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Favkis Nexerade
เข้าร่วมเมื่อ 11 ธ.ค. 2014
Hi. My name is Iluv Cox, and I'm making stuff here.
Edgecut - Should I make free directional attacks? - Godot 3.6 Devlog
Should I? Or shouldn't I?
Discord: discord.gg/DfBCe3rvWk
Discord: discord.gg/DfBCe3rvWk
มุมมอง: 581
วีดีโอ
Edgecut - Tutorial area concept - Godot 3.6 Devlog
มุมมอง 22114 ชั่วโมงที่ผ่านมา
Starting to make tutorial area and using map scripts for it. Discord: discord.gg/DfBCe3rvWk
Edgecut - Short combat preview - Godot 3.6 Devlog
มุมมอง 55716 ชั่วโมงที่ผ่านมา
Trying to make combat more engaging. Discord: discord.gg/DfBCe3rvWk
Edgecut - Ranged weapons/Special Attacks/AI Improvements - Godot 3.6 Devlog
มุมมอง 17519 ชั่วโมงที่ผ่านมา
Another pass on ranged weapons, added more types of them. Added special attacks for melee weapons, like feints, morphs and heavy attacks. Attempt at making NPCs smarter. Discord: discord.gg/DfBCe3rvWk
Edgecut - NPC voices - Godot 3.6 Devlog
มุมมอง 21914 วันที่ผ่านมา
Added voices to NPCs, they talk and can react to stuff. Also added map triggers. Discord: discord.gg/DfBCe3rvWk
Edgecut - Terrain Shaders - Godot 3.6 Devlog
มุมมอง 40914 วันที่ผ่านมา
Making terrain shaders and props for easy outdoor locations modeling. Discord: discord.gg/DfBCe3rvWk
Edgecut - Faster Combat - Godot 3.6 Devlog
มุมมอง 28814 วันที่ผ่านมา
Experimenting with combat, trying to make it fun. x2 Remade animations to be faster, added timing based blocks. Discord: discord.gg/DfBCe3rvWk
Edgecut - Some Combat experimentation - Godot 3.6 Devlog
มุมมอง 22321 วันที่ผ่านมา
Experimenting with combat, trying to make it fun Discord: discord.gg/DfBCe3rvWk
Edgecut - Ragdoll improvements - Godot 3.6 Devlog - Physics
มุมมอง 12421 วันที่ผ่านมา
Also blood improvements. Discord: discord.gg/DfBCe3rvWk
Edgecut - Euphoria at home - Godot 3.6 Devlog - Physics
มุมมอง 31321 วันที่ผ่านมา
I plan to add more variation in the future. As for how I coded it: math for pushing physboxes into positions I want and special animations for ragdolled actions for better math/animation synergy. Then bunch of logic and dozen of timers and variables for variations. Discord: discord.gg/DfBCe3rvWk
Edgecut - Combat - Godot 3.6 Devlog
มุมมอง 93528 วันที่ผ่านมา
Lots of new stuff bits by bits. Discord: discord.gg/DfBCe3rvWk
Edgecut - Combat and Healing systems - Godot 3.6 Devlog
มุมมอง 4512 หลายเดือนก่อน
Godot 3.6 White line on the right of the screen because I've been fighting OBS to make it record so it's best I could do lol Discord: discord.gg/DfBCe3rvWk
Edgecut - Level Prototyping / King's Field like
มุมมอง 2082 หลายเดือนก่อน
Blocking out levels and taking full inspiration from King's Field and Arx Fatalis. Discord: discord.gg/DfBCe3rvWk
3d Brush Editor - Godot 3.5
มุมมอง 4187 หลายเดือนก่อน
Implemented 3d brush editor. Can now make levels in godot instead of blender. Brush includes occlusion polygons and static body, also correct UV recalculation for resize. There is also brush combiner that would combine brushes into 1 MeshInstance to save on drawcalls. Discord: discord.gg/DfBCe3rvWk
Edgecut - Godot 3.5 - Implementing climbing
มุมมอง 9178 หลายเดือนก่อน
Edgecut - Godot 3.5 - Implementing climbing
Edgecut - Godot 3.5 - Implementing physics interaction
มุมมอง 6648 หลายเดือนก่อน
Edgecut - Godot 3.5 - Implementing physics interaction
Godot 3.5 - Adding physics and destruction
มุมมอง 1.6K8 หลายเดือนก่อน
Godot 3.5 - Adding physics and destruction
Godot 3.5 - i definitely am not making a souls like game
มุมมอง 3.2K10 หลายเดือนก่อน
Godot 3.5 - i definitely am not making a souls like game
Half Field Devlog - Fencing & Suppression
มุมมอง 763ปีที่แล้ว
Half Field Devlog - Fencing & Suppression
Project Edgecut | Fake Interiors | Devlog
มุมมอง 927ปีที่แล้ว
Project Edgecut | Fake Interiors | Devlog
Project Edgecut | First person rapier | Devlog
มุมมอง 264ปีที่แล้ว
Project Edgecut | First person rapier | Devlog
Project Edgecut | Physical weapons interactions ⚔️
มุมมอง 156ปีที่แล้ว
Project Edgecut | Physical weapons interactions ⚔️
I too love this approach and wanted to implement it in my game. I think the one thing that makes directional attacks fun is the process of having to make that attack with the player control. If you look at mount and blade you have to strife in 4 directions to make an attack, not only placing the control in the right stance and then using the attack button in itself. If you think how to do this with a joystick, look at Skate joystick trick system. You strife the joystick to make patterns to make tricks, you can do something similar for attacks here.
