I love system based design, like dwarf fortress where theres systems in place and gameplay emerges from the interaction between the systems and the player
I'd love to see chains as potential 'handles' for the weapons. They'd have long reach but i can imagine them being hard to work with (since chains have physics you have to account for)
Yeah making the chains physics based could be a little tricky, and it might be a bit hard to control them. What I could do though is some sort of springy momentum type of trick, where you have to move back and forth to swing the weapon out instead.
I have some ideas if your willing -you could make it so the colors for the item could vary a little to make it more unique -a rare form of parts like reinforced witch makes them more effective but adds a down side like +1 damage turns into +3 damage -50% swing speed - handle guard for a base loose some damage for swing speed -saber / round blade - less swing speed for more damage -light versions of blades that make them do less dps but you move faster - a way to uncraft weapons (but costly for late game or more) -upgrades to the table to add more slots Maybe a whole set of tables separate that use separate parts to make ranged weapons like a bow
I think it would be interesting if there was a module for a weapon that was a rope or something of the same variety as I think it would be fun to make a blade-rope-blade. Even if it doesn’t have like physics as I only know html I really don’t know possible it is in what ever script you use, I just like the idea of a rope as a module. This game looks absolutely amazing though.
I definitely have to experiment with rope physics! If it doesn't really work as a regular rope, I might make it more of like a spring, so you can sort of swing your weapon around to reach farther.
when you added the two long sticks then a blade i think it would be weird to have it be like a swing attack. so an idea i had was to make it so like if you have a long stick the weapon does more like a spear attack and this could add more depth to the system like for example anything with spear attack attacks faster but damage is slowed.
I like how 7 Days To Die: Undead Legacy (mod) balances the weapon there. You can play any weapon you like, and while some are good in early game (being cheap or doing a lot of damage), you can still get any weapon work with progression of skill points and proficiency. When playing in small group with friends (we even did some tournaments) we always split the skills to make overall game progress faster, so each of us also uses separate weapon, and it's so nice. I go shotguns & bats (mediocre, can stun), one friend goes for small guns & blades (low damage, but quite fast and can add bleeding or cut off limb) and my brother usually goes sledgehammer (mega slow, but huge damage) and (sniper) rifles. The game (imo only with this mod) is quite nicely balanced and makes it better to play different stuff as you find random tiers of weapons of random categories.
I would have to think about how to make that work with gameplay, since launching your weapon as a projectile would mean that your weapon doesnt do damage anymore. Maybe that in some kind of regenerating form would work well, maybe as an extra artifact unlock or something like that.
Could some materials or material combos give abilities rather than stats, like the stack of rocks would, instead of working like a sword, world like a short-range projectile weapon that's just a bunch of rocks that you throw at enemies?
I think different attack styles could be really interesting, so I want to add that in some form. Of course there's a ton of potential issues since I have to take into account every variation, but hopefully I can start to add new attack styles.
1 - you can add "Fighting styles". Moreover, styles can be modular too. Styles will determine how the player handles the weapon. As a spear? As a sword? As a crossbow? As a tentacle pistol? Fast? Heavy? Elegant? Aggressive? Combo? 2 - your system has potential to motivate try other weapons, but it do not do this. Like in Zelda: BotW weapons are destroyed as they are used, so you have to switch.
I definitely will add more attack styles at some point. Especially as I get into adding ranged weapons too. I think manually selecting the style of how you go about using the weapon could be interesting, and maybe some weapon components have buffs/debuffs if the fighting style matches their ideal style or not. And I can definitely see the concern of players not actually experimenting with other combos once they find one they like. I hope to address this by adding enemy strengths/weaknesses, so you can't just dominate everything with one configuration, but you have be changing your weapon to deal with new threats as you progress.
The first thing that comes to mind with modular weapons is Tinkers' Construct mod in Minecraft. Not a overly complex system, but the innate stats and different passives and other bonuses each material has, and how each material is differently suited for different parts allowed some extreme depth of.. tinkering. To this date it is still my favorite individual modded feature.
Tinkers' construct was actually a huge part of why I went with a modular weapon system in the first place (wish it was for new versions of MC too lol). I love how many different weapon combos you can do with tinkers', it always makes it so much more fun to slowly build up the same powerful tool or weapon. I think adding some kind of "modifier" system into Starground would be good too, just to give players more abilities other than just damage and speed.
