How I Improved my Combat System

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  • เผยแพร่เมื่อ 6 ม.ค. 2025

ความคิดเห็น • 162

  • @TomDevYT
    @TomDevYT  ปีที่แล้ว +51

    Let me know if you prefer the direction of this one, the old one, or a combination of both 🤔

    • @Fleopoo
      @Fleopoo ปีที่แล้ว +2

      both frfr

    • @toby818
      @toby818 11 หลายเดือนก่อน

      Close range combat it still wonky but I have hope the game excels when it’s in long range

    • @stannisthemannis8694
      @stannisthemannis8694 11 หลายเดือนก่อน +5

      prefer the old one it looked more like you were using telekinesis where this is more like magnets

    • @ralphwarom2514
      @ralphwarom2514 11 หลายเดือนก่อน

      I believe in you. I miss Psi-Ops so much. Sad there as so few games that have Telekenisis powers that are fun to use.

    • @ralphwarom2514
      @ralphwarom2514 11 หลายเดือนก่อน

      Also I recommend CasscaDuer for animation. It won't do everything, but it does help you have a good baseline to clean up. Just speeds things up.

  • @dhbroad
    @dhbroad 11 หลายเดือนก่อน +245

    "I was too lazy to create running animations. I just made the player levitate when they move." Which is actually perfect for a telekinesis style movement 😂

    • @TheSmokingMustache
      @TheSmokingMustache 11 หลายเดือนก่อน +4

      Lol that was my suggestion in the last video XD

    • @TheRealzPope
      @TheRealzPope 11 หลายเดือนก่อน +2

      LOL, they’re like a mindflayer. Any movement more than like one meter apparently dictates the use of telekinetic levitation. 😂

    • @evankiefer3467
      @evankiefer3467 11 หลายเดือนก่อน +2

      sigma moment

    • @kylespevak6781
      @kylespevak6781 11 หลายเดือนก่อน +1

      Big brain strats

  • @napplesnapple3747
    @napplesnapple3747 ปีที่แล้ว +85

    This one is pretty cool, but I actually prefer the previous version, but that's mainly because the mass-attacks of the previous version had a lot more spectacle imo and my brain enjoys that stuff a lot. It's one thing to be able to fire off a single box, pull people around and swing objects. It's another thing to watch as a mass of projectiles slam into a huge group of opponents, wiping out swathes of mooks like a telekinetic god.
    That's not to say that this version doesn't have anything going for it, the addition of melee combat is definitely a plus, though upped to the spectacle of the previous version I'd think it'd be something really special. Like, instead of a single object, swing a small wave of them, each object picked up delivering a hit of their own for massive damage. Heck, combo that with the telekinetic throw and launch out the objects picked up by your swing like a shotgun blast!
    Though, I'll admit my ideas are probably way too large in scope, so take them with a grain of salt. Maybe I've been playing a bit too many Warriors style games.

    • @jacob_vibe
      @jacob_vibe 11 หลายเดือนก่อน +1

      Actually, I think your idea is pretty grand. Later on down the road, if Tom keeps updating it, I can see your idea being like an ultimate or empowered telekinisis mode allowing one to grabe multiple and swing them or throw them all at once. Maybe down the line there'd be more similar to this idea.

    • @kylespevak6781
      @kylespevak6781 11 หลายเดือนก่อน

      I agree. This feels more like a standard hack n slash instead of the cool ranged attack gameplay

  • @owenpaapie6065
    @owenpaapie6065 11 หลายเดือนก่อน +41

    I personally think that when we are looking at a magic combat system its more fun to go full on the creativity of the player. So instead of just giving them set attacks give them the ability to pick up objects (or enemies), throw them let them orbit around certain points, maybe grabbing a dagger from someones belt and then throwing it at them?
    This way instead of just performing combo's similar to already existing games, the player would have to actually learn and master how to use these core Principles of the system to create the best most damaging attacks.
    Just spitballing lol, i really like these vids :)

    • @gomicgamer1245
      @gomicgamer1245 11 หลายเดือนก่อน

      Oh my god that is such a genious idea. I hope Tom sees this.

  • @Magnus-gn6gn
    @Magnus-gn6gn 11 หลายเดือนก่อน +6

    If you are going to continue this idea. You could add a weight system. Like the heavier the object the more damage or it plays a different animation and can be used in puzzles. Overall a really cool idea and I feel it is very well done.

  • @b0tgg
    @b0tgg 11 หลายเดือนก่อน +2

    I feel like this concept would fit REALLY well in a zero gravity environment. Imagine swimming in zero g, throwing a block at someone, and being pushed back because of it, and to make it even more challenging, the blocks would bounce off walls and you have to try to damage an opponent without getting hit by your own, imagine throwing a small block for small damage, or a door for so much more. I'm kinda just rambling out words, but this concept could go very far!

