Kingdom Come: Deliverance has a pretty in-depth direction based combat system which includes the center for stabs. It does it mostly through sword-stances kinda like For Honor.
This looks cool. May I point out that you're making the same mistake that I see even AAA First Person games make... your camera does not make you eye level with the enemies. You look like you're a child from this perspective. You should be able to walk up to any character in your world and look directly into their eyes so you don't feel short. Raise the camera up!
Good thumbnail and a great title well done but you sound bored like you don't even want to be making a video, the things you talked about were interesting and your video has a good structure but i found it incredibly hard to concentrate because you spoke so monotone, just a note for your next Devlog keep up the good work
@@JSquare-devnot really advice tbh; but if you feel less comfortable speaking / aren't used to it yet might be good to rely more on the game itself as demonstration | like show some extended clips | can look to Road to Vostok dev logs as a good example | has portions split between the dev speaking and just showing off the work
If you find it so hard to concentrate when someone speaks in a monotone voice that you have to make a youtube comment about it how did you make it through school or how do you even hold a job??
I will give you some feedback from another dev that never completed a game. You have a main mechanic in your game: swinging swords. Every other mechanic should be built upon this mechanic. For example, you just throwed parkout there for no reason. Why note have parkout that is made with your sword? Like using a sword as pole by craving it in the wall. You ralked about parry, why not define parry as when you counter attack at the right time from the oposite direction. All those mechanics will be build upon the main mechanic of swing a sword.
Infinity Blade had a strategic based melee attack system, the gameplay loop was pretty simple, but engaging at the same time. The strategic part of sword fighting there was the parrying system, where you’d have to respond to an enemy’s attack by either following their slash or swinging in the exact opposite direction. Pretty old mobile game for iOS, but still left in the hearts of many
In the elder scrolls 3, the direction of your attack is determined by the direction your character is moving and I always felt it gave some nice flow to the combat
This would not work in a fast paced game since accurate movement is very important and changing your direction to hit the enemies would hinder your movement and slow you down.
@@lady_deaths_head As long as the player's acceleration and deceleration are reasonable, I think it would work. You'd only need to hold the specific movement key down for a fraction of a second to control the direction of the swing which would hardly interfere with movement at all unless the game is so fast paced that you're running literally non-stop.
Afro samurai on the ps2 had a great 'slice anywhere' mechanic and it cut the mesh wherever it happened too which looking back was probably technologically impressive at the time
I was thinking about this type of mechanic for a while now, The best idea that ive come up with is a radial menu with 8 buttons, and 1 in the center (for stabs), the menu will appear on mouse press, and be confirmed or release (cancel with rmb)
The TH-cam Gods have heard my screams that was out of place and time and sent me a bunch of videos with no background music. And I love them all! Alos, I have tried this in an "abandoned project" before. I thought tilting the screen a bit to the direction you wanna swing your sword then release the "stretch" button worked pretty well and epic. Because the camera tilts for each swing and YOU are the one who tilts it. The tilt also has a function. EDIT: Also you can do some cool things if the player swings the sword all the 88298 degrees around! A smol tilt or a 90 degree tilt or just... a click. Maybe right mouse btn to defend and left to attack? I'm not sure if I could describe it good enough, I'm ready to answer anything... yes, anything.
Constructively, I don’t think I’d be able to get to grips with how the sword directions work. I think I’d use a button in conjunction with movement directions, but that’s just me! Also, if movement like slides and wall jumps have no real purpose maybe consider adding some. Getting behind enemies quicker if they’re more vulnerable from the back, etc. anyways that’s just IMHO, Nice ideas, I wish you luck!
Making a good melee system in first person is harder than one might think. I know since I'm trying to do it too :) Here are a few ideas I tried which might be interesting for you too: 1. Combine the attack direction with movement input: Moving left while atacking will result in a right to left slash. You can then dedicate the LMB to horizontal attacks and free the RMB to vertical. The vertical attack can also be combined with movement to get diagonal attacks. 2. You can have the RMB control the direction: When holding RMB, you move the mouse and when you release it, based on your mosue position from the center, that is your attack direction. You can communicate this by having a specific idle animation for each direction. You can control how much the camera moves when RMB is held to avoid disorienting the player. 3. You can add thrust attacks. Especially if you have no use for forward direction, you can add a way to pierce your opponent. Maybe this works better against certain enemies based on their armor. Can't wait to see where this goes. Good luck!