Would be nice to have the ability to choose the part you're holding. So that you could make blade-handle-blade and hold it by the handle, not by the bottom blade, so it acts like a helicopter-style thing
I'll probably have some kind of auto-handle selection system, so that if you have one handle in the weapon, you always grip it by that point rather than a blade. Manual selection of which part to hold as well could prove interesting, so thanks for the idea!
so would different combinations of parts, create different combos in combat (i.e. blade + hilt + blade would have a 3hit combo that does a spin at the end)?
Different attacking styles is definitely something that I want to add in. That was one of the first things I thought of with that, with a dual-blade type of weapon. I think i'll also delineate between slashing and stabbing attacks with specific configurations too.
Yeah. I do think Tears of the Kingdom was a little soulless. But the ideas for the Combat system was pretty cool and I think will get some devs thinking@@thegoldenatlas753
@@revimfadli4666 Tinkers construct is the biggest that comes to mind but there's plenty of others with the same or similar system. Create mod could also be included if you consider that. There was a Japanese mod long time ago for 1.6.4 that worked similarly but was foe mechs.
What could be cool is if you made your handle a blade, then you should dmg yourself each time you attack a little bit. Normally, it's bad, but what if you had builds that could take advantage of that? Like getting rage (something that would give you bonuses), or it could allow you to trigger "on hit effects" even when not hit by enemies etc. Basically, something that would create builds, like in path of exile.
What about low fire rate ranged modules? So you can craft things like Monster Hunter's gunlance. Gotta keep the reload low so players must use it sparingly and still use melee most of the time making it more like a special attack. So many possible variations like auto cooldown vs manual reload, melee attack to recharge/reload, projectiles that only reload once homing back or hitting enemies, salvos with individual charges, etc And speaking of special, maybe a "rocket" module to make rocket lances as well?
@@BBGDev I was thinking more about a handheld lance which propels you forward in a dash attack, but then realized that it can combo with the other idea about detachable modules haha
A weapon idea : have funny weapons that doesn't have a "real" purpose, it's just fun to use and deals at lest some damages (else that wouldn't be a weapon). Maybe use like fireworks to launch them at ennemies, a bit like in Minecraft with the fireworks on the crossbow ?
That could be a fun thing to add at some point, I always enjoyed messing around with stupid funny weapons, like a 10 times knockback stick in Minecraft.
Yeah I totally get that concern. Really the sprites I have in now are more temporary, so I might swap things out to be more futuristic, like a laser blade instead of just a regular medieval one. I also want to make sure I don't limit myself with designs though. I think the existence of medieval weapons can be justified by the fact the moon dungeon is an ancient structure, and the parts you're getting are also ancient. This is something I'll have to keep tweaking over time.
I love how your videos aren't 20 minutes long! btw I'm helping to make a game in a game jam, (Boss Rush Game Jam 2024) and I would love it if you could check it out, I'll try to send a link to it If me and the team I'm with completes it, for the release it will only have 1 boss since we have 1 month (it ends February 5th) I am in no way advertising (or trying to advertise) on another TH-camrs channel
Thanks! It's definitely a concern, but so far I have not had any issues and have been continually surprised by how capable Godot can be. At some point I definitely will have to spend some time optimizing performance though.
Game dev is just endless circles. The reason dungeon crawlers moved to green text means good red text means bad, was to remove the exact cognitive load you're trying to add. They realised that people found it more fun when they got more gear, but they didn't like having to sort through all of it to work out what was actually good every 15 minutes. Good luck though, maybe you know something they didn't.
Who "they"? :) Different players enjoy different amounts of cognitive load, there's no right answer here. Look at all the cognitive load of TOTK (not really a crawler of course, but wildly successful while having a similar approach of "every item is a weapon if you're crazy enough"). Also, while any evolution looks like circles up close, it's always a spiral in retrospect. Game dev as a widely accessible field is barely two decades old, and indie games are already responsible for insane density of innovation and progress in game design and philosophy precisely because it's easy to experiment and try out ideas, this is the point. So your whole message of "hey, you do you, but 'they' already know the correct answer and you're probably wrong" makes no sense to me. There's no 'they'. We *are* 'they'.