  • @rgfella
    @rgfella 11 หลายเดือนก่อน +3

    Here are a couple of ideas that might be worth playing around with:
    I'm curious how it'd feel for the force with which you attract objects to be based on how far away they are. This way, you have a reason to move towards the objects you want to grab, and a reason not to sit back and spam ranged attacks-- you'd lose all of your ammunition.
    Also picking up corpses would be a little weird, since it'd beg the question of why you don't pick up the enemies in the first place (shaking someone by their neck with neutralize them fast than throwing something at them). I know some magic systems have it so that organic matter (or just things with a life force) are harder to manipulate.
    Finally, you might get some emergent mechanics out of implementing Newton's 3rd law, where throwing a heavy object will move you in the opposite direction. This could also give the player the decision between staying still (ie in a wide, stable stance) on the ground so that they can resist the knockback(and thus pick up heavier objects easier), or move around for positioning/dodging etc.
    All these suggestions, just as an example, would logically come together to rationalize your player hovering, but not flying. They can't lift themself (as they are living), so they have to push off of the ground, but if they get to far from the ground, they wouldn't be able to generate enough force to counteract their weight.

  • @NightWingRequiem
    @NightWingRequiem ปีที่แล้ว +37

    This version looks much better, and much more interesting Keep the great work!

    • @TomDevYT
      @TomDevYT  ปีที่แล้ว +9

      Appreciate it!

  • @therealmer9001
    @therealmer9001 11 หลายเดือนก่อน

    Some of your comments made me think of Ultrakill, and now I can't stop thinking about a fusion of the two. I think this will be more fun and dynamic if:
    1. Everything has more movement (e.g. the player can wallrun and enemies can dodge to some extent)
    2. Enemies can manipulate objects in some way (e.g. enemies can pick up and throw objects, or as another commenter recommended, enemies have items such as knives that can be taken from them and used against them)
    3. Your combos and attacks contribute to "style". This could serve a number of purposes, but I would recommend tying it to health in some way.
    I know this is all way out of your scope, but if you decide to make this into a game, 1 and 2 are what I think are important.

  • @starshereyt5189
    @starshereyt5189 11 หลายเดือนก่อน

    First off, this is really cool.
    I think it would be fun to add a "strain" system, where you have a meter that goes down when you use telekinesis, and will represent the character's mental capacity. When it runs out, it could give screen effects, inability to use more attacks, slow movement. Stronger attacks would drain the meter faster, but when no attacks are being used the meter will slowly recharge.
    It seems like this combat system takes a Breath of the Wild approach, being that it gets players to focus on their surroundings and innovation, rather than hit with sword till die. I think having enemies be too strong to just melee all at once could help this idea. I also think my meter idea would help this concept.
    Keep up the great work, looking forward to future uploads!

  • @SmallHedgeHQ
    @SmallHedgeHQ 11 หลายเดือนก่อน +2

    This is a sick idea. The player would feel awesome when they chain those combos together

  • @WeAllRolledANat1
    @WeAllRolledANat1 11 หลายเดือนก่อน

    I think if you blended the previous prototype’s abilities with the new one (the abilities to pick up multiple objects, the ability to throw objects one at a time or all at once or scatter them across a bunch of enemies) then you’d have the perfect telekinetic combat system. I could honestly see a game made out of this were it’s similar to Portal (solving puzzles) but a bunch of the rooms have enemies that need to be taken down with the telekinetic powers. The puzzle rooms would need more precise control, so I think you could make a secondary mode that can be toggled on and off that allows you to simply pick up objects and move them without the purpose being to fight something. Just an idea, but I think this is a super cool concept and I’d love to see more.

  • @r-kayd
    @r-kayd 10 หลายเดือนก่อน

    So the first system had alot of potential, I was seeing it set as the player being a test subject trying to break out of a lab. All of the enemies would be guards, turrets and what ever defenses put in place to contain subjects. I was seeing the orbiting items as a shield, give the items health (wood boxes break quicker than metal tables, gas tanks explode of course) the shield would help block bullets and even bash into melee enemies rushing you. Also the shield would be getting destroyed by bullets or other sources of damage. If you added the new combos with the orbit and proposed item health, you could have the player keep pulling from the orbit as items shatter on enemies to keep the combo flowing. You could start thinking of the orbit as a magazine for a gun making you have to reload and manage it so your combos don't end abruptly. Also choosing between the big attacks where you throw the whole mag and juggle it around would leave you without protection making for some risk reward gameplay. Overall love this series. Gonna relaunch unreal and get back to work because of this.