Thanks for feedback. For 1 and 2 I'm trying so many different things so I'll see what I will do. About 3 I already had similar thing in mind. Hope you enjoyed the video. Best of luck in your project.
Have you seen "Dark and Darker"? You hold your mouse button and then whip your mouse in the direction you want, then release. If you want to poke with your sword, you just press and release.
Could be neat to have the length of the mouse button click determine the strength of the attack. Like a reward for a preparation phase. Really cool to see your thought process.
create a lock on system. That way the mosue is freed up for the sword mechanic while the computer takes care of the camera. EDIT: locking on could even equate to "entering combat mode" (unsheating your sword and such).
Well, the mouse works fine for this type of a combat if it's not a fast paced slasher, Kingdom Come Deliverance nails it, they just sadly made the AI too predictable once you get comfortable with the combat for it to be challenging, but mods fix that. It's an interesting system in the sense that it gives depth to a fast paced slasher, no shade on you, done more than I've ever done in my game development journey years ago, but I feel like, without going into feature creep territory, it'd still need more than just needing to pay attention to alternative button inputs based on the enemy. I'm not sure what, but maybe a "non-lethal" style move or moveset where you can parry and keep going with your momentum or if you time it right, dodge their attacks, slide between their legs for instance if there's an opening, so on, make it so that it's actually faster to avoid killing them in certain scenarios as you'd lose more speed when slashing them. Same vain, make sure there's an enemy type you can't parry or can't dodge or just can't skip with this method so the combat isn't completely useless.
I was surprised to see your fps lingering around 50. You did mention some issues with Godot, so I’m interested in seeing why! Great devlog, keep it up!
@@maxmd123 Unreal Engine is basically built for third person action combat games like this. It has some insanely robust systems right out of the box to accommodate this kind of gameplay.
hi, i thought of a new attack mechanic but im pessimistic about it. it goes like: pressing left click will put you in a put you on the windup mode, similarly to metal gear solid, you can attack from mostly any direction. but instead of using the movement keys to change the swing, you can change it by the mouse. while your camera gets locked for the most part, or for a very short duration. but as a person who has have experience with swords (a kendoka), its more than just this, so a little cool features is a good idea: -depending on the stance some swings are alot faster. (example: see jodan kamae, men uchi). -implementing this whilst making the player not feel like they are stuck is hard as in you want this to be fluid and versatile, since swinging swords isnt just one simple swing, it is a fluid swing, you rotate the sword whilst moving it, this can open up so many varieties to one direction of a swing (example: men kaishi dou, a defensive move) -i thought about it and locking the camera seems obstructive to the player's versatility, maybe if you swing far enough you can change the camera or by releasing m1 i really wanna see players playing this game for ages trying to master it, a complex game is hard but it ages like fine wine, it is an endless story but u really want friends to work this attack mechanic out lololo please dont do anything i said here i doubt its possible
@@JSquare-dev no, i really do have experience with swords :p, its not actualy swords but bamboo swords that simulate a single edge katana, ive practiced kendo for 3 years in japan now and i learnt alot in that martial art, not just skills but mentally other stuff too. its pretty useless when it comes to self defense though LOL, but its pretty much just fencing but japanese. what can i say that replicating this in a videogame is really hard, because of how many ways you can swing a sword, practical or cool or not, each swing has its own use. also theres some cool swings that are defensive and offensive, parrying the opponent in 1 swing but also hitting them look up "ouji waza, kendo" i love these but irl its so hard because kendo movement doesnt come naturally and most of the time these techniques arent reacted but expected
Working on a mechanic just like this for a project of mine although a little differently. Main difference is, your game is about strategy and mine is one that youll play with paranoia (kentashi) in the background so my advice isnt as good. Only thing ill say, is dont focus too much on different keys for different direction, since the possibilities of holding buttons and combo-like inputs is huge
The idea is actually really good you just need to implement some things to make it better 1. you should reward the player for doing tricks because if you just attacking certain instructions the game will get stagnant 2. Add a dropkick the more faster you go the more powerful the drop kick is this is honestly my thoughts I'm not a professional game developer and these are just some ideas to help you game thanks for reading
Smash Bros is another game series to take inspiration from for directional inputs (uses the last movement input direction for the attack direction). Also, you should have a mechanical purpose for directional attacks. Throwing it in there and expecting to come up with its purpose later might work, but it might not.
