjoy! Discord: discord.gg/...
Making an OPEN WORLD Game as a Solo Dev
มุมมอง 71K11 หลายเดือนก่อน
Wishlist VELKYN on Steam: store.steampowered.com/app/2728320/VELKYN/ This is my new OPEN WORLD action-adventure game, VELKYN. In this devlog, I showcase the creation of the main character, game mechanics, and the starting area of the game. I also give initial impressions of the story, provide a sneak peek of the open world, and reveal a prototype dungeon, including a boss fight teaser. Discord:...
My new OPEN WORLD Action-Adventure Game - VELKYN Intro Devlog
มุมมอง 104Kปีที่แล้ว
Wishlist VELKYN on Steam: store.steampowered.com/app/2728320/VELKYN/ Welcome to the introduction devlog for my upcoming indie game - an action-adventure game with open-world sections that you can freely explore. If you're a fan of classic Zelda games, then you're going to enjoy this game! In this video, I'll be showcasing what the game is all about and why it's worth following the development p...
5 Tips To Make YOUR Game Jam Submission More Enjoyable
มุมมอง 8202 ปีที่แล้ว
In this short video you'll learn how to create a full-fledged game jam submission in a single weekend. Plus, my personal top 5 takeaways to be more successful at your next game jam! TEDFIELD on itch.io: anbagames.itch.io/tedfield Twitter: anbagames Discord: discord.gg/G8SMR6T2Gb Longer description: @JonasTyroller 's #WowieJam4 was the first public game jam I ever participated in and...
CLOUD ESCAPE 2.0 - Official Launch Trailer
มุมมอง 2.2K2 ปีที่แล้ว
Cloud Escape is a fast-paced 3D precision platformer with countless traps, obstacles and movement mechanics. Whether you're dashing through the large, themed areas in Classic Mode or trying to climb to the top in new game mode: The Tower. Each game mode is a different world with unique challenges, traps, secrets and collectibles. In the new tower, you'll also encounter real enemies for the firs...
I FINISHED My Indie Game - Final Devlog
มุมมอง 3.1K2 ปีที่แล้ว
Well, this journey is coming to an end. This final devlog is about the remaining floors of the new tower map, about the completion of the game as such and about the feeling of having finished an indie game project completely. Twitter: anbagames Discord: discord.gg/G8SMR6T2Gb Longer description: I'm a little sad, but at the same time it feels incredibly good to finally be done! I've ...
My New Turrets Will Crush You! - Indie Game Devlog #10
มุมมอง 9212 ปีที่แล้ว
This was possibly the most time-consuming game mechanic I've ever developed. Today's devlog is all about the different types of turrets that Cloud Escape has to offer in its upcoming Tower Mode. ➤ Buy CLOUD ESCAPE on Steam: store.steampowered.com/app/1731120/Cloud_Escape/ Twitter: anbagames Instagram: anbagames Discord: discord.gg/G8SMR6T2Gb Longer description: The gam...
I Created Enemies For My Indie Game! - Devlog #9
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Little explosive boxes, enemies with hidden mechanics and more! This devlog is filled with enemy content and all relevant tech stuff behind it. So be prepared for this very special devlog! ➤ Get CLOUD ESCAPE: store.steampowered.com/app/1731120/Cloud_Escape/ ➤ Enter the Giveaway: anba.dev/giveaway Twitter: anbagames Instagram: anbagames Discord: discord.gg/G8SMR6T2Gb Lo...
CLOUD ESCAPE - Indie Game Animated Short Film (1,000 Sub Special)
มุมมอง 4342 ปีที่แล้ว
I could not be more grateful. 1,000 subscribers! ✨ Thank you all from the bottom of my heart! I created this animated short as a small thank you for the constantly growing sub count of my gamedev channel. It was a fun little animation project based on my indie game Cloud Escape and done entirely in the Unity game engine. I hope you like this slightly different video! ➤ Get CLOUD ESCAPE: store.s...
Finding A Color Scheme For My Indie Game - Devlog #8
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Finding A Color Scheme For My Indie Game - Devlog #8
Introducing A New Map For My Indie Game - Devlog #7
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The Show Must Go On - Indie Game Devlog #6
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How To Integrate Steamworks.NET Into Your Unity Project In 2022
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The Cost Of Creating An Indie Game In 2022
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The Cost Of Creating An Indie Game In 2022
I Did It! - Indie Game Release Devlog #5
มุมมอง 8K3 ปีที่แล้ว
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CLOUD ESCAPE - Official Indie Game Launch Trailer
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CLOUD ESCAPE - Official Indie Game Launch Trailer
CLOUD ESCAPE - Official Indie Gameplay Trailer
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The Final Showdown - Indie Game Devlog #4
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Be A Part Of My Game - CLOUD ESCAPE
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Of Pirates And Parrots - Indie Game Devlog #3
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How I Track Player Progress In My Indie Game
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The Struggle Was Real - Indie Game Devlog #2
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It All Started As A Game Jam - Indie Game Devlog #1
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It All Started As A Game Jam - Indie Game Devlog #1