  • @Potato-gr5ir
    @Potato-gr5ir 11 หลายเดือนก่อน

    -The movement of the object in the air should have a hitbox! So when you recall an object from behind an enemy it deals damage increasing combo-potential
    -A Move where you select a target and all the nearby objects come flying towards them would be neat
    -Being able to create a shield or generally block with objects would be great once the enemies start fighting back.
    Similarly being able to "freeze" an object would add an Crowd Control aspect to the combat as it forces the enemies to move are it or you could just trap an enemy in the corner with a table or something.
    -On the note of corpses, you could easily add a puppeteer aspect by instead of just swinging the body around, you could control the body and make it fight for you instead.
    -I think being able to manipulate two objects individually and separate from one another at once would add lot of combo-potential and creativity to the game but I am not entirely sure how the could be implemented.
    These are just some suggestions, Take what you like and discard what you don't.
    Great game and I am looking forward to how it turns out :D

  • @getschwifty5537
    @getschwifty5537 11 หลายเดือนก่อน

    First I want to point out that I largely agree with napplesnapple and owenpaapie here in the comments. Secondly I'd add that I think a crucial step in processing this concept into a challenging and engaging combat system would be item durability. If the player can't just infinitely use an item, they're naturally going to be forced to mix things up.
    Additionally, I'd suggest that the enemies HP is tied to their current armor level. And as their HP lowers, chunks of their armor fall off as (or more like they spawn in) physics objects you can add to your "ammo count" if the environmental supply is running low. Or if you've KO'd an enemy without chunking all their armor off, their armor level serves as their durability as a physics object if you're using them as a projectile. Once the armor level is used up, the protagonist won't use them as a bludgeon anymore.
    (Alternatively alternatively, if you were to aim for a more gruesome setting, replace the word armor with body parts haha)
    Of course, that's all extremely long term, large scope style suggestions for if you ever feel inspired to continue this project.

  • @Nat-ri3ip
    @Nat-ri3ip ปีที่แล้ว +11

    I think this version looks more interesting to play, but I liked the large attacks of the previous version more.

  • @mash9592
    @mash9592 11 หลายเดือนก่อน

    Idea: Power-ups
    If you return to this project, you could make a special ability section that either works on a cooldown or activates when the player gets enough points/kills. You could have the player could choose one power at a time with a small scroll-wheel or something. Something like:
    - splitting an object into multiple pieces for a very rapid but weaker attack
    - one that works like “pummel” in Force Unleashed, where you crush an enemy with all objects in a certain radius
    - grabbing a few objects in the area to orbit the player, which they can throw (like the original)
    I think this would make a good balance between both versions. I think both have their merits.

  • @whatamelonhead4498
    @whatamelonhead4498 11 หลายเดือนก่อน

    I love this combat system, I can't really think of a game that uses this kind of unique idea, I think it'd be cool to see it be altered a bit to be incorporated into a VR game, I don't see telekinesis used to it's fullest potential in VR a lot

  • @ReallyCleverName
    @ReallyCleverName 11 หลายเดือนก่อน

    I could see a type of heavy attack where the character "kicks" a larger object (or just any object) using the telekinesis, launching it towards the target.

  • @laddenx
    @laddenx 11 หลายเดือนก่อน +1

    I think that fighting with telekinesis in vr would be cool

  • @ShotgunRaider88
    @ShotgunRaider88 11 หลายเดือนก่อน +4

    This looks good. Was wondering if it was inspired by Control at all. I think a system like this relys on the animations to make the effect feel cool and powerful.
    One thing I've always wanted is an Earth-bending like system from Avatar where the animations are very grounded and you combo your telekinetic abilities. Im imagining a simple 1-1-2 could be picking up an object. Breaking it apart and then shotgunning it out. Or a similar combo could be Turing an throw that would break on impact to one that pierces multiple enemies

    • @lukasmarks6504
      @lukasmarks6504 11 หลายเดือนก่อน +1

      In case you are not aware of it, might I bring Rumble to your attention? It's basically Avatar earth bending in VR. From what I've seen it's also quite the workout, as you're required to to the exact bending movements very precisely to achieve the desired effect. Looks like a lot of fun.

    • @ShotgunRaider88
      @ShotgunRaider88 11 หลายเดือนก่อน

      ​@@lukasmarks6504 Seems cool. Dont have any VR though so haven't been able to play any of those games.

  • @Deadizen
    @Deadizen 11 หลายเดือนก่อน +2

    Good to see you continuing with this. Ever since I saw Akira, psychic powers and telekinesis are just so cool to me and I love seeing the concept evolve in media. Always wanted to see a game do this as a focus, so I'll be watching your work with great anticipation!

    • @ShotgunRaider88
      @ShotgunRaider88 11 หลายเดือนก่อน +2

      Played Control?

    • @Deadizen
      @Deadizen 11 หลายเดือนก่อน

      @@ShotgunRaider88 nope, I'll check it out!

  • @ignatius0221
    @ignatius0221 11 หลายเดือนก่อน

    I've been daydreaming about creating exactly this kind of combat system for quite a while now, but life just hasn't allowed it 😢. Keep it going man I loved both systems, one suited to one-on-one beat-down and the other to NPC mass disassembly, maybe add the stuff in the first video back as a rage mode thing?
    Also, some way to block would be nice, eg form a wall will nearby objects.