@JSquare-dev In your game, what is the difference when attacking from different directions? Do enemies only block certain directions? Is locational damage important? Do different directions have different stats like speed, damage, and aoe?
@NoneNullAnd0 Yes. Different directions deals different damage. Plus if you get blocked you won't be able to attack for 1 secs or so. Tho I'm not sure if it will be the same for final product. I'm still working on it
Great video bro! I really suggest you try out Chivalry 2 because IMO it has the best directional melee combat out of any game. I find it significantly more fun and easier to play than mount and blade and I think it really has nailed first person/third person directional sword fighting combat.
You could also maybe make it with mouse position but just add a button which would lock the camera. That way the character wouldn't change orientation and move direction while the player would be determining the strike type with their mouse. Also, it would allow you to have an attack from any direction (not just 7) since the mouse wouldn't be used for looking while the button is pressed. I think that this would be a bit strange to use at the beginning but could be really fun if mastered.
The first thing came into my mind was exactly what you said. I tried it already but it wasn't good. Because I lock the camera when attack button is clicked you can't attack while turning which is really annoying.
@@JSquare-dev Well, I guess it's one of those things that seems good in theory but doesn't really work in practice. Very cool to hear you actually tried it none the less. Good luck in finding the best solution for your game!
"There are two titles which use a similar mechanic, Mountain Blade and Metal Gear Rising Revengeance." ...and Skyward Sword. Why does everyone forget about that one? It's IN THE NAME! Skyward SWORD! O_O
I know the only single game fast paced game with blocking system. Take a look at the Jedi Knight - Jedi Academy game. It's a very old game, but the multiplayer is likely still active. The combat in this game is fast-paced, allowing attacks from multiple directions and featuring a blocking system. It appears to be a valuable reference for you. The blocking system contradicts the concept of fast-paced gameplay. If it's not necessary, consider rejecting this idea and instead opt for a dodge-based approach in your game. Utilize directional atacks for example to target the enemy's weak spots. About the AI, your AI can fell smart if its behavior is intuitive. If your AI its humans, they should spread out across your screen panorama rather than run one after another in a line towards you. Additionally, they shouldn't mindlessly swarm you, but rather stay just out of weapon range, occasionally attempting attacks. It should appear as though they fear sudden death from a swift strike. A smart warrior doesn't attack all at once, but wait for the opportune moment. If implementing this movement proves to be challenging, consider changing your enemies to creatures that can swarm you, such as bugs, zombies, or animals. Its a paradox, but a zombie mindlessly charging straight at you is a smar AI. Good luck!
that with the 8 dircetions is half true because you would also be able to do false edge strikes which is a movement that kinda goes left and right also the rotation of the weapon and how you handle the weapon in your hand given that it's not just... straight cuts. edit... ok "up isn't used much in real life" actually irritated me quite a bit becuae there are several stances that start in that position and it is used with oponents using shields aswell. don't get me wrong this isn't like a huge mistake on your part or anything i just wanted to voice my concern with your statement. very excited for whats to come with your game tho. also for your parry i would recommend looking at games like "sekiro" or "for honor" sekiro has a parry called the mikiri counter where you have to dodge into a stab aswell as the normal perfectly timed blocks that parry and for honor has a feature where you can heavy atack in the same direction an enemy is atacking from to gain the upper hand. both of them could serve as good inspirations to enhance the combat
Hey I don’t know if you see this comment but I has a “directional combat game” in my head for months. What I think is that just get rid of preset directions entirely. According the direction to player is moving his mouse, swing in that direction. In your video you said you think that using the mouse input direction is bad because of the fast paced nature, but I had thought of a solution. One is to slow down/stop the camera form rotating when the attack button is being held. (Like dragging a line from centre to new mouse position) But if you want to do eight directional combat system, you can check out the game “We who are about to die”
Thanks for feedback. Yes I see all the comments because there is not much. And about stopping camera when lmb is held... I tried it already. The problem with that method is you can't attack while turning. If there are more than 2 enemies around you, it becomes impossible to survive.
@@JSquare-dev You can use an extra key (eg. left shift) to trigger turning while attacking. Though this may not work in fast paced games OR instead of holding the mouse button, the attack becomes a click. When you click, you check the direction the mouse is moving and do an attack in that direction.
