Honestly, for the prototype phase, it's looking really good. The attacks are snappy and have the amount of impact a scythe attack should have and the dash seems to work great (if it's a small invulnerability move and not just for traversal or something). In general, I would personally give it an 9/10 as a base for a character
About Animancer: There are no issues with animation blending in Animancer. The part in docs that you were reading in the video was about using Animation Controllers *and* Animancer at the same time. But if you use *only* Animancer for your animations, there would be no issues at all. It is really wonderfull tool with tons of flexibility compared to Animation Controllers. At least give it a chance, there is a free trial version on the store. Trust me, you won't be dissapointed, I am also creating some hack-n-slash game and Animancer helped me to almost effortlesly create features that you was discussing in your video.
"I'll leave it like that for now" Hearing that hurt a bit. Can't tell you how many times I fell into very deep rabbit holes just to get discouraged in the past. Telling yourself it's fine for now and doen't need to better is such a better mindset.
Hey! Great job, it looks good! However, i would highly recommend using Cinemachine to add a camera shake when attacking. I used it in my games and it makes the attacks seem much more powerful and gives them a lot of impact! Cinemachine is free, it's basically a built-in tool by now, and i'm sure you'll enjoy using it!
You are One of the main reasons why I gathered the courage to make a devlog about my game as well. As always Very inspiring and very informative. All the best for the future of the game, can’t wait to wishlist this on steam as soon as it is out 🔥
Your dedication is super inspiring! I’m happy for you! I’ve wanted to make a game for years but I have the opposite problem. I can do the art but the programming is where I need to learn. I’ve made the commitment to make a level that I can at least run around in to prove I can do it and to see if I can pull off what’s in my head. Thanks for your encouragement to keep going 👏🏻
Wow, this project is great! Even if you don't consider yourself an artist now, you are making some crazy progress in the visual design of your game. I know I'm saying this pretty late, but I really hope you continue your work on this. I know how easy it is to get distracted and demotivated from making something that seems so unimaginably large, but keep pushing forward. Take frequent short breaks, but get right back into development when time's up. If it feels like you can't possibly keep going, take a self-care day or something, and come back when you're ready. While I hope there's a few nuggets of wisdom you haven't heard yet in there, I doubt it, so I'll end off on giving you some concrete advice. You said you were struggling with sound design (I get it, I still have a lot of trouble with it too.), but the best bit of advice I can give you on the subject is to use pitch-shifting. I'm not sure the official name for the term, but it's where you set it up so that whenever a sound plays, you have a range it can pitch up or down. It'll choose a random point in this range and change the pitch every time the sound effect is played. No matter how good a sound is, it will always get stale if a player hears it for too long or too frequently. Pitch-shifting helps to change a sound enough that it won't sound too bad if a player hears it over and over for something like an attack sound effect. Add a few variant sounds to break it up even more, and you shouldn't really have to ever touch it again. I get that this is a lot, but I really hope it helps you out on your game dev journey. Keep on going man, you got this.
i'd reccomend you add a wind sound effect along with cloth movements combined with the slash sound effect that you already have for the attacks. they can be easily found for free since they have hidh domand
ion make any games but i feel like this could help - add at least a 5 second cooldown to dashing to increase the skillcap of combat - the dash effect is kind of exaggerated IMO, toning it down a bit could make it look/feel better - the third slash looks kind of chunky but ig we'll fix it in the future
Dude awesome, I am so fkn impressed. I love the movement and the camera. It feels natural and easy. When ever I try to script my camera or movement controller, it's just buggy and not everything checks out the way I imagine it. Keep on doing this dev logs. I learned a lot just by listening :)
First, focus on making it work, and then refine it to make it even better. This is a well-known principle in the programming industry. Keep persevering toward your goal
As A Fellow Game Developer I Can't Describe Seeing An Active Game Developer, Dani Was A Legend, A Legend That May Never Come Back, But Seeing Your Video Has Thrilled me!
I was wondering where you been fork machine. I hope you can find some help with people who want to make a genuinely fun game! Good luck I’ll be watching all the devlogs!