  • @GrindedGears
    @GrindedGears 11 หลายเดือนก่อน

    Maybe add different kind of props to improve the variety in combat moves? Maybe picking up for example something sharp like a sawblade can be used as deadly oversized ninja starts, breakable props like wooden crates, vases and etc can be used to smash them on the enemy to be stunned, and maybe if there are no props nearby just generate a few chunks of the floor bellow you as a last resort if you do not have anything else to use near you.
    Adding different keybinds to make the character prioritise picking up specific props like a blunt, sharp or breakable objects, so combos can be more rewarding when a player does them manually. Imagine picking up a crate, smashing the enemy's head, and then pinning them to the ground with something like a metal pole.
    After that maybe level specific areas can also help improve the story telling of the character by making physical aspects of the world being manufactured by the player. Think of it like the vortigaunt in half life alyx. He made bridges or raised walls to help alyx get past certain areas. Could be cool way of showcasing the powers outside of combat show that this ability is part of the character and not as a game mechanic.
    Also if you need help with some level design/3d animation i would be more than happy to contribute. Looks like a project i would love seeing its development and whats not better on seeing it grow than contributing for it haha

  • @kamilltea.
    @kamilltea. 11 หลายเดือนก่อน

    to add some more movement, you could make it so that the player can pull themselve toward an object in a sort of dashing motion. you could also try to give the player the ability to "double jump" of the floating objects. so he jumps on it & then the objects falls down. i think that'd enable some cool combos with some slick movement.

  • @jacob_vibe
    @jacob_vibe 11 หลายเดือนก่อน

    This was definitly much better than the prior video. Personally though, I felt like there should have been more "movement" while using telekinesis. Instead of just using it on just objects, ragdolls, or enemys. why not yourself? kinda like how you mentioned you got lazy at the end so you just made them hover. you can use your one telekinisis on yourself to hover or float for a small bit. Maybe instead of just a foward and back movement, there should also be a rise/fall usage with the telekinisis. maybe even move platforms that were orginally hidden or within a wall that you take out allowing you to progress or have more ground to move in. A UI would be cool too, but that seems like something much further down the line.
    That's all I have to say, this has caught my attention and I like where you've taken it. Can't wait to see what's next.

  • @Kinos141
    @Kinos141 11 หลายเดือนก่อน

    Great job. Love the use of data assets and the animations.

  • @picklesteve2313
    @picklesteve2313 11 หลายเดือนก่อน

    create a force field in shape of sphere compress the air to small point then another sphere around that compress release the first do that a few times and have super condensed air like explosion, with shockwave. make it the ultimate ability or something for balance. Also sharp objects could be used like each one that hits inflicts a bleed stack that does damage over time, and can stack bleeds.
    create a sphere around water compress till it becomes solid ice boom throw it, make skill tree where a perk could be can form ice condensed out of thin air, another perk of that could be formed ice made can be diff shapes, sharp like ice sickle does more damage to enemies made of flesh, flat like disk fly's further, round heavy sphere that does more damage to armored enemies.
    pick up rock out of ground throw it or crush it into sand, rotate sand around faster and faster till it creates electro static, the more you level that the stronger the static gets till its like lightning and gets exponentially stronger but takes longer to get it up to speed, but armored foes are immune like metal cages around tesla coils let the electric go around, unless you apply wet stain effect from ball of uncompressed water from previous skill but different deviation of it.

  • @timothygooding9544
    @timothygooding9544 11 หลายเดือนก่อน

    I didnt realize this new part would come out so fast
    First off dont be afraid to give the project breathing room to prevent burnout, forcing content to be put in drains any motivation for it lol
    An idea I had was that parts are breakable, glass windows for shards, barrels for bits of wood, or those jugs
    It means that parts have a limited damage potential, but also that you may purposefully break more stuff in your environment to get more ammo (and have some low damage but infinite use attack that encourages you to not hoard items)
    And the fact that parts break and are now more numerous and lighter means they can FEEL different to control (e.g. light glass shards vs. heavy wooden barrel), meaning you are nearly forced to not have the game feel monotenous, something the game could've struggled with in both versions.
    See if the concepts of close combat and the mass, ranged combat can be combined. And also remember that how the enemies work will be a large part of it. How do different parts knock them back? can they deflect? should there be a telekinetic enemy that fires objects like you do?
    The attack on titan game im trying to make has to have the movement work for fighting the titans I make, not just moving in general. And the options given to those titans (how they attack/move) transforms the purpose of what options I gave the player

  • @RhobAve
    @RhobAve 11 หลายเดือนก่อน

    If you are going to make this like an rpg game. You need health (of course) and Mental Capacity; this is almost the same with mana but this time you can increase it by reading books (magical books whatever) and not by stats. Of course the MC can regenerate but you can’t move while regenerating it (like the “indian sit/ the meditating position).
    Why can’t move while regenerating? because you will be too overpowered if you can just dodge the enemies attack, and not to mention, you are exhausted from mental capacity.
    And for the skill (I don’t know if it’s already said), shape manipulation (passive ability); from the name itself, you can change the object shape like grabbing wood and twisting it to a sharp arrow/ cone?, something like that.
    That’s it. Hope you find this interesting. Great video btw!