Does the mouse and scroll Wheel just determine attack direction or does hitting the buttons also trigger the attack. If it only determines the attack direction it could be used to determine the stance of a character kind of like the game For Honor. You could then utilize the Q and E keys to determine a block or strike. Just a suggestion good luck with your game.
They also trigger the attack. Let's say you clicked lmb. If you're holding it it will stay charged until you release. And when released attack animation is being triggered.
You should look into Mordhau; it's the game with the best directional combat feeling and also an excellent, and incredibly fun game. It could be cool to mix Mordhau's combat with a much faster-paced gameplay style. Another great title to take inspiration is Chivalry 2 but the combat is not as fluid as mordhau.
Yo. How can i increase my Cube Arena devlogs and shorts get views? I made the game and everyone who played it rated it to be 10/10. I just need more players to play with😢
Hi. Tbh I'm not good at it either. But since you asked I feel like I must help. I checked your channel and saw that you're not good at making thumbnails&titles. Neither do I. I suggest copying your fav youtubers thumbnails and titles(honestly idk if it is right to do or not...). Also make sure your video is something you would want to watch in your leisure time. If you wouldn't, then nobody would want to.
Good video, but your basic research is very lacking. How can you talk about first person melee combat without mentioning Mordhau, Chivalry1/2 and Kingdom come? Also, mouse wheel aiming won't work in fast paced game. It's a slow, deliberate choice witch has no place in a fast paced game. Great effort tho
@@JSquare-dev All good, one of my fav fighting game. Has 3 stances, light, med, heavy, and directional swing. Still the best saber fighting I seen in a SW game. Each stance gives a different kind of swing for the directional swings. If ever interested, th-cam.com/video/gLtUWQ-VrUw/w-d-xo.htmlsi=ATNpyqfKnUtkBdmA Very basic breakdown. Add that melee combat with force jumping, lots of fun and endless combos. best of luck with your channel and game, will be watching :)
I am sorry
"Metal jeer"
Kingdom Come: Deliverance has a pretty in-depth direction based combat system which includes the center for stabs. It does it mostly through sword-stances kinda like For Honor.
Absolver also comes to mind, and I genuinely think it has some of the best multiplayer melee combat in a game
@@Moircuus the Devs of that game made Sifu, so if you want a similar experience but singleplayer try that.
This looks cool. May I point out that you're making the same mistake that I see even AAA First Person games make... your camera does not make you eye level with the enemies. You look like you're a child from this perspective. You should be able to walk up to any character in your world and look directly into their eyes so you don't feel short. Raise the camera up!
0:27 MOrdhau? Chivalery? Kindom come deliverance?
Yeah Chiv & Mordhau were the first thing I thought of. You can even underhand swing in those.
I thought immediately of chivalry 2
my exact thought
Good thumbnail and a great title well done but you sound bored like you don't even want to be making a video, the things you talked about were interesting and your video has a good structure but i found it incredibly hard to concentrate because you spoke so monotone, just a note for your next Devlog keep up the good work
Thanks for the feedback. I was wondering what's wrong.
@@JSquare-devnot really advice tbh; but if you feel less comfortable speaking / aren't used to it yet might be good to rely more on the game itself as demonstration | like show some extended clips | can look to Road to Vostok dev logs as a good example | has portions split between the dev speaking and just showing off the work
personally; I don't really post dev logs rn | don't know quite enough to be comfortable | I just post clips of the game / raw recordings from desktop
I found you just need a bit of practice to get good at not sounding monotone for a mic. It's a lot more difficult then if it's in front of a person..
If you find it so hard to concentrate when someone speaks in a monotone voice that you have to make a youtube comment about it how did you make it through school or how do you even hold a job??
I will give you some feedback from another dev that never completed a game. You have a main mechanic in your game: swinging swords. Every other mechanic should be built upon this mechanic. For example, you just throwed parkout there for no reason. Why note have parkout that is made with your sword? Like using a sword as pole by craving it in the wall. You ralked about parry, why not define parry as when you counter attack at the right time from the oposite direction. All those mechanics will be build upon the main mechanic of swing a sword.