Favkis, are you still working on this project?
I changed it, you can check my latest videos, it's same project with some reworked features
@@favkisnexerade yes I have looked at it. It is coming together nicely. I have joined your discord server. I am working on something akin to a souls-like myself, which is why I wanted to connect, in hopes we could help each other out in the future.
really good to compensate with the awkward combat in practice i would recommend using a lock on system that disables multiple audio calls or just change the call timing
I like the idea of it !
Free directional attacks is way more work for very little payoff compared to a smaller number of directional variants. Unless you're willing to build the entire combat system to support and bolster it in depth it's probably not worth doing. Basically if your goal with the game is to focus on the combat and do something kinda like For Honor, sure, go for it. If your primary goal is to do literally anything else though, no, save yourself the time and effort and go with something similar like neutral attack, back attack, left attack, right attack, forward attack, which is how a few of the older Zelda games worked, those being Ocarina of Time, Majora's Mask, and Twilight Princess (and maybe Windwaker though I never got to play that one). Though even there the actual attack variations didn't really matter 99% of the time and were just there for flair.
Very nice, it may be easier to instead of letting the arm rotate around to lock it to the nearest stance on left click release. So like moving the arm top right or left while moving motionless could get you wrath, moving left/right will get you hanging left/right, moving forward or back will get you high, etc. Of course you can have styles which the player could select ahead of time to minimize the complication of styles this way instead, so the whole movent alts could be thrown out for the player customizing.
thats a nice idea, but it's really hard to make work with my smooth somewhat fast free movement system
@@favkisnexerade So 2 things right; 1. Feel good 2. Free movement. People use stances generally to keep up movement, for the player holding down a button, what is it accomplishing? An angle of attack, telegraphic said attack. Okay, by releasing the left click to settle into a stance while moving, after all just because you lock the stance doesn't mean the fighter stops: Hanging high stance like irl frees the players fingers to decide to go for a different button: Options: 1. Break Stance by left clicking again 2. Break Stance by left click holding, rotate to next stance 3. Attack 4. Parry 5. Deflect Attack and Deflect can be the same thing based on key frames. So a different condition for parry, the chance of parry could be better based on the position of the weapon, for example again Hanging high has a very easy time vs High Stance. I imagine parry could be part of deflecting, maybe or its own thing within the stance. Of course you can forgoe Parry and Deflect and the 3 basic things will still then free up the players finger(s), which should feel good and is sort of how taking stances feel irl.
@@dibaterman I don't want to put IRL things just because. I own HEMA club and I don't want fencing simulator lol. I want game to be fun, thats most important. I've been experimenting with guards, stances etc over the years in my games and I couldn't find anything that works good. Same for games like KCD, Hellish Quart, I think if these games tried to be games more than they tried to be simulators, they'd be much better games, but that's just my opinion.
@@favkisnexerade Respect, you've walked it I've not tried making one and while I made it sound simple I can imagine the spread sheet of code required.
I recommend having a look at what the Examina devs have been cooking.
looks really good! i feel with that system itll feel really jank if youre not really rewarded for playing how you want them to like if you block an enemies directional attack maybe stun the enemy for a while so the player is rewarded qnd gets good feedback for engaging with the mechanics if you dont theres a good chance they might try to ignore it and just kinda spam swing has a lot of potential though! looking forward to seeing what you do with it
Can you also stab? Thrust forward? Can you roll? A lot of games already have good system based on free directional attacks. Consider what you could do different, make your game special comapred to others. For example you could let the player use also their surroundings to fight.
You can thrust, dodge, and do some special attacks, yea.
The concept is awesome, but consider how your audience will be using it. Some may employ spam tactics by abusing the system on directionality, or brute-force the NPC's in ways you might not be wanting them to. This kind of system works better in VR, where the player has to physically move their body.
I only use 4 directions for attacks in my project. I'm satisfied with it. I think you shouldn't make it free directional. It's a bit too much.