I don't think it would make sense to look at weapon systems over time as merely a linear progression of "this is better than it used to be." A modular weapon system of course comes with cons that wouldn't be seen with predetermined weapons, but I think the real solution to that is not just giving up and reverting, but inventing ways to deal with the core problem. I like the creativity and freedom modular weapons provides, so I just have to focus on how to mitigate the downsides of too many junk items. Stacking items is a big help, and implementing some system to merge items and upgrade them to more desirable components is a great way to give a reason to actually collect items. Implementing a rarity system is also a quick and fast way to see the value of a component at a glance. Of course maybe down the line I might discover that you're right, and predetermined weapons are fine, but I'm willing to take the risk of that to try and move our conception of what a weapon can be foward, even if that's going to take a lot more time and work.
@@13x666 I don’t think this is the same thing. TOTK is an adventure game, it wants to give you options for engaging with its environment. The items reflect that intent. In a dungeon crawler, the power you gain is way more directed in how you can affect the enemy, because the environment is more of a backdrop for you to kill 100s of enemies. It is an evolution but some developments are just better. We’re not going back to arrow keys for fps.
I love system based design, like dwarf fortress where theres systems in place and gameplay emerges from the interaction between the systems and the player
Yeah dwarf fortress is awesome, it has a ton of that. Definitely something I want to implement in Starground in some form.
A fork/trident blade would be cool
I'd love to see chains as potential 'handles' for the weapons. They'd have long reach but i can imagine them being hard to work with (since chains have physics you have to account for)
Yeah making the chains physics based could be a little tricky, and it might be a bit hard to control them. What I could do though is some sort of springy momentum type of trick, where you have to move back and forth to swing the weapon out instead.
Me: asks for a full handguard weapon
- Accidentally leads to a 2 handguard, 1 blade weapon that has no cooldown
I have some ideas if your willing
-you could make it so the colors for the item could vary a little to make it more unique
-a rare form of parts like reinforced witch makes them more effective but adds a down side like +1 damage turns into +3 damage -50% swing speed
- handle guard for a base loose some damage for swing speed
-saber / round blade - less swing speed for more damage
-light versions of blades that make them do less dps but you move faster
- a way to uncraft weapons (but costly for late game or more)
-upgrades to the table to add more slots
Maybe a whole set of tables separate that use separate parts to make ranged weapons like a bow
All great and interesting ideas! I'll probably implement a lot of that in one form or another.
@@BBGDev thank you, I honestly didn’t think you would notice the comment I left.
I think it would be interesting if there was a module for a weapon that was a rope or something of the same variety as I think it would be fun to make a blade-rope-blade. Even if it doesn’t have like physics as I only know html I really don’t know possible it is in what ever script you use, I just like the idea of a rope as a module. This game looks absolutely amazing though.
I definitely have to experiment with rope physics! If it doesn't really work as a regular rope, I might make it more of like a spring, so you can sort of swing your weapon around to reach farther.
when you added the two long sticks then a blade i think it would be weird to have it be like a swing attack. so an idea i had was to make it so like if you have a long stick the weapon does more like a spear attack and this could add more depth to the system like for example anything with spear attack attacks faster but damage is slowed.
I'm actually experimenting with that as we speak, along with some other attack styles for weapons, so great suggestion!
I like how 7 Days To Die: Undead Legacy (mod) balances the weapon there. You can play any weapon you like, and while some are good in early game (being cheap or doing a lot of damage), you can still get any weapon work with progression of skill points and proficiency.
When playing in small group with friends (we even did some tournaments) we always split the skills to make overall game progress faster, so each of us also uses separate weapon, and it's so nice. I go shotguns & bats (mediocre, can stun), one friend goes for small guns & blades (low damage, but quite fast and can add bleeding or cut off limb) and my brother usually goes sledgehammer (mega slow, but huge damage) and (sniper) rifles. The game (imo only with this mod) is quite nicely balanced and makes it better to play different stuff as you find random tiers of weapons of random categories.
Thanks for sharing! I'll definitely have to take a look at that mod and see how it goes about weapon balancing.
What if you make a component that launches every component that’s on top of it as a projectile, spending components to perform ranged attacks?