  • @JulianVJacobs
    @JulianVJacobs 11 หลายเดือนก่อน

    it needs to be more difficult to push and pull conscious enemies. maybe like a focus bar that needs to be hit at exactly the right moment. this will also make the game scale. so essentially the story element could be that "will" is heavy. so enemies with more "will", like the primary antagonist, would have more "will" and it would make them more easy to manipulate.
    also there's a clear way to scale and even skill tree options emerging. the things you didn't like before like manual targeting seem like a good in-world way to signal that the protagonist is new at using their abilities. and then they level into the ability to do more, like picking up many objects at once or even calling objects back to them.
    lastly, parry abilities would really fun. especially if the story progresses to them fighting other telekinetics. then, the first suggestion comes back, where catching a telekinetic's projectiles is a test of will.
    had another idea: exploding objects as they reach an enemy to create AOEs.
    honestly, i think altogether this creates a game with progression where you might have the choice to build a character that focuses on close-range or a character that does distance or a character that does both.

  • @kingbaby210
    @kingbaby210 11 หลายเดือนก่อน

    Really dope. Looking forward to your future projects 🔥

  • @bananabanana484
    @bananabanana484 11 หลายเดือนก่อน

    To implement the larger attacks from the previous version, maybe make it so you have to stand still for a few seconds to charge up the attack

  • @tower7314
    @tower7314 11 หลายเดือนก่อน

    I love channels like this one

  • @chaosSpectre370
    @chaosSpectre370 11 หลายเดือนก่อน

    I'm loving following this. One telekinesis system no one has bothered to replicate that I'd be interested in seeing is the one from Psi-Ops: The Mindgate Conspiracy. Telekinesis could be used to really manipulate the environment and even levitate yourself on objects, and it was fun to use it for some platforming

  • @turnermulhall8535
    @turnermulhall8535 11 หลายเดือนก่อน

    Honestly if you pick this up again I’d like to see a partial weapon system where the player has items on their person that they control and use as weapons. Kinda fighting close range from far away like the character design for dagan gera where in some places he is fighting you with his lightsaber like he’s right there when in reality he’s meters away from you.

  • @obiect105
    @obiect105 11 หลายเดือนก่อน

    You can add smth like level system, or ponints that you can unlock new abilities or combos, or tree of your power, there can be on higher level od power an ability that allow you to manipulate enemies or fly or you can unlock pyrokinesis or mind Control that turns your enemies into your allies , or there can be mana or smth like that , every move may cost some mana/energy

  • @seacal9938
    @seacal9938 11 หลายเดือนก่อน

    A move where you use an object to make yourself float and attack from above could be great

  • @wesleypage7697
    @wesleypage7697 11 หลายเดือนก่อน

    You get a subscribe because I would love to play this game one day. I don't know programing or game design, so i don't have a whole lot in the way of suggestions, but maybe having free manipulation of an object and being to move it on its X, Y, and Z axis would be fun. You could use one object to batter a bunch of enemies, and it would be cool if that object had inertia based on how big it is

  • @kenwasused
    @kenwasused 11 หลายเดือนก่อน

    I can't wait to play this game, I can tell it's gonna be so fun

  • @mitch651
    @mitch651 11 หลายเดือนก่อน

    it would be cool if you could crush objects midair and make them sharp shards, making them do greater damage. Could also apply to throwing them against walls, so not only would you be rewarded with style points but with higher damage for your time.

  • @_zeeblo
    @_zeeblo 9 หลายเดือนก่อน

    pretty cool, I love this concept of combat! I know the original point of this was to have no weapons, although I can't help but imagine some sort of rpg game where you can choose different classes and have telekinesis as 1 of them
    but I know something like that would take way too much time 😅
    either way, still pretty cool how you came up w/ the ideas for combat w/ out any weapons

  • @nonormalcentral4589
    @nonormalcentral4589 11 หลายเดือนก่อน

    Ok so idea when you have a breakable object (Ex vase,glass,crate etc)you can make it like a fully idiomatic gun and double jump

  • @kelvinsantos396
    @kelvinsantos396 11 หลายเดือนก่อน

    those combos toward the end with pulling the enemy closer are slick!! would love to see you revisit this idea in the future, maybe with a skill tree to incorporate those large attacks from the last video??

  • @im_a_potato_guy
    @im_a_potato_guy 10 หลายเดือนก่อน

    It would be really cool if this were made into a VR game like Rumble. Where certain hand movements control your actions instead of just pressing buttons.

  • @gamemasters566
    @gamemasters566 ปีที่แล้ว

    dude this looks amazing keep up the good work i would love to see the combination

  • @ethanbowers5922
    @ethanbowers5922 11 หลายเดือนก่อน

    I have a story I now I need to get off my chest. The main character would be a person locked up in some sort of government facility. After much experimentation they tries to escape. The character doesn't fully understand how to use their power yet, but knows how to throw things with it. The story would progress with some sort of storyline like running away and finding a group of people who also have been experimented on and are trying to destroy the government facilities all over the world. The main character could have skill trees of sort to develope and grow stronger overtime.

