I Created a Movement-Heavy COMBAT SYSTEM | Indie Devlog

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  • เผยแพร่เมื่อ 18 ธ.ค. 2024

ความคิดเห็น • 25

  • @anbagames
    @anbagames  18 ชั่วโมงที่ผ่านมา +5

    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 14 ชั่วโมงที่ผ่านมา

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

  • @heirapparent8217
    @heirapparent8217 11 ชั่วโมงที่ผ่านมา +2

    Keep going! I believe in you!

  • @s4bishii
    @s4bishii 17 ชั่วโมงที่ผ่านมา +4

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

    • @anbagames
      @anbagames  16 ชั่วโมงที่ผ่านมา +2

      Thanks man, appreciate it!

    • @HeroGetsu
      @HeroGetsu 14 ชั่วโมงที่ผ่านมา

      I freaking knew it yeah lol

  • @anniquinia
    @anniquinia 14 ชั่วโมงที่ผ่านมา +1

    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  10 ชั่วโมงที่ผ่านมา

      Thank you! ❤️

  • @timothycody913
    @timothycody913 7 ชั่วโมงที่ผ่านมา

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

  • @Dayoflu
    @Dayoflu 17 ชั่วโมงที่ผ่านมา +2

    soooo nice !

    • @anbagames
      @anbagames  16 ชั่วโมงที่ผ่านมา +1

      Thank you! 😊

  • @MegaGangsta4life
    @MegaGangsta4life 4 ชั่วโมงที่ผ่านมา

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

  • @AleksiVolkov-np9mt
    @AleksiVolkov-np9mt ชั่วโมงที่ผ่านมา

    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 :)

  • @josephross8753
    @josephross8753 6 ชั่วโมงที่ผ่านมา

    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.

  • @TFVyse
    @TFVyse 17 ชั่วโมงที่ผ่านมา +1

    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!

    • @anbagames
      @anbagames  16 ชั่วโมงที่ผ่านมา +1

      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!

  • @Oskratos
    @Oskratos 17 ชั่วโมงที่ผ่านมา +2

    Bob MVP!

    • @anbagames
      @anbagames  16 ชั่วโมงที่ผ่านมา

      The real hero of the game!

  • @gagz9k
    @gagz9k 18 ชั่วโมงที่ผ่านมา +2

    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  18 ชั่วโมงที่ผ่านมา +1

      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!

  • @rafaelhuard
    @rafaelhuard 18 ชั่วโมงที่ผ่านมา +3

    W Bob

    • @anbagames
      @anbagames  16 ชั่วโมงที่ผ่านมา +1

      The GOAT

  • @abdulhameedlawal8579
    @abdulhameedlawal8579 14 ชั่วโมงที่ผ่านมา

    How did you make the texture stylized, Look really fine

  • @michaelperrigo
    @michaelperrigo 18 ชั่วโมงที่ผ่านมา +1

    FIRST! - awe, second.

  • @johnleorid
    @johnleorid 3 นาทีที่ผ่านมา

    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.