I would have to think about how to make that work with gameplay, since launching your weapon as a projectile would mean that your weapon doesnt do damage anymore. Maybe that in some kind of regenerating form would work well, maybe as an extra artifact unlock or something like that.
Could some materials or material combos give abilities rather than stats, like the stack of rocks would, instead of working like a sword, world like a short-range projectile weapon that's just a bunch of rocks that you throw at enemies?
the all blade weapon could also hurt you when you use it lol
or just using it as a handle
I think different attack styles could be really interesting, so I want to add that in some form. Of course there's a ton of potential issues since I have to take into account every variation, but hopefully I can start to add new attack styles.
A detachable component could have lots of potential. Imagine the throwing weapons you could craft
1 - you can add "Fighting styles". Moreover, styles can be modular too. Styles will determine how the player handles the weapon. As a spear? As a sword? As a crossbow? As a tentacle pistol? Fast? Heavy? Elegant? Aggressive? Combo?
2 - your system has potential to motivate try other weapons, but it do not do this. Like in Zelda: BotW weapons are destroyed as they are used, so you have to switch.
I definitely will add more attack styles at some point. Especially as I get into adding ranged weapons too. I think manually selecting the style of how you go about using the weapon could be interesting, and maybe some weapon components have buffs/debuffs if the fighting style matches their ideal style or not.
And I can definitely see the concern of players not actually experimenting with other combos once they find one they like. I hope to address this by adding enemy strengths/weaknesses, so you can't just dominate everything with one configuration, but you have be changing your weapon to deal with new threats as you progress.
The first thing that comes to mind with modular weapons is Tinkers' Construct mod in Minecraft. Not a overly complex system, but the innate stats and different passives and other bonuses each material has, and how each material is differently suited for different parts allowed some extreme depth of.. tinkering. To this date it is still my favorite individual modded feature.
Tinkers' construct was actually a huge part of why I went with a modular weapon system in the first place (wish it was for new versions of MC too lol). I love how many different weapon combos you can do with tinkers', it always makes it so much more fun to slowly build up the same powerful tool or weapon. I think adding some kind of "modifier" system into Starground would be good too, just to give players more abilities other than just damage and speed.
Would be nice to have the ability to choose the part you're holding. So that you could make blade-handle-blade and hold it by the handle, not by the bottom blade, so it acts like a helicopter-style thing
I'll probably have some kind of auto-handle selection system, so that if you have one handle in the weapon, you always grip it by that point rather than a blade. Manual selection of which part to hold as well could prove interesting, so thanks for the idea!
this game is shaping up to be brilliant thank you imster bib boy
so would different combinations of parts, create different combos in combat (i.e. blade + hilt + blade would have a 3hit combo that does a spin at the end)?
Different attacking styles is definitely something that I want to add in. That was one of the first things I thought of with that, with a dual-blade type of weapon. I think i'll also delineate between slashing and stabbing attacks with specific configurations too.
@BBGDev niceeee dudee, i hope you succeed at al this it could come out as such a great game the concept is already 👌
Tears of the kingdoms weapon system is going to be the combat system equivalence to the renaissance
There are Minecraft mods with more ingenuity, creativity, and application than anything in tears of kingdom.
Yeah. I do think Tears of the Kingdom was a little soulless. But the ideas for the Combat system was pretty cool and I think will get some devs thinking@@thegoldenatlas753
@@thegoldenatlas753such as which mods? Does any of them allow modular weapons or scrap mechanic machines?
@@revimfadli4666 Tinkers construct is the biggest that comes to mind but there's plenty of others with the same or similar system.
Create mod could also be included if you consider that.
There was a Japanese mod long time ago for 1.6.4 that worked similarly but was foe mechs.
What could be cool is if you made your handle a blade, then you should dmg yourself each time you attack a little bit. Normally, it's bad, but what if you had builds that could take advantage of that? Like getting rage (something that would give you bonuses), or it could allow you to trigger "on hit effects" even when not hit by enemies etc. Basically, something that would create builds, like in path of exile.
Thanks for the idea! I definitely think that would be a great way to introduce some more decision making with weapon builds.
What about low fire rate ranged modules? So you can craft things like Monster Hunter's gunlance. Gotta keep the reload low so players must use it sparingly and still use melee most of the time making it more like a special attack. So many possible variations like auto cooldown vs manual reload, melee attack to recharge/reload, projectiles that only reload once homing back or hitting enemies, salvos with individual charges, etc
And speaking of special, maybe a "rocket" module to make rocket lances as well?