Godot 3's performance is bad. No ? Godot 4 is good for your project. More room with Gd extension and jolt physics. I don't want to use Godot 3. I love Godot 3 just for one thing and that is GLES 2.0 nothing else
I don't think Godot version plays a role in performance.
@favkisnexerade . Do you encounter any performance issue in Godot 3.6. well I do
@favkisnexerade I have experience many issues and performance drops in 3.6 in each of Godot 3xx version. After Godot 4.1 I haven't. I made fps games
@@gamecoder77 Since it doesn't have any optimisations for scenes by default (Well, frustrum culling and physics sleeping is there), it's not hard to sunk FPS fast. If you write LODs systems, use occlusion polygons, and optimise scenes, as well as proper loading/unloading of things you don't need right now - it has good performance.
@@favkisnexerade hmmm. It means more and more extra work and effort. I think Godot 4 is the right choice if I am starting from Zero
первый нах !
looks good keep it up
is it using an engine similar to Exanima?
@@meph1570 Nope, exanima uses Baremettle's own engine. And I use Godot 3.6
The resemblance to what i'm doing is crazy. Parrying, kicking, except my combat is more M&B like and my characters look like they're from a cursed ps1 game. I'm not ready to show it yet, maybe later, when i finish the first person camera and textures. Does yours have platforming and parkour elements, or is it mostly focused on combat? The amount of time i've spent on making character model aim up and down is ridiculous though. It wasn't mixing with other animations well. My solution is probably wrong, but i just made 2 poses for spine, where one pose makes it look down and other up, and then i mix them with blend2 and the slider responds to camera rotation. Sadly, had to stop working on it like a month ago, because i had too much going on. I plan to continue in January.
@@WretchedEgg528 hey, I do have climbing and plan to have lots of 3d platforming. As for up and down I'll just do it with code because blend2d wont work in my case
@@favkisnexerade Good luck! Let's do our best 😁
Oh thats nice work out of Godot. For your hand fix at 1:22 you can try to rotate the hip bone to same as camera node rotation. I have created a video on bone rotation on my channel. Also showed how i fixed it in my dev log 2 video. Video link: th-cam.com/video/DQ8w4ththP8/w-d-xo.html Time stamp: 4:27 . Additionally I liked the AI animation at the time of taking damage from arrow, gun and other ragdoll stuff.
Hey, I plan on rotating it via code, because there is no such thing as you use in Godot 3. Thanks, I spend quite a lot of time on damage feedback, and it's my main expertise field in game dev. I've been doing ragdoll mods for 8+ years :D
did you make these animations, are willing you share the movement/locomotion animations.
I made all animations, yes. Locomotion is extremily simply made, it's just Blend2D with 8 points for direction and 1 point for idle as middle, and attacks are Blend2 with filter at upper body.
fire
Amazing work!
Looks great! question about the combat, is it directional like mount and blade? looks like you have side slashes and stabs.
@@eldredjonas4306 Yes, you have rising, horizontal, vertical strikes and thrusts from both left and right sides. But I'm adding more moves, like feint attacks or chain attacks.
@favkisnexerade so cool! Did you do it something like this: In the physics process or input function Capture the mouse motion inputs event while an attack button is held Normalize the vector captured Check if it's closer to up, left, right and down If it's close to that direction, tell your character to activate the proper attack animation
@eldredjonas4306 I coded mordhau system that you can just select angle abd it morhps smoothly between animations, but for now I use different buttons for different attacks, because I like that better for gameplay.
Magnificent as always man
Looks great👍
Very cool , speed of your attacks seem fine to me . Personally Iv always liked games that take the RPG stamina and encumberment system into play with attack speeds , for example , the more stuff and weight you have in your inventory , the slower your attacks , which encourages exploration to find lighter weapons and using merchants and buying storage zones or homes to keep inventory in to stay light before going on a quest . It also makes battles more fun knowing your getting faster the more arrows you use cos its less wait in your quiver , and improving stamina and strength allows to carry more with being less affected in battle by the weight.. It just my preference tho not a suggestion
That's a nice idea, I thought about heavier gear just reducing max stamina, which in turn lowers attack speed, because it depends on your current stamina to max stamina level.
Looks good! Nice improvement.
Рывки вместо перекатов гораздо естественнее. Отличная идея, сам думал о подобном. Плюс можно же добавить и то, и другое, просто разные преимущества дать (вроде того, что рывки быстрее, а перекаты защищают от ударов на уровне живота в силу разных хитбоксов). Кстати, текстура плитки кажется знакомой. Не секрет, откуда её брал?
Текстура плитки с 3dtextures .me Я хотел сделать рывки и перекаты, но у меня сейчас контроллер разделен на верх и низ, и перекаты лочат перемещение пока длятся. Пока не получилось в общем нормально интегрировать, но может еще получится. Я кстати включил паралакс, как ты и посоветовал)
@@favkisnexerade Да, для плитки хорошо смотрится. Увидел. Собственно, одна из причин почему я и спросил.