  • @AlexSeraphim
    @AlexSeraphim 11 หลายเดือนก่อน

    i think it could be fun if you tried different stuff for the objects and enemies. maybe keeping the mass attraction of the first video and trying to mess with the melee damage changing if you have one or more object floating with your power. Something that could be fun too is different types of damage (blunt, piercing, slicing, fire, etc.) each object could have a value for each of these damage types, and to counter it, different enemies resistent to specific types of damage. this might make the player have to focus more on the level exploration on some situations.
    Another idea is a type of skill tree with possibilities of getting stronger. Such as pulling a piece of the ground up or dropping the ceiling on the enemies, or some more direct stuff like a force tornado or a force push (or pull, idk). You could also add the force dash and a force jump in there, or maybe even some place swap stuff (something like instantly changing places with the enemy you're locked on). Some defensive skills would be cool too (even though an attack could be a great defense) like if an enemy shoots you and you use the skill in time you learn to catch the bullets with your power (drop the bullets on the ground or maybe use it as a counter?)
    Also (sorry, i'm thinking as i'm writing lol) I mentioned guns there, it'd be fun if you could catch the guns with the power and unload the mag with a floating gun lol (but let's say she doesn't have training and doesn't have extra ammo to reload.
    I may have more ideas if i keep on writing lmao but for now i thing it's waaay past enough. thanks for your time :P

  • @Gavin5236
    @Gavin5236 11 หลายเดือนก่อน

    I think this idea could be really fun if there was some sort of gimmick like how in shady knight you could just kill the enemy but you get ratings on how creative and stylish your kills are

  • @gluraque
    @gluraque 11 หลายเดือนก่อน

    I feel like having a singular attack creates a lot more oppurtunities for creative expression. if you have a melee combo mechanic and a long range telekinesis ability then that makes you branch off into 2 different directions. In my opinion the comment that XoneFobic provided in your last video provided a lot of ideas on how to build up on the telekinesis idea while keeping the singular core mechanic of levitating objects and pushing and pulling them to your needs. Overall I thought it was a great little venture and look forward on what projects you will work on in the future. Good luck!

  • @Sp1drByte
    @Sp1drByte 11 หลายเดือนก่อน

    The funny thing is this and the previous video ended up in my recommended when I'm making a game where the player is a 2D telekinetic.

  • @infectedace5741
    @infectedace5741 11 หลายเดือนก่อน

    For the next version you should create multiple fire modes and breakable objects with more variety. Where you can crush them and use a shotgun shot or a rapid fire burst. Different materials could be interesting metal can’t be broken wood can easily break with a brick harder to break with more hits

  • @orca2964
    @orca2964 11 หลายเดือนก่อน

    How about prescice control like blade and sorcery? An object hovers where your cursor is, and you can bring it closer, push it, or throw it with different buttons.

  • @picklejho69
    @picklejho69 11 หลายเดือนก่อน

    Mixamo has free runnning animation sets that include strafing and other moves. Just ape those for your next project.

  • @oatmeal9757
    @oatmeal9757 11 หลายเดือนก่อน

    I think a lot of us are interested in the idea of Telekinesis in that bayonetta devils may cry type aesthetic however having the objects floating and utilizing concepts that apply much like the objects physical interactions of Oro's lvl 2 and 3 super from street fighter 4 th-cam.com/video/XGKjCMA8vgc/w-d-xo.html maybe. However focusing on the concepts of comboing the actual objects into the moves. Yes with the style point wall bounce, add slow mo, makes things fluid, pause or even sequence to knock a character up, have items have effects like explode etc...

  • @candlekin2146
    @candlekin2146 11 หลายเดือนก่อน

    this looks so cool! id advise looking at games like scarlet nexus or control for how they did it, while they're both different genres massively, they both do telekinesis extremely well.

  • @andrewhelms4289
    @andrewhelms4289 11 หลายเดือนก่อน

    I like this version, and I feel like you have a lot of potential for moves and abilities. Some advice I would give would be don't limit all of your abilities to just lifting and throwing objects. Some moves and abilities that are more telekinetic energy-based if that makes sense would make this game a lot more interesting. You could create moves like a shock wave, strong pushes that could send enemies flying backward, pulls, crushing enemies, telekinetic barriers like a force field, hovering and flight, and telekinetic energy blasts. There are a lot more abilities I could think of, but yeah. There's a lot of potential here, and I think you're off to a great start.

