I Accidentally Made A Fun Game | Ludum Dare 54 - Devlog

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  • เผยแพร่เมื่อ 17 ต.ค. 2024

ความคิดเห็น • 25

  • @robocookie1766
    @robocookie1766 11 หลายเดือนก่อน +13

    it's a little tough to handle, but the gameplay loop is excellent! almost made me miss a deadline lmao :)

    • @EdomGames1
      @EdomGames1  11 หลายเดือนก่อน +2

      Thanks for checking it out! Yeah the controls are a bit jank but good to hear the core idea is decent!

  • @Arkouchie
    @Arkouchie 11 หลายเดือนก่อน +8

    I really enjoyed what I played, some observations:
    Mashing for burnout feels really gross an unresponsive, and I can't tell whether I'm supposed to press both z and x at the same time or alternate them.
    It feels like there's times where the AI will charge a haymaker then cancel its animation into another haymaker, meaning my weave gets stuffed and I eat a faceful of glove.
    The basic gameplay is really really fun and addicting, I ended up playing way more than I expected going into it, easily being hooked for like 20 minutes despite being such a simple demo
    I really would love to see a more complete version of this, and where you can take it.

    • @EdomGames1
      @EdomGames1  11 หลายเดือนก่อน +1

      Thank you very much for the feedback! Yeah sorry for the chunkiness lol. It's something I made in a few hours so it's definitely not tuned or perfect. It's really more like a proof of concept rather than an actual "game". Good to hear though thanks!

    • @Arkouchie
      @Arkouchie 11 หลายเดือนก่อน +1

      @@EdomGames1 Oh absolutely, I went in expecting some jank, I just wanted to give feedback because I loved what I played outside it, and I can see a really really fun game coming out of some polish.

  • @SpikeStudio
    @SpikeStudio 11 หลายเดือนก่อน +1

    Such a funny concept for a game, pretty sick result too! Congrats on your game, cant wait to see what stuff you make in the future :)

    • @EdomGames1
      @EdomGames1  11 หลายเดือนก่อน

      Thank you so much I really appreciate it!

  • @humanasfarasiknow8634
    @humanasfarasiknow8634 11 หลายเดือนก่อน +1

    i don't really play fighting games, so i'm probably not your target audience, but i gave it a go. it took me like 5 games before i won a single round. it was fun and i really liked playing, but even if it was fully polished and had hours of content, it didn't feel like something i would return to. but then again i probably wouldn't play punch out, so maybe don't listen to me. Great video!!

    • @EdomGames1
      @EdomGames1  11 หลายเดือนก่อน +2

      Thanks for the input I appreciate it! Yeah the systems are currently barely functional I'd have to overhaul a few things before it's a "game". I'll keep the idea in my back pocket and might come back to it one day!

  • @cyangineer
    @cyangineer 11 หลายเดือนก่อน +1

    Hey man love the content! I have a question on how you made the AI. I'm making a Super Punch Out clone as a fun side project and I wanted to know how you approached the Attack, Defend, and React states? I have the enemy reacting the user inputs but when I want to attack or defend randomly, it conflicts with the reacting part. You dont have to go into detail if you dont want to, I just need to know the right direction and I can probably chat gpt the rest haha. Thank you for the content.

    • @EdomGames1
      @EdomGames1  11 หลายเดือนก่อน +1

      So when I was first creating the AI I decided to go with "Attack/Defend/React" states simply because it was the easiest to implement for a Game Jam. You can create an enum defining the states and tell the AI what to do when it's in that state. The bot is set on a timer and every 2-3 seconds it switches from one state to another. I created a list of predetermined AI states (ATK/DEF/REACT). So basically I made a list of states and told the AI to cycle through that list. My AI is not completely random, it's controlled by me. I tried adding an "adaptive" AI that tracked how many times he was hit, then would switch modes to counter whatever the player was doing, but because it wasn't properly tuned the AI was very exploitable and predictable.
      However I do not believe that's the right way to go about it. I think for these types of games you should probably create manual attack pattern that explicitly tell the AI what to do and when to do it, with some room for adaptation. This is basically how the original Punch Out works. The below is a link to all of the enemy attack behaviors. It' s a little difficult to read at first but after digging through it it'll make some sense. Especially the later enemy patterns. Please let me know if you have any further questions!
      www.neoseeker.com/punch-out/faqs/2911548-mike-tysons-opponent.html

    • @cyangineer
      @cyangineer 11 หลายเดือนก่อน

      @@EdomGames1 thanks for all the info, I'll research some more

  • @migfrarummet1907
    @migfrarummet1907 11 หลายเดือนก่อน +2

    I love the demo

    • @EdomGames1
      @EdomGames1  11 หลายเดือนก่อน

      Thank you!

  • @Sinbadmmt
    @Sinbadmmt 11 หลายเดือนก่อน +5

    Is there a way to combine the best aspects of both combat systems into PB? I get that the simplicity of TBKO is part of it's appeal, but that may not be the only aspect that makes it fun. It looks like you have the makings of a good skill/timing based paper scissors rock system with some soft and hard counters. This could be pushed further by having a perfectly timed block instead be a parry or stagger the opponent. If you wanted to transplant this system into PB, one idea is to shift to controlling only 1 character at a time, with the other characters controlled by simple ai (much like the enemies), this way you would be able to focus on the timing of quick attacks, power attacks, blocks or dodges much like TBKO. You could still keep your class specific special attacks and magic system as an added layer, but perhaps even these could be altered to augment the new combat system from TBKO, i.e lightning magic could be like the quick jabs, earth magic like blocking, etc. I dunno, food for thought maybe.

    • @EdomGames1
      @EdomGames1  11 หลายเดือนก่อน +2

      Appreciate your input! I think this is very good insight. I never considered AI teammates mostly because in nearly every game I've played the AI team members usually suck haha so you end up manually controlling them when allowed. But it could be an opportunity to double down on "action" elements. I'll play with it on paper for a bit. Thanks!

    • @Sinbadmmt
      @Sinbadmmt 11 หลายเดือนก่อน

      Haha yeah I was replaying tales of phantasia recently and the ai on the Klarth and Arche sucks so bad at choosing the right spells for enemy elemental resistances.. But on the other hand, if the AI is too good it might make the player feel inadequate?

    • @Sinbadmmt
      @Sinbadmmt 11 หลายเดือนก่อน

      couch co-op could be an option instead of AI, although not sure how well that would work in the adventuring overmap

  • @kody123222
    @kody123222 11 หลายเดือนก่อน +3

    WEAVE

  • @Awakiia
    @Awakiia 11 หลายเดือนก่อน

    radical

  • @kkrup5395
    @kkrup5395 7 หลายเดือนก่อน

    Did i miss something? I don't see how you implemented the theme. I see it's a fighting game where you can't move, but with this limitation must come something new that opens a persective to the genre. Let me give you an example, a platformer where you can't jump. If you don't add any other means of traversing the level thats won't be following a theme of limitations, that will be just a bad idea

  • @Peeps86
    @Peeps86 11 หลายเดือนก่อน

    This game is fun.

    • @EdomGames1
      @EdomGames1  11 หลายเดือนก่อน

      thank you!

  • @Khoderp
    @Khoderp 11 หลายเดือนก่อน

    Great video. 💪

  • @LineOfThy
    @LineOfThy 11 หลายเดือนก่อน

    Ok this is something I -can- can't relate to. (I never make fun games D:)