3.6 too? good
Download?
not yet
Damn, didn't realise I was so quiet, sorry 😭
🔥🔥🔥🔥
This is really impressive
Thought this was a souls game from the thumbnail lol
I reference souls games a lot, and for this area in particular, I was referencing Undead Burn color scheme and lighting a lot (with a mix of Demon Soul's Boletaria), I guess it shows, haha.
@@favkisnexerade It's looking good. Keep it up!
Вот как выглядит фембойский геймдев... Статтеры же присутствуют не только на видео? Эти мелкие "заикания", особенно заметны при открытии инвентаря. А вообще мне нравится, выглядит как первый Dark Souls, что недурно для одного человека. В принципе, если на текстуры булыжника навесить parallax occlusion, внешний вид станет заметно лучше.
Статтеры не только на видео, я пока не понял толком из-за чего они, вроде когда экипирую оружие, оно заново видимо загружается, и по этому подвисает. Спасибо за оценку. Паралакс пробовал и в итоге выключил, с ним плохо работает кровь на стенах, видно что паралакс сразу. Да и вообще, накатить шейдеров можно конечно, но очень хотелось бы научиться хороший энвайронмент делать, для которого это все не нужно.
@@favkisnexerade я видел, что ты не согласен с переходом на Godot 4, но, вроде как, там пофиксили статтеры от компиляции шейдеров. Может быть они имеют место быть и в тройке? По поводу окружения - звучит очень банально, но во многих играх часто есть какой-то основной меш с минимальной детализацией и кучей мелких впривесок. Например, в The Talos Principle так сделан горный ландшафт - имеется простенький меш ландшафта с блендингом текстур и поверх него наложена куча моделей булыжников. В Dark Souls 3 так большинство кирпичных стен сделано - основная поверхность плоская, только нормали использованы, а несколько кирпичей сделаны отдельными мешами. В принципе, выглядит сносно, если не заострять на этом внимание. Ещё аналогичный подход видел в Half-Life: Alyx, но там он работает ужасно, так как игра от первого лица.
@@Capewearer У меня есть пару видосов где графон по лучше, например th-cam.com/video/nJtO_67GEmA/w-d-xo.html и th-cam.com/video/TW83JF85GzY/w-d-xo.html , я пока о графоне не особо парюсь, впринципе накидать кучу пропов вообще не сложно, но это сильно по производительности бьет, в наше время не особо актуально, но хотелось бы научиться, как в дарк солсе детали на пустом месте добавлять. Хотя там это в основном засчет разрушенности сделано.
@@favkisnexerade в любом случае, если разрабатываешь игру один, имхо, вначале следует накодить геймплей, а только затем наваливать ассеты. Ну типо разделение труда не просто так придумано, человеческий разум неспособен быстро переключаться между огромными по содержанию контекстами. Кстати, во втором видосе фахверковые домики и крыши башен действительно напоминают Готику как игру.
@@Capewearer Я переключаюсь, потому что иначе выгораю на одних и тех же задачах.
Hello! If this game will be released, I am going to play it for SURE
And congrats with 1k subs!
I'm your 1000 sub☺
Hey I was scrolling until I saw your video and I thought this was pretty cool so subscribed and I realised I'm your 1000 subscriber
@@mrOPisthecoolest Yay hehe, I just noticed too, ty for sub 😊
Hello! Its amazing what you did! Please, Ive been struggling with this, can you help and tell me, how did you do this?
@__LordVader__ compute positions for points you want your physboxes to follow and then apply central impulse to there
@@favkisnexerade thanks for quick answer! So, no need for SkeletonIK3D?
@__LordVader__ yes
I need your knowledge you wizard. Impressive stuff. Didn’t think one would be able to do this in godot
haha, Im uploading another vid with a bit more reactions
Dude this is amazing.
good
Euphoria at home isn't looking to bad! lol
Nice! Have you though about publishing a demo or smth on itchio? Looks like fun
@@olmrgreen1904 Yes. I will publish when I make few playable levels
wow just wow
This looks very impressive for Godot 3 🔥
it doesn't lol
Do you ever released any game?
Nope
Nice! But you should convert it into Godot 4. And any playtest? :)
Converting to G4 would take quite a while, not worth it. Playtest when I actually do something playable, yea
Cool!, by the way how you optimize it?
@@surepart i forgot. it was such long time ago
Con cada video se nota que va quedando mejor el juego. Gran trabajo.
I also tried something similar but main grip was a Ai traffic system so I moved on to some medieval stuff
Yes, vehicle AI is what scares me the most
Pretty cool, keep it up