ความคิดเห็น

  • @sethxenofightersofficialx
    @sethxenofightersofficialx วันที่ผ่านมา

    Hi im seth and im making a smash bros fighting game Xenofighters

  • @KemalTonbul
    @KemalTonbul 2 วันที่ผ่านมา

    Nice one! Greetings from turkey ❤

  • @ClickToPreview
    @ClickToPreview 3 วันที่ผ่านมา

    Will you have a gather/craft system for things like health/mana/stamina potions and making/repairing weapons and armor? If you will, might I suggest instead of putting gatherables (flowers/mushrooms/ore/wood) on a simple timer, have them respawn in a different area after gathered to keep map exploration relevant and the location of resources always changing. I've never seen a dev implement this and I would love to see it.

  • @fattcoke4705
    @fattcoke4705 3 วันที่ผ่านมา

    This game looks good, but the combat system showed is identical to the type used in souls games, which makes it look like it is at risk of becoming an unimaginative and uninspired dark souls clone. You should only copy from other games what you think is ideal for the game you're making, and that is usually never all of it. If your game is not combat-focused, then copying Souls games is probably fine though.

  • @aimojorma7674
    @aimojorma7674 4 วันที่ผ่านมา

    Was this really a movement-heavy combat system though? It seems like it's just a separate movement system and a combat system. The movement doesn't seem to add anything to the combat, so I predict that players will only use the movement system when they want to run away from fights, and ignore most of the move set when fighting enemies. I don't think you should advertise your game as something it's not, but if you manage to actually implement a movement system that enhances combat, it would be a huge selling point. Wishing you luck!

  • @silchasruin4487
    @silchasruin4487 4 วันที่ผ่านมา

    Movement for movements sake doesn't feel very compelling until you incorporate some form of need or advantage to using that movement. Unreal Tournament comes to mind and so do the old Prince of Persia games. Another good example is if you played Ori and The Will of the Wisps. I don't see it in your video but using a mix of fluid animations and physics in the game makes the movement feel way better. Especially if movement is going to be a core mechanic, polishing it until its fun to just run around. Not just play well but feel good. Its looking great, but a good game usually sets itself apart from others just because of the amount of polish you've given it.

    • @anbagames
      @anbagames 4 วันที่ผ่านมา

      You're absolutely right, and I'm not gonna disagree! The enemies at the moment are kind of dumb; all they do is follow and do a basic attack. If I had a more complex enemy behavior system, proper level setup, and different enemy types, I could've shown it off better. Appreciate your feedback, and I'll demonstrate it better in an upcoming video!

