Adding Combat to My Dream Game (Willard: Devlog 01)

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  • เผยแพร่เมื่อ 11 ม.ค. 2025

ความคิดเห็น • 28

  • @totallyoffgrid3008
    @totallyoffgrid3008 วันที่ผ่านมา +3

    This is amazing. It’s really a testament to your hard work. Seeing all the other videos you do, this is on a totally different level, (Pun Intended)

    • @NightRunStudio
      @NightRunStudio  วันที่ผ่านมา

      Haha... love a good pun. And thanks for the encouragement. Glad to hear the video is coming off right!

  • @miguelmonreal.8874
    @miguelmonreal.8874 18 ชั่วโมงที่ผ่านมา +1

    A good design and a lot new things to think about.

  • @TanishRathor-cg4wu
    @TanishRathor-cg4wu วันที่ผ่านมา +1

    Keep it up Brother
    Good Job

  • @CELUGames
    @CELUGames วันที่ผ่านมา +1

    This is looking really, really cool, man! Very good quality! One piece of feedback: maybe the damage numbers could be lower. But, it would be a personal taste. Hugs!

    • @NightRunStudio
      @NightRunStudio  วันที่ผ่านมา +1

      Thanks for that. And thanks for the suggestion. I'm always open to trying new things... so I'll definitely have to give it a run with the numbers lower. Cheers!

  • @nutsandy7183
    @nutsandy7183 วันที่ผ่านมา +1

    Pretty cool idea, i really like it

    • @NightRunStudio
      @NightRunStudio  วันที่ผ่านมา

      Thanks! Glad to hear the idea is landing with people :)

  • @kamm3021
    @kamm3021 วันที่ผ่านมา +1

    Very informative 👍🏻
    Good luck on your journey

    • @NightRunStudio
      @NightRunStudio  วันที่ผ่านมา +1

      Thanks, as always! I do appreciate the encouraging comments.

  • @DaniRad09
    @DaniRad09 วันที่ผ่านมา +1

    This is great 👍🏻

  • @GerrySlykhuis
    @GerrySlykhuis วันที่ผ่านมา +1

    Looks great

  • @lastkings_games
    @lastkings_games 15 ชั่วโมงที่ผ่านมา +1

    Looks nice so far, but one thing that seems a bit off, is how long the upper body and how extremely short the lower body is.

    • @NightRunStudio
      @NightRunStudio  14 ชั่วโมงที่ผ่านมา +1

      Thanks for the feedback. I’ve always found legs to be kind of boring and wanted the real estate on the upper body to add more detail. That said, you’re not the first to say this, so it’s definitely something I should consider. Cheers!

  • @lee1davis1
    @lee1davis1 วันที่ผ่านมา +1

    I'm trying to get rigidbody to step up a stair similar to how a character controller works. How did you implement your crouch? With racists like your wall grab? Ps. Very well done.

    • @NightRunStudio
      @NightRunStudio  วันที่ผ่านมา

      Yes... with raycasts! I send one out at eye height and another by my knees. If the top one detects tilemap, but the bottom one doesn't, I know I have reached a climbable area.
      And, thanks! Glad to hear things are looking good.

  • @KyotoCrank
    @KyotoCrank 20 ชั่วโมงที่ผ่านมา

    Great video! And lots of incredible work! Half watching for entertainment, half to learn from you 😋
    I have a question, why did you opt for detecting the player in the enemy "chase detection zone"? In my project right now, I have the Player set up with the "chase detection zone" and when the enemies enter this zone, they enter chase. My thought was that if every enemy has this extra piece of information, then that's more load on the program or device that's running it.
    I'm just asking to learn to see if you ran into any issues or found advantages with your method.
    Subbed to follow your progress!

    • @NightRunStudio
      @NightRunStudio  20 ชั่วโมงที่ผ่านมา +1

      That's a really great question! I think it comes down to what you're hoping to get out of the system. Your approach is definitely more efficient overall--and this could become an issue if you're dealing with a scene where there are really large numbers of enemies.
      The benefit of having the enemy do his own checks is the modularity of it. This give me more control on an enemy-by-enemy level so that I can easily adapt or extend specific enemy logic down the road.
      I'm not sure that my method is best. I will probably be looking for ways to optimize down the road, and this may be something that I revisit. For now at least, I'm tending to avoid too many centralized handlers that abstract my code too much. Instead I'm opting for more intuitive patterns that I'll be able to easily understand and extend down the road.
      Your question definitely made me re-think my current setup. I'll be adding this to a list of things I might want to re-visit in the future. Cheers!

  • @sandman76_
    @sandman76_ วันที่ผ่านมา +1

    cool

  • @falseknight4371
    @falseknight4371 วันที่ผ่านมา +1

    when u releasing wilard and how much on steam.

    • @NightRunStudio
      @NightRunStudio  วันที่ผ่านมา

      Not for a few years, most likely. It a steam release is in the plans!

    • @falseknight4371
      @falseknight4371 วันที่ผ่านมา +1

      @@NightRunStudiookay....please don't keep wilard in the simulation too long, free him so we can be with him.

    • @NightRunStudio
      @NightRunStudio  วันที่ผ่านมา

      @@falseknight4371 Haha... will do! And I'll be sure to get a demo out there as soon as possible :)