Infinity Blade had a strategic based melee attack system, the gameplay loop was pretty simple, but engaging at the same time. The strategic part of sword fighting there was the parrying system, where you’d have to respond to an enemy’s attack by either following their slash or swinging in the exact opposite direction. Pretty old mobile game for iOS, but still left in the hearts of many
Cant believe Jedi Academy didn't make it on the list
Very cool! I hope you keep it up with development and the devlogs. Can't wait for the next episode.
01:13 I see a Berserk fan here!
In the elder scrolls 3, the direction of your attack is determined by the direction your character is moving and I always felt it gave some nice flow to the combat
This would not work in a fast paced game since accurate movement is very important and changing your direction to hit the enemies would hinder your movement and slow you down.
@@lady_deaths_head As long as the player's acceleration and deceleration are reasonable, I think it would work. You'd only need to hold the specific movement key down for a fraction of a second to control the direction of the swing which would hardly interfere with movement at all unless the game is so fast paced that you're running literally non-stop.
@@lady_deaths_headThis is a difficult mechanic for a fast-paced game in general.
Afro samurai on the ps2 had a great 'slice anywhere' mechanic and it cut the mesh wherever it happened too which looking back was probably technologically impressive at the time
I was thinking about this type of mechanic for a while now,
The best idea that ive come up with is a radial menu with 8 buttons, and 1 in the center (for stabs), the menu will appear on mouse press, and be confirmed or release (cancel with rmb)
The TH-cam Gods have heard my screams that was out of place and time and sent me a bunch of videos with no background music.
And I love them all! Alos,
I have tried this in an "abandoned project" before. I thought tilting the screen a bit to the direction you wanna swing your sword then release the "stretch" button worked pretty well and epic. Because the camera tilts for each swing and YOU are the one who tilts it. The tilt also has a function.
EDIT: Also you can do some cool things if the player swings the sword all the 88298 degrees around! A smol tilt or a 90 degree tilt or just... a click. Maybe right mouse btn to defend and left to attack?
I'm not sure if I could describe it good enough, I'm ready to answer anything... yes, anything.
Constructively, I don’t think I’d be able to get to grips with how the sword directions work. I think I’d use a button in conjunction with movement directions, but that’s just me! Also, if movement like slides and wall jumps have no real purpose maybe consider adding some. Getting behind enemies quicker if they’re more vulnerable from the back, etc. anyways that’s just IMHO, Nice ideas, I wish you luck!
Making a good melee system in first person is harder than one might think. I know since I'm trying to do it too :)
Here are a few ideas I tried which might be interesting for you too:
1. Combine the attack direction with movement input: Moving left while atacking will result in a right to left slash. You can then dedicate the LMB to horizontal attacks and free the RMB to vertical. The vertical attack can also be combined with movement to get diagonal attacks.
2. You can have the RMB control the direction: When holding RMB, you move the mouse and when you release it, based on your mosue position from the center, that is your attack direction. You can communicate this by having a specific idle animation for each direction. You can control how much the camera moves when RMB is held to avoid disorienting the player.
3. You can add thrust attacks. Especially if you have no use for forward direction, you can add a way to pierce your opponent. Maybe this works better against certain enemies based on their armor.
Can't wait to see where this goes. Good luck!
Thanks for feedback. For 1 and 2 I'm trying so many different things so I'll see what I will do. About 3 I already had similar thing in mind. Hope you enjoyed the video. Best of luck in your project.
Have you seen "Dark and Darker"? You hold your mouse button and then whip your mouse in the direction you want, then release. If you want to poke with your sword, you just press and release.
Could be neat to have the length of the mouse button click determine the strength of the attack. Like a reward for a preparation phase.
Really cool to see your thought process.
I like the idea! I never would've thought of making a strategic first person sword game.
create a lock on system. That way the mosue is freed up for the sword mechanic while the computer takes care of the camera.
EDIT: locking on could even equate to "entering combat mode" (unsheating your sword and such).
Mordhau is also a game with a similar mechanic, and I think it does it very well! Sadly its not well known.
I'll check it out. Thank you.
Well, the mouse works fine for this type of a combat if it's not a fast paced slasher, Kingdom Come Deliverance nails it, they just sadly made the AI too predictable once you get comfortable with the combat for it to be challenging, but mods fix that.
It's an interesting system in the sense that it gives depth to a fast paced slasher, no shade on you, done more than I've ever done in my game development journey years ago, but I feel like, without going into feature creep territory, it'd still need more than just needing to pay attention to alternative button inputs based on the enemy. I'm not sure what, but maybe a "non-lethal" style move or moveset where you can parry and keep going with your momentum or if you time it right, dodge their attacks, slide between their legs for instance if there's an opening, so on, make it so that it's actually faster to avoid killing them in certain scenarios as you'd lose more speed when slashing them.