  • @SecretStages
    @SecretStages 4 วันที่ผ่านมา

    Lock on systems are tricky. I think I prefer systems that auto locks on, because there is just one less button you need to press. For my own game I also use that. I use a "priority" system. So enemies that have a high priority ( bosses and harder enemies that deal high damage ) will be selected earlier then enemies with a low priority level ( enemies that are small or deal low damage ). Once you attack an enemy it will automaticly lock on. I then use a timer. If you attack again before the timer runs out, the lock on will be extended ( and the timer will be reset ). For small/esay enemies this timer runs for a short time, while for harder enemies and bosses it takes more time before the timer runs out. You can also "break" the lock manually just by using manual camera control and rotate away from that enemy. My camera also stays mostly behind the player ( I allow it to rotate an offest to both sides ). I prefer that because it makes switching from melee to ranged attacks ( use a bow or gun ) faster.

    • @anbagames
      @anbagames 4 วันที่ผ่านมา

      Yep, tricky for sure! Sounds like you've really thought your system through, and I agree that less button pressing is a win for players. I’m just trying to imagine situations where it could cause problems or unexpected behavior. I'll give it some serious thought :) Best of luck with your game!

  • @johnleorid
    @johnleorid 4 วันที่ผ่านมา

    Why is it movement-heavy? I don't see any benefits from wallruns or climbing. Or even any way to quickly get behind an enemy or enemy-lines to take out an archer. The combat seems not movement-heavy at all, it seems like you are locked in while attacking, basically just standing around, going one or two steps back and then forth again for your next attack. Mirrors Edge has a movement-heavy combat, but the best example is Overgrowth. In Overgrowth, combat IS movement, the dropkicks, the physics, it's all about speed, positioning, dodging and countering. If you look up some gameplay, you will see that there is never a moment where a character stands still in front of another character and swings a sword.

    • @anbagames
      @anbagames 4 วันที่ผ่านมา

      While I agree with you that there are definitely games even more movement-heavy than mine (great examples, by the way!), I’d say parkour mechanics (with more moves on the way) feel pretty agile compared to classic combat systems like Zelda or Souls games. You could probably compare both ways, and the vid title might be exaggerated for some, but in my opinion, it's still on the movement-focused side.

  • @AleksiVolkov-np9mt
    @AleksiVolkov-np9mt 4 วันที่ผ่านมา

    It would be cool if you can throw rocks to distract the enemies, and then back stab them xD. I think it can be really fun, and it's easy to implement :)

    • @anbagames
      @anbagames 4 วันที่ผ่านมา

      Good idea! I thought the arrow impact could serve as a distraction

  • @MegaGangsta4life
    @MegaGangsta4life 4 วันที่ผ่านมา

    God of war has a great GDC talk about combat and the problems they had to solve to make it feel intuitive

    • @anbagames
      @anbagames 4 วันที่ผ่านมา

      I haven't heard that talk yet. Sounds cool, I'll listen to it tonight! Thanks!

    • @MegaGangsta4life
      @MegaGangsta4life 4 วันที่ผ่านมา

      @ no problem! To be more precise you can implement an arrow icon that indicates where all offscreen enemies are, and it blinks red when an offscreen enemy is going to attack This way the player can anticipate it. Also they had to create a scoring system for enemy AI/aggression (who should have attacking priority) And lastly, they had to find a way to keep enemies on screen (not get knocked offscreen by powerful attacks) this way it doesn’t break gameplay

  • @josephross8753
    @josephross8753 4 วันที่ผ่านมา

    That bow bug is probably from the rotation of back bone, guessing it's self correcting very similar to how fps camras get vary wired when the output code is typed wrong.

    • @anbagames
      @anbagames 4 วันที่ผ่านมา

      Thanks for pointing that out! I'm working with AimIK, but honestly, I haven’t looked into it much yet, haha

    • @josephross8753
      @josephross8753 4 วันที่ผ่านมา

      ​@@anbagames my best guess, and I'm pretty amateur about game dev, and I'm basing this on knowledge of Godot and have no real 3d animation experience, but the back bone rotation should the ray or the camera rotation, or does it not work like that?