    • @andrewhelms4289
      @andrewhelms4289 11 หลายเดือนก่อน

      also a telekinetic perfect parry or dodge system would be really cool. Dodging could be a quick swerve while levitating giving you an opening to attack, and parrying could involve a telekinetic shield. When you parry you could create a mini shockwave or something

  • @AtLeastVision
    @AtLeastVision 10 หลายเดือนก่อน

    have different materials taht shatter. So wood would just break. metal maybe diforms. Glas shatters. Some materials might break into many small sharp fractions which can than be shot. Would also make sense with the combo onto a wall to break the material and then shoot it onto the enemy with more damage

  • @JayFolipurba
    @JayFolipurba 11 หลายเดือนก่อน

    It's even more earth bending now. great potential

  • @D1stop1an
    @D1stop1an 11 หลายเดือนก่อน

    One suggestion I would give is to make different objects in the environment do different amounts of damage

  • @fitzchevalerie6597
    @fitzchevalerie6597 11 หลายเดือนก่อน

    I think you could draw inspiration from the wind-walkers from Brandon Sanderson's series ''Roshar's archives'' for this combat system, and maybe also make the moving system based off of that idea, maybe even with gravitational attaches

    • @orca2964
      @orca2964 11 หลายเดือนก่อน

      Stormlight Archive

  • @Noorthfv
    @Noorthfv ปีที่แล้ว

    incredible work man, keep it up

  • @mrhappytroll
    @mrhappytroll 11 หลายเดือนก่อน

    Reminds me a lot of Control, love that game, really similar system, but they have guns still too

  • @KryyssTV
    @KryyssTV 11 หลายเดือนก่อน

    By moving the game to use melee it's changed the uniqueness of the system back to being a mundane brawler. It's also created a design problem whereby you'd now need to create an additional system to support melee attacks while hovering or flying which are both abilities that are expected from powerful telekinetics. You would have been better off keeping the system focussed on staying at range, a glass cannon of sorts, and building the system around mobility and crowd control.

  • @SkillhackTV
    @SkillhackTV 11 หลายเดือนก่อน

    Oh lawd, I commented on last video about the Ultimate Movement Game, can’t wait what you come up with! Lmk if you need playtesters 😎

  • @REALITYBEHOLDER
    @REALITYBEHOLDER 11 หลายเดือนก่อน

    Oh boy! When I did my Sifu playthrough I started making a prototype for a fighter type game, and I used a very similar system (notify system for combo windows) except I wanted to make a very modular combo system, so a bit like you did I stored the data in some structure (if light -> montage X, if heavy -> montage Y), because I wanted to be able to modify it at runtime (new moves, or player choice to change combos a bit like Absolver), but GOD was it all a pain to work on. Between the fine tuning for the timings and the animations or the system itself, it felt like there has to be a better way to handle this.
    I hope it won't be as tedious for you as it was for me, but I can relate to whatever pain you might have gone through! Hopefully a game like this goes somewhere: I've been starved for a game like that sine Psi-ops on PS2...

    • @TomDevYT
      @TomDevYT  11 หลายเดือนก่อน

      Hmm i do reckon it could probably get a bit tedious the more moves I add, maybe I'll have to start from scratch again and make a better system lmao

  • @epicevanhogan6489
    @epicevanhogan6489 10 หลายเดือนก่อน

    It makes sense for the player to levitate it could be levitating but telekinesis

  • @evali5201
    @evali5201 ปีที่แล้ว

    I love the floppy enemies 😂 the levitating is also funny

  • @arthelierre5448
    @arthelierre5448 11 หลายเดือนก่อน +1

    What about an attack that pick up close object and made them spin fast around you ?
    I think it would look cool
    Also, maybe add breakable object that can only be use for one shoot

  • @gowther5443
    @gowther5443 11 หลายเดือนก่อน

    I’d love to play a game like this with the TK mechanic

  • @serkona7616
    @serkona7616 11 หลายเดือนก่อน +1

    Perhaps this version of the system could be a separate stance, and both versions could be two different stances. This one seems better for focused, close-mid range combat, whereas the other seems better for more chaotic AOE and mid-long range combat.

    • @TomDevYT
      @TomDevYT  11 หลายเดือนก่อน

      I think what you're thinking! I think the first prototype was more powerful so maybe it can be like in god of war when Kratos goes into angry dad mode when you build enough rage.

    • @serkona7616
      @serkona7616 11 หลายเดือนก่อน

      @@TomDevYT Mob Psycho 100 mode. Also, you should check out Control by Remedy games, this reminds me of that game's combat.

  • @RickAstley-eq5yh
    @RickAstley-eq5yh 11 หลายเดือนก่อน

    i am so gonna steal this

  • @firezone8770
    @firezone8770 11 หลายเดือนก่อน +1

    i know you are just using placeholders for now but you should make the game have an unique art style, regular 3d just doesnt feel right. It's up to you really but you experiment with a cartoony art style, 3d pixel art, low poly or something of the like

  • @LegoKidBuu
    @LegoKidBuu 11 หลายเดือนก่อน

    make destructable items that you can pick up all the shards/pieces of at the same time to like form an arm out of them or to spray an enemy with tiny bullet-like objects 🤔

  • @rokko900
    @rokko900 11 หลายเดือนก่อน

    I recommend skill trees? From levitation to double jump to flight. Also barriers that can reflect, parry, block , crush or explode. Is it possible to create a chainsaw?

