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anbagames
Germany
เข้าร่วมเมื่อ 22 ก.ย. 2021
Hi, my name is Andy, and I'm a solo indie game developer. I upload gamedev related videos on this channel.
Two years ago, I self-published my first game, CLOUD ESCAPE, on Steam, and currently, I'm working on a Zelda-inspired 3D open-world action-adventure game called VELKYN.
If you're interested in my games or enjoy the technical side of video games, feel free to join us, get comfy and enjoy the journey with our small community.
Two years ago, I self-published my first game, CLOUD ESCAPE, on Steam, and currently, I'm working on a Zelda-inspired 3D open-world action-adventure game called VELKYN.
If you're interested in my games or enjoy the technical side of video games, feel free to join us, get comfy and enjoy the journey with our small community.
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
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...
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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 ...
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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 ...
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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
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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
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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
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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...
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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...
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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 ...
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Hi im seth and im making a smash bros fighting game Xenofighters
Nice one! Greetings from turkey ❤
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.
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.
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!
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.
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!
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.
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!
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.
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.
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 :)
Good idea! I thought the arrow impact could serve as a distraction
God of war has a great GDC talk about combat and the problems they had to solve to make it feel intuitive
I haven't heard that talk yet. Sounds cool, I'll listen to it tonight! Thanks!
@ 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
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.
Thanks for pointing that out! I'm working with AimIK, but honestly, I haven’t looked into it much yet, haha
@@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?
@@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 :)
my favorite targeting systems are the ones from Arkham Asylum and Shadow of Mordor. they aren't the lock-on variety. they're automatic
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!
Keep going! I believe in you!
How did you make the texture stylized, Look really fine
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
You also did the character , It really fit the texture
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!! 😭
Thank you! ❤️
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
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!
A pretty complete combat system, can't wait to see how far you take this! Great job!
Thanks man, appreciate it!
I freaking knew it yeah lol
soooo nice !
Thank you! 😊
Bob MVP!
The real hero of the game!
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! ⬇
Enemies being able to hit each other would be a fun feature
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!
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!
FIRST! - awe, second.
W Bob
The GOAT
your work ALWYAS looks professional
¿what's the deal with the trees changing shape when the player character nears them?
Sliding down hills would be so much fun, especially if you can builds up speed and combine it with a jump
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??
lel , already 1000x better than ubisoft games
A dragon boss could be cool
Can i try this out, looks amazing
yes dodge rolling should grant s, its frustrating when a game doesnt do that imo
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
better than ac shadows
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
Can you share more about your process for blocking out the level? My initial guess was you using probuilder but the texture seems different
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}"); } } }
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
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.
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
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.
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
i subbed now but f u
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.
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
very well done this is so hard to do. I think having different jump animations would make this more dynamic.
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
That's a cool idea! I like it :)
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.
Ohhh, you're right! I had it on my list before, but somehow forgot about it. It will definitely be added in the future!
Bayıldım! Aynen böyle devam! Türkiye'den selamlar.
Made in?
Unity!