    • @anbagames
      @anbagames 4 วันที่ผ่านมา

      @@josephross8753 I don’t really know the internal details, but technically, there's an effector (target) and AimIK tries to use inverse kinematics magic (I'm an amateur myself, lol) to turn the torso in that direction without exceeding any set rotation limits. Just need to put in some time and read up more, then it should all come together :)

  • @timothycody913
    @timothycody913 4 วันที่ผ่านมา

    my favorite targeting systems are the ones from Arkham Asylum and Shadow of Mordor. they aren't the lock-on variety. they're automatic

    • @anbagames
      @anbagames 4 วันที่ผ่านมา

      Ohh, that sounds interesting. I have to admit, I haven’t played either game yet, but I’ll definitely check them out. Thanks for the tip!

  • @heirapparent8217
    @heirapparent8217 4 วันที่ผ่านมา

    Keep going! I believe in you!

  • @abdulhameedlawal8579
    @abdulhameedlawal8579 5 วันที่ผ่านมา

    How did you make the texture stylized, Look really fine

    • @anbagames
      @anbagames 4 วันที่ผ่านมา

      Thanks! Which textures are you referring to? The enemies were done by NHANCE Studio, and I created the character myself using Substance Painter and Stylized Smart Materials

    • @abdulhameedlawal8579
      @abdulhameedlawal8579 4 วันที่ผ่านมา

      You also did the character , It really fit the texture

  • @anniquinia
    @anniquinia 5 วันที่ผ่านมา

    Wow, that video must have taken a lot of work! I love the mix of cool movement and classic Zelda combat. I really want to play it now!! 😭

    • @anbagames
      @anbagames 4 วันที่ผ่านมา

      Thank you! ❤️

  • @TFVyse
    @TFVyse 5 วันที่ผ่านมา

    Bob, you`re awesome!! Love to see the progress of the ai system. Especially the aggro meter mechanics, gives a lot of opportunities on how to play the game. How could enemies react in cases where the hero is standing on a wall? Is there a solution for that kind of scenario? :) Wonderful progress, keep on going! <3

    • @anbagames
      @anbagames 5 วันที่ผ่านมา

      Thank you so much! In Breath of the Wild, melee enemies throw rocks when they can't reach the player. Maybe that would be a nice workaround!

  • @s4bishii
    @s4bishii 5 วันที่ผ่านมา

    A pretty complete combat system, can't wait to see how far you take this! Great job!

    • @anbagames
      @anbagames 5 วันที่ผ่านมา

      Thanks man, appreciate it!

    • @HeroGetsu
      @HeroGetsu 5 วันที่ผ่านมา

      I freaking knew it yeah lol

  • @Dayoflu
    @Dayoflu 5 วันที่ผ่านมา

    soooo nice !

    • @anbagames
      @anbagames 5 วันที่ผ่านมา

      Thank you! 😊

  • @Oskratos
    @Oskratos 5 วันที่ผ่านมา

    Bob MVP!

    • @anbagames
      @anbagames 5 วันที่ผ่านมา

      The real hero of the game!

  • @anbagames
    @anbagames 5 วันที่ผ่านมา

    What do you guys think of this super early stage of the combat system? What weapons or character skills would you like to see? Let me know in the comments! ⬇

    • @HeroGetsu
      @HeroGetsu 5 วันที่ผ่านมา

      Enemies being able to hit each other would be a fun feature

  • @gagz9k
    @gagz9k 5 วันที่ผ่านมา

    Surprisingly Harry Potter Hogwarts Legacy has an incredible feedback feeling for the combat system, with a nice way to select enemies for quickly in combat switch. It gives off a feeling of overpowering control when you master the spells system and develop the necessary muscle memory. I think that's a good reference to look into!