  • @eastonmyers5866
    @eastonmyers5866 11 หลายเดือนก่อน +1

    Imagine using telekinesis to control someone’s body (almost like a worse version of mind control)
    Speaking of Control that game has all sorts of awesome mechanics you could remix if you end up revisiting this idea!

  • @animu1377
    @animu1377 11 หลายเดือนก่อน

    How about making some objects where if you use them together, they could create some sort of chemical reaction

  • @AidenRichards-tc3gw
    @AidenRichards-tc3gw 11 หลายเดือนก่อน

    I have a good game concept so basically you are a scientist who creates mutants but you hunt and catch animals cut off their body parts collect their DNA and mutate their limbs and use the DNA to make the limb compatible with your test subjects and you have to buy different machines for more complex mutants and different types of guns for different animals

  • @justdont_lol
    @justdont_lol 11 หลายเดือนก่อน

    this is just cool in general

    • @TomDevYT
      @TomDevYT  11 หลายเดือนก่อน

      Appreciate it!

  • @SimonSlav-GameMakingJourney
    @SimonSlav-GameMakingJourney 11 หลายเดือนก่อน

    She looks like champion Syndra from League of legends, you could check out her abilities to get your ideas flowing

  • @plainshades
    @plainshades ปีที่แล้ว

    Have you tried Cacaduer? Animating body movement are a breeze and come out so fluid.

  • @leongotget4157
    @leongotget4157 10 หลายเดือนก่อน

    i love control

  • @ItsKayJeyD
    @ItsKayJeyD 11 หลายเดือนก่อน

    While this is a cool direction, I personally feel like the original concept seemed more unique and enjoyable, though that is subjective. The close combat attacks are pretty much just fist fighting but the fist is an abject that isn't attached.

  • @Jaysinxe
    @Jaysinxe 11 หลายเดือนก่อน

    This is so cool

  • @vintrudism
    @vintrudism 11 หลายเดือนก่อน

    The game Control could help inspire you on some telekinetic mechanics

  • @Nbody420
    @Nbody420 11 หลายเดือนก่อน

    Awesome

  • @jonathanviktorrabanus8393
    @jonathanviktorrabanus8393 11 หลายเดือนก่อน

    Hi Tom i really like this game mechanic and wonderd if you would like a barage attack simmilar to the one were the objects fly to random enemysbut they are not garantead to hit and single objekt does 1.65% more damage than it normally does. Maybe also make it an openworld like game with more enemies and Bosses.

  • @mansurbm_
    @mansurbm_ 11 หลายเดือนก่อน

    It should be a holy weapon if the corpse is a holy-based character.

  • @Hurricanezer
    @Hurricanezer 11 หลายเดือนก่อน

    Very cool

  • @kellylohii9658
    @kellylohii9658 11 หลายเดือนก่อน

    Or make u can block the attacks by pushing there hand/fist

  • @KIRA-br5fo
    @KIRA-br5fo 11 หลายเดือนก่อน

    make animation for the shooting objects

  • @fatherscarnival7147
    @fatherscarnival7147 11 หลายเดือนก่อน

    Ok I have a couple ideas sum are add a ground pound type atk add GUNS and Swords Bows

  • @TheBlob.
    @TheBlob. 11 หลายเดือนก่อน

    I like the idea of pushing/pulling enemies but it seems too strong without any range limits, you could make the character make a shockwave around them to push objects and enemies away from you and deal some dmg to enemies that get hit by said objects/enemies but make it have a longer cooldown else there wouldn't be a point in having melee enemies.

    • @TheBlob.
      @TheBlob. 11 หลายเดือนก่อน

      nvm, hope you have fun with your next project

  • @r.connor9280
    @r.connor9280 11 หลายเดือนก่อน

    Look up the game "Control"
    The main character as a lot of telekinetic abilities to play with, might have some insight for you

  • @sandman76_
    @sandman76_ 11 หลายเดือนก่อน

    it looks cool

  • @ChronicAbyssal
    @ChronicAbyssal 10 หลายเดือนก่อน

    I WANNA PLAY THIS SO BAD

  • @Benw8888
    @Benw8888 11 หลายเดือนก่อน

    This game is begging for a revamp of the movement system (let the main character use telekinesis to move around, perhaps with a cooldown or not. I advise thinking a lot about exactly how), and creating enemies that are fast. Another idea is to create some ranged enemies, and make the player have to pick up big objects to use as a shield.
    Basically, you need to introduce more aspects of the combat system:
    1) Movement
    2) Throwing objects (you already have this)
    3) Getting close enough to pick up objects (kinda already have this)
    4) Different types of enemies (speedster, gunman, etc.)

  • @ansonchan8537
    @ansonchan8537 11 หลายเดือนก่อน

    uno how the objects used to rotate around u, could u make that an attack?

  • @Fleopoo
    @Fleopoo ปีที่แล้ว

    very cool

  • @Qphave
    @Qphave 11 หลายเดือนก่อน

    You could also use mob psycho 100 as inspiration