Same vain, make sure there's an enemy type you can't parry or can't dodge or just can't skip with this method so the combat isn't completely useless.
I was surprised to see your fps lingering around 50. You did mention some issues with Godot, so I’m interested in seeing why!
Great devlog, keep it up!
I feel like this game would be a prime candidate for Unreal Engine instead of Godot. Good progress so far. Good luck!
Yo, what's good Mr. Swords Magic and Stuff
@@XanderOnYT Busted. Lol
Why do you say that? I noticed that similar melee combat games like Mordhau & Chivalry 2 were built in Unreal Engine, but I never knew why
@@maxmd123 Unreal Engine is basically built for third person action combat games like this. It has some insanely robust systems right out of the box to accommodate this kind of gameplay.
In MGR you can use blade mode for cancels too. It has nothing to do with the actual sword mechanic, though
The 1st basic iado move is an upward slash...
hi, i thought of a new attack mechanic but im pessimistic about it.
it goes like: pressing left click will put you in a put you on the windup mode, similarly to metal gear solid, you can attack from mostly any direction. but instead of using the movement keys to change the swing, you can change it by the mouse. while your camera gets locked for the most part, or for a very short duration.
but as a person who has have experience with swords (a kendoka), its more than just this, so a little cool features is a good idea:
-depending on the stance some swings are alot faster. (example: see jodan kamae, men uchi).
-implementing this whilst making the player not feel like they are stuck is hard
as in you want this to be fluid and versatile, since swinging swords isnt just one simple swing, it is a fluid swing, you rotate the sword whilst moving it, this can open up so many varieties to one direction of a swing (example: men kaishi dou, a defensive move)
-i thought about it and locking the camera seems obstructive to the player's versatility, maybe if you swing far enough you can change the camera or by releasing m1
i really wanna see players playing this game for ages trying to master it, a complex game is hard but it ages like fine wine, it is an endless story
but u really want friends to work this attack mechanic out lololo please dont do anything i said here i doubt its possible
You said you have experience with swordplay. Do you really have a sword(would be cool) or you're just watching videos from youtube like me?
@@JSquare-dev no, i really do have experience with swords :p, its not actualy swords but bamboo swords that simulate a single edge katana, ive practiced kendo for 3 years in japan now and i learnt alot in that martial art, not just skills but mentally other stuff too.
its pretty useless when it comes to self defense though LOL, but its pretty much just fencing but japanese.
what can i say that replicating this in a videogame is really hard, because of how many ways you can swing a sword, practical or cool or not, each swing has its own use.
also theres some cool swings that are defensive and offensive, parrying the opponent in 1 swing but also hitting them
look up "ouji waza, kendo" i love these but irl its so hard because kendo movement doesnt come naturally and most of the time these techniques arent reacted but expected
Amazing game idea, keep it up, wil definetly play it
Dead Island had a setting for directional melee attacks. Analog controls or something I don’t remember the setting name.
Check sword fighting mechanic of Chivalry 2, looks like they are trying to do simillar thing with the mouse buttons.
Might wanna use shift button to modify an attack input
OooH! I am very interested!
Working on a mechanic just like this for a project of mine although a little differently.
Main difference is, your game is about strategy and mine is one that youll play with paranoia (kentashi) in the background so my advice isnt as good.
Only thing ill say, is dont focus too much on different keys for different direction, since the possibilities of holding buttons and combo-like inputs is huge
The idea is actually really good you just need to implement some things to make it better 1. you should reward the player for doing tricks because if you just attacking certain instructions the game will get stagnant 2. Add a dropkick the more faster you go the more powerful the drop kick is this is honestly my thoughts I'm not a professional game developer and these are just some ideas to help you game thanks for reading
I really liked the video, a small feedback I could give is better sound design to keep attention better otherwise very good video and creative ideas.
Smash Bros is another game series to take inspiration from for directional inputs (uses the last movement input direction for the attack direction). Also, you should have a mechanical purpose for directional attacks. Throwing it in there and expecting to come up with its purpose later might work, but it might not.
What do you mean by mechanical purpose?