    • @anbagames
      @anbagames 5 วันที่ผ่านมา

      I played Hogwarts Legacy at launch and remember the combat system being really good and "juicy." It took me a bit to get used to the controls, but after that, it was a lot of fun. Thanks for the tip, I'll take another look at the enemy selection!

  • @michaelperrigo
    @michaelperrigo 5 วันที่ผ่านมา

    FIRST! - awe, second.

  • @rafaelhuard
    @rafaelhuard 5 วันที่ผ่านมา

    W Bob

    • @anbagames
      @anbagames 5 วันที่ผ่านมา

      The GOAT

  • @MegaGangsta4life
    @MegaGangsta4life 16 วันที่ผ่านมา

    your work ALWYAS looks professional

  • @sosasees
    @sosasees หลายเดือนก่อน

    ¿what's the deal with the trees changing shape when the player character nears them?

  • @xbott94
    @xbott94 หลายเดือนก่อน

    Sliding down hills would be so much fun, especially if you can builds up speed and combine it with a jump

  • @IveNeverStoodUp
    @IveNeverStoodUp หลายเดือนก่อน

    now texture the character, but also, how the HELL would you go about adding more physics bones for different outfits? would you REAAAAALLY just have every bone for every outfit exist on the base deform skeleton simultaneously??

  • @Angel-eg8xm
    @Angel-eg8xm หลายเดือนก่อน

    lel , already 1000x better than ubisoft games

  • @Kirblin101
    @Kirblin101 หลายเดือนก่อน

    A dragon boss could be cool

  • @Kirblin101
    @Kirblin101 หลายเดือนก่อน

    Can i try this out, looks amazing

  • @paoloiaccarino7447
    @paoloiaccarino7447 หลายเดือนก่อน

    yes dodge rolling should grant s, its frustrating when a game doesnt do that imo

  • @lethaldosegame
    @lethaldosegame หลายเดือนก่อน

    When I build the game I also have manually to put steam_appid.txt into built files (in the root folder with the exe) otherwise it just crashes

  • @MajdBd-pk9zg
    @MajdBd-pk9zg หลายเดือนก่อน

    better than ac shadows

  • @Chunkeeeeee
    @Chunkeeeeee หลายเดือนก่อน

    for your question on dodge rolling, i think while rolling you should have a small amount of invincibility from incoming attacks, but environmental damage should still be a factor, so if you roll away from a punch you dodge it but if you roll into a wall of spikes, you still get punished for your mistake, but it would probably be best to make the hitbox smaller just so the game isnt frustratingly punishing

  • @nguyenhoangminhtrung2779
    @nguyenhoangminhtrung2779 หลายเดือนก่อน

    Can you share more about your process for blocking out the level? My initial guess was you using probuilder but the texture seems different

  • @TheMeeelting
    @TheMeeelting หลายเดือนก่อน

    Great guide, thank you! I used this code to complete achievements, everyone out there is free to copy + paste and save 2 min of work: private static void CompleteAchievement(string steamAchievementId) { if (SteamManager.Initialized) { SteamUserStats.GetAchievement(steamAchievementId, out bool achievementCompleted); if (!achievementCompleted) { SteamUserStats.SetAchievement(steamAchievementId); SteamUserStats.StoreStats(); Debug.Log($"Completed Achievement: {steamAchievementId}"); } } }

  • @everettewebber5680
    @everettewebber5680 หลายเดือนก่อน

    Dodge rolling giving I Frames makes the most intuitive sense, so consuming stamina would be a good tradeoff for them. But it depends on how you plan on doing combat