I was definitely thinking about some kind of cannon or blunderbuss. I also like the rocket launcher idea, could definitely do that as well!
@@BBGDev I was thinking more about a handheld lance which propels you forward in a dash attack, but then realized that it can combo with the other idea about detachable modules haha
A weapon idea : have funny weapons that doesn't have a "real" purpose, it's just fun to use and deals at lest some damages (else that wouldn't be a weapon). Maybe use like fireworks to launch them at ennemies, a bit like in Minecraft with the fireworks on the crossbow ?
That could be a fun thing to add at some point, I always enjoyed messing around with stupid funny weapons, like a 10 times knockback stick in Minecraft.
Very long stick idea
Mechanically, I really like the modular swords, but I feel like medieval weaponry doesn't really go with the more sci-fi theming of everything else.
Yeah I totally get that concern. Really the sprites I have in now are more temporary, so I might swap things out to be more futuristic, like a laser blade instead of just a regular medieval one. I also want to make sure I don't limit myself with designs though. I think the existence of medieval weapons can be justified by the fact the moon dungeon is an ancient structure, and the parts you're getting are also ancient. This is something I'll have to keep tweaking over time.
I love how your videos aren't 20 minutes long!
btw I'm helping to make a game in a game jam, (Boss Rush Game Jam 2024) and I would love it if you could check it out, I'll try to send a link to it If me and the team I'm with completes it, for the release it will only have 1 boss since we have 1 month (it ends February 5th)
I am in no way advertising (or trying to advertise) on another TH-camrs channel
Definitely send the link my way so I can check it out!
@@BBGDev I'll try to if the game gets completed, we just lost a few more people who were helping to create the game
potato
best weapon in the game 100%
tomato
You said that wrong
🥔
@@sycoo3575 dang
Great video! Wouldn’t you be afraid that what you want to do for your game is too advanced for Godot?
Thanks! It's definitely a concern, but so far I have not had any issues and have been continually surprised by how capable Godot can be. At some point I definitely will have to spend some time optimizing performance though.
Game dev is just endless circles. The reason dungeon crawlers moved to green text means good red text means bad, was to remove the exact cognitive load you're trying to add. They realised that people found it more fun when they got more gear, but they didn't like having to sort through all of it to work out what was actually good every 15 minutes. Good luck though, maybe you know something they didn't.
Noita does it too
Who "they"? :) Different players enjoy different amounts of cognitive load, there's no right answer here. Look at all the cognitive load of TOTK (not really a crawler of course, but wildly successful while having a similar approach of "every item is a weapon if you're crazy enough").
Also, while any evolution looks like circles up close, it's always a spiral in retrospect. Game dev as a widely accessible field is barely two decades old, and indie games are already responsible for insane density of innovation and progress in game design and philosophy precisely because it's easy to experiment and try out ideas, this is the point. So your whole message of "hey, you do you, but 'they' already know the correct answer and you're probably wrong" makes no sense to me. There's no 'they'. We *are* 'they'.
I don't think it would make sense to look at weapon systems over time as merely a linear progression of "this is better than it used to be." A modular weapon system of course comes with cons that wouldn't be seen with predetermined weapons, but I think the real solution to that is not just giving up and reverting, but inventing ways to deal with the core problem. I like the creativity and freedom modular weapons provides, so I just have to focus on how to mitigate the downsides of too many junk items. Stacking items is a big help, and implementing some system to merge items and upgrade them to more desirable components is a great way to give a reason to actually collect items. Implementing a rarity system is also a quick and fast way to see the value of a component at a glance.
Of course maybe down the line I might discover that you're right, and predetermined weapons are fine, but I'm willing to take the risk of that to try and move our conception of what a weapon can be foward, even if that's going to take a lot more time and work.
@@13x666 I don’t think this is the same thing. TOTK is an adventure game, it wants to give you options for engaging with its environment. The items reflect that intent. In a dungeon crawler, the power you gain is way more directed in how you can affect the enemy, because the environment is more of a backdrop for you to kill 100s of enemies.
It is an evolution but some developments are just better. We’re not going back to arrow keys for fps.