@JSquare-dev In your game, what is the difference when attacking from different directions? Do enemies only block certain directions? Is locational damage important? Do different directions have different stats like speed, damage, and aoe?
@NoneNullAnd0 Yes. Different directions deals different damage. Plus if you get blocked you won't be able to attack for 1 secs or so. Tho I'm not sure if it will be the same for final product. I'm still working on it
A bit of a problem is that the camera seems to be positioned too low, so that your character is really short
Great video bro! I really suggest you try out Chivalry 2 because IMO it has the best directional melee combat out of any game. I find it significantly more fun and easier to play than mount and blade and I think it really has nailed first person/third person directional sword fighting combat.
Thanks. I'll definitely try it
Nothing really beats Die by the Sword (1998)
You could also maybe make it with mouse position but just add a button which would lock the camera. That way the character wouldn't change orientation and move direction while the player would be determining the strike type with their mouse. Also, it would allow you to have an attack from any direction (not just 7) since the mouse wouldn't be used for looking while the button is pressed. I think that this would be a bit strange to use at the beginning but could be really fun if mastered.
The first thing came into my mind was exactly what you said. I tried it already but it wasn't good. Because I lock the camera when attack button is clicked you can't attack while turning which is really annoying.
@@JSquare-dev Well, I guess it's one of those things that seems good in theory but doesn't really work in practice. Very cool to hear you actually tried it none the less. Good luck in finding the best solution for your game!
Make is to when u stab the floor while in the air, u create a small shockwave the knocks back enemies.
Dang my grammar there was terrible
"There are two titles which use a similar mechanic, Mountain Blade and Metal Gear Rising Revengeance."
...and Skyward Sword. Why does everyone forget about that one? It's IN THE NAME! Skyward SWORD! O_O
It is what google told me ¯\_(ツ)_/¯. Guess I should've made deeper research.
@@JSquare-dev Hey, no worries. Just playin' around. XD
Bro just deleted Half-Life 3... 😔😔😔😔
Try using state machines and procedural animation for ragdolls
Mordhau and kingdom come also have this kind of sword swing
I know the only single game fast paced game with blocking system.
Take a look at the Jedi Knight - Jedi Academy game. It's a very old game, but the multiplayer is likely still active. The combat in this game is fast-paced, allowing attacks from multiple directions and featuring a blocking system. It appears to be a valuable reference for you.
The blocking system contradicts the concept of fast-paced gameplay. If it's not necessary, consider rejecting this idea and instead opt for a dodge-based approach in your game. Utilize directional atacks for example to target the enemy's weak spots.
About the AI, your AI can fell smart if its behavior is intuitive. If your AI its humans, they should spread out across your screen panorama rather than run one after another in a line towards you. Additionally, they shouldn't mindlessly swarm you, but rather stay just out of weapon range, occasionally attempting attacks. It should appear as though they fear sudden death from a swift strike. A smart warrior doesn't attack all at once, but wait for the opportune moment.
If implementing this movement proves to be challenging, consider changing your enemies to creatures that can swarm you, such as bugs, zombies, or animals. Its a paradox, but a zombie mindlessly charging straight at you is a smar AI.
Good luck!
hello fellow game dev, as an improvement i would reccommend to add background music
You can check Chivalry's Combat
that with the 8 dircetions is half true because you would also be able to do false edge strikes which is a movement that kinda goes left and right also the rotation of the weapon and how you handle the weapon in your hand given that it's not just... straight cuts. edit... ok "up isn't used much in real life" actually irritated me quite a bit becuae there are several stances that start in that position and it is used with oponents using shields aswell.
don't get me wrong this isn't like a huge mistake on your part or anything i just wanted to voice my concern with your statement.
very excited for whats to come with your game tho.
also for your parry i would recommend looking at games like "sekiro" or "for honor"
sekiro has a parry called the mikiri counter where you have to dodge into a stab aswell as the normal perfectly timed blocks that parry and for honor has a feature where you can heavy atack in the same direction an enemy is atacking from to gain the upper hand.
both of them could serve as good inspirations to enhance the combat
im doing something very similar but using bevy instead of godot. its nice that i am never fighting against the engine when im coding logic
Actually godot is a good engine. But because I have intel uhd series instead of a real gpu I faced with problems using it.