  • @maddockemerson4603
    @maddockemerson4603 หลายเดือนก่อน

    I’m very biased against i-frame based dodging; I think if you’re going to do that it better at least be justified with the move being some kind of magic power, and even then it never feels good to use because it’s all about causing a non-interaction where there should be an interaction. Others have said that they think i-frames are needed because of the stamina bar, though for a game with such an emphasis on movement you might want to get rid of that as well; it’s not fun to be constantly stopped from doing basic things, limiters should be for highly useful abilities like for example (been playing the Arkham games so this is what’s on he mind) building up a combo meter to gain access to moves that can instantly defeat lesser foes and cause massive damage to tougher ones. Stamina is not inherently a bad system, but you have to be very sure about why it’s there and what it causes the player to do. I’m not sure what a good use of stamina is honestly, but I’m sure it’s out there somewhere, maybe BotW or Monster Hunter but even then I tend to find it cumbersome.

  • @lawrence9713
    @lawrence9713 หลายเดือนก่อน

    It would be awesome to add this automatic hand placement on a wall/ledge/whatever when the character is close enough. Like in the Uncharted games. There was a TH-camr who did a tutorial on this, dont remember his channel, sorry. Could look epic running next to a wall, the character already touching it, feeling it and then walljumping. Or it could make the arm and hand animation a bit more fluid when jumping towards a ledge. Idk, just my thought that popped up :D Awesome video

  • @ezioassassin2028
    @ezioassassin2028 หลายเดือนก่อน

    I think dodge rolling could implement both (I-frames and smaller collision). That way it can be used in combat with the I-Frames but also as a navigation mechanic by allowing the player to dodge roll into smaller areas or under things.

    • @IcarusTheEagle
      @IcarusTheEagle หลายเดือนก่อน

      I second this, I think for puzzles (like that lazer puzzle) would need the smaller hitbox so that if they don’t time it right, they’d still take damage. Because if you do I-frames for non-combat, they’d be able to just roll through all the lasers, even if they’re intended to jump over some

  • @realmcafee
    @realmcafee หลายเดือนก่อน

    i subbed now but f u

  • @BrickGriff
    @BrickGriff หลายเดือนก่อน

    This is gonna be a weird one but hear me out... what if a short tap performs a hop, a long tap does a leap, a fast double tap in does a flip in the direction of the left joystick, and a delayed double tap near a wall or ledge does a wall jump or ledge climb, and finally a second tap just after landing a jump on the ground performs a quick flip (while tapping crouch after landing performs a quick roll and tapping sprint performs a slide)? Hope you like where I'm headed, even though I know nothing about parkour.

  • @HeroGetsu
    @HeroGetsu หลายเดือนก่อน

    My whole game is built well being built around movement that feels good so I have a lot of ideas so I throw out 2 that I want to put in my game 1. Wall running 2. Dodge jumping that translates into a further jump look at jak 2 for reference

  • @gamejamreject
    @gamejamreject หลายเดือนก่อน

    very well done this is so hard to do. I think having different jump animations would make this more dynamic.

  • @Zeesdaseal
    @Zeesdaseal หลายเดือนก่อน

    i think it would be intresting to have dodge rolling to have a diff hitbox as then with diff enemies maybe bosses you have to dodge attacks differently and its not only rolling through it and itwill make things a lot more immersive and not just ok idk what to do PANIC ROLLLL

    • @anbagames
      @anbagames หลายเดือนก่อน

      That's a cool idea! I like it :)

  • @Brokencircuitboard
    @Brokencircuitboard หลายเดือนก่อน

    Cool movement system. Since your game dealing with lot of jumping and falling, maybe you should add landing animation based of player velocity. This will make falling move alive.

    • @anbagames
      @anbagames หลายเดือนก่อน

      Ohhh, you're right! I had it on my list before, but somehow forgot about it. It will definitely be added in the future!

  • @KemalTonbul
    @KemalTonbul หลายเดือนก่อน

    Bayıldım! Aynen böyle devam! Türkiye'den selamlar.

  • @SurajPatil-e8z
    @SurajPatil-e8z หลายเดือนก่อน

    Made in?

    • @anbagames
      @anbagames หลายเดือนก่อน

      Unity!