Hey I don’t know if you see this comment but I has a “directional combat game” in my head for months. What I think is that just get rid of preset directions entirely. According the direction to player is moving his mouse, swing in that direction. In your video you said you think that using the mouse input direction is bad because of the fast paced nature, but I had thought of a solution. One is to slow down/stop the camera form rotating when the attack button is being held. (Like dragging a line from centre to new mouse position) But if you want to do eight directional combat system, you can check out the game “We who are about to die”
Thanks for feedback. Yes I see all the comments because there is not much. And about stopping camera when lmb is held... I tried it already. The problem with that method is you can't attack while turning. If there are more than 2 enemies around you, it becomes impossible to survive.
@@JSquare-dev You can use an extra key (eg. left shift) to trigger turning while attacking. Though this may not work in fast paced games OR instead of holding the mouse button, the attack becomes a click. When you click, you check the direction the mouse is moving and do an attack in that direction.
ghostrunner movement?
Kingdom comes has a excelente combat
Does the mouse and scroll Wheel just determine attack direction or does hitting the buttons also trigger the attack. If it only determines the attack direction it could be used to determine the stance of a character kind of like the game For Honor. You could then utilize the Q and E keys to determine a block or strike. Just a suggestion good luck with your game.
They also trigger the attack. Let's say you clicked lmb. If you're holding it it will stay charged until you release. And when released attack animation is being triggered.
There's an old game named Die By The Sword, with directional combat, see if it gives you any ideas.
Mordhau is also a game where you can swing in any direction ❤
You should look into Mordhau; it's the game with the best directional combat feeling and also an excellent, and incredibly fun game. It could be cool to mix Mordhau's combat with a much faster-paced gameplay style. Another great title to take inspiration is Chivalry 2 but the combat is not as fluid as mordhau.
Check out Dark Messiah: Might and magic.
Keep up a good work! Will be waiting for updates.
Unity Engine?
Also great video, but if you wanna stand out, you might want to use something else than the low resolution models that you currently have
You should check out Skyward Sword and For Honor for more inspirations.
Maybe try to implement something similar to combat in For Honor
You probably know them already but if not, check out Mordhau, cmw and chiv2 combat system
You'd probably liked "mordhau" lol
metal jear
Check out a game called Kingdom Come: Deliverance. It has really good sword combat mechanics!
Did you heard about amazing game Kingdome Come ?
For Honor could be a good suggestion too
ik its not important but mount and blade has 4 directions to attack 😃
Yo. How can i increase my Cube Arena devlogs and shorts get views? I made the game and everyone who played it rated it to be 10/10. I just need more players to play with😢
Hi. Tbh I'm not good at it either. But since you asked I feel like I must help. I checked your channel and saw that you're not good at making thumbnails&titles. Neither do I. I suggest copying your fav youtubers thumbnails and titles(honestly idk if it is right to do or not...). Also make sure your video is something you would want to watch in your leisure time. If you wouldn't, then nobody would want to.
@@JSquare-devthanks for your advice. I’ll make sure to follow it❤
look at mordhau for inspiration on what makes the exchanges between player and enemy interesting.
metal jear xD
lol
metal jeer
Good video, but your basic research is very lacking. How can you talk about first person melee combat without mentioning Mordhau, Chivalry1/2 and Kingdom come?
Also, mouse wheel aiming won't work in fast paced game. It's a slow, deliberate choice witch has no place in a fast paced game.
Great effort tho
look at something like for honor
Sad you didn't get inspired by Jedi Knight or Jedi Knight academy.
I never watched/played star wars related thing 👉👈
Sorry
@@JSquare-dev All good, one of my fav fighting game. Has 3 stances, light, med, heavy, and directional swing. Still the best saber fighting I seen in a SW game. Each stance gives a different kind of swing for the directional swings. If ever interested, th-cam.com/video/gLtUWQ-VrUw/w-d-xo.htmlsi=ATNpyqfKnUtkBdmA
Very basic breakdown. Add that melee combat with force jumping, lots of fun and endless combos. best of luck with your channel and game, will be watching :)
As an experienced developer, I would strongly advise you not to develop such a game; it is an extremely difficult task.
💀
i dont know what but the way you speak is strange and i cant finish the video to the end this is not a bad comment
Non-american accent. I personally prefer it :)
@@OneAndOnlyWilliamShort rewatching it i found it inst so bad :( i think i was in a bad day, what a mean comment
metal jear