Just found this video, and it looks pretty cool already. A suggestion I could give is adding input buffering so when you press the attack button during a dash, after your dash is over the attack triggers, maybe that would be cool.
You can slow down the run animation inside the animator controller. Just click on his running animation and where it says "Speed" decrease it to 0.6 or what ever works for you. Hope this helps.😊 Also love the game so far!
yoooooo this is sick! I was kinda writting a manga a couple of yrars ago and I think the story would be ok. The main character also weilds a scythe and it honestly looks like the one you made
You already have a weapon attached to you, so I feel like an animation where you throw around your body finishing a combo (3th attack or something) would be a real massive combo farmer. Once you told in the past video that weapon was inspired of the blade of chaos, and even if it wasn't, a hit like this is something a game top-down / hack-n-slash / 3 person MUST HAVE! Despite it will increase your range Also , a sfx mole like "VUUUUSH" would give a feeling more powerful to your dash. nothing LOUD or bass/low, just a "vush". something that reminds a darkness, shadows, once ur dash feels like this in this alpha
I love the progress! I think maybe adding some animation curves might make the different attacks feel more weighty? Also I think that you would benefit greatly from a dash attack.
You are doing great with this! I think you could take this a long way. Hope you are still working on it. I saw your recent Engine video testing various things, are you debating doing the game in another engine or sticking with Unity?
Greate devlog. you have a new follower. I'm also a developer for a few years now and I can give you some advice for the movement and attacking. for movement I think it is better to speed the character up instead of giving him a direct speed up, and match it with the character animation. A short speed up duration should be enough between .25 and 1 second. for attacking. To feel more the impact you should slow down the animations a bit and but the attack input in a queue/list and play the next animation when the animation is finished. You can add another event to the animation at the end around %90 of the animation. Also the last have attack could be a bit more slower with more duration but more damage to feel the power :)
Nice, I know the sounds may be temporary, but have you considered randomizing the pitch and stuff on the sounds you eventually choose? that way it will sound more "organic".
Looking at your code, I see that you are using a state machine pattern. Instead of using a flag and animation graph transitions, you can play animations directly from code based on a state of the character. But I think is preference, and this method also has its disadvantages ^^
Hella good man, keep it up. I'll defo be waiting for the next one, I am myself a artist and I do a lot of everything from 2D, to 3D and my main type I like the most, VFX. So I can try giving some tips on that. When it comes to the Slash, what could help for a little bit is instead of a bunch of realistic smears, adding in a more stylized slashes it would improve a lot as the character is more stylized himself. This can be achieved very easily by moving a texture across a UV that is connected to the scythe once attack starts. Some examples I can give are some of the games you showed like Hades, but other more simplistic example could be Zelda, Risk of Rain 2 (Mercenary animations), or Castle Crashers. What you choose is really up to you. If maybe some show/movie inspiration, newest Puss in Boots, Arcade, etc. Lot of attacks have the "after-image" in there. Next when it comes to the Dash, I do like the body double behind the character. The problem is with its visibility thou, what you could do is during the dash, the character would get a glowing outline, or something to distinquish him from his "dash doubles". This can also be approached from the other side where you make the "dash doubles" a different color like light blue, purple, red, whatever the color of his powers is. This way he is clearly visible as his body is still a combination of colors while the "dash doubles" are distinct because of their change. Also what could help as a 3rd approach is to increase the size of the space between the "dash doubles" while the dash is happening. Making not as many of them and having more space for them is going to make it clearer and feel as if he is even faster as you see only a few "dash doubles" instead of many that you can keep track of. Feel free to use any combination of these approached as you see fit too. With VFX there are a bunch of principles to uphold but the important ones here are 1. Readability and 2. Timing. A well timed VFX can make anything be so much cooler than a linear progression on the VFX. Example: EXPLOSIONS. They aren't linear where you go from center to outer circle in a linear time span. There is anticipation, then explosion happens and its fast at first. Then as it gets further away it slows down giving it the IMPACT of the VFX. It's just an example but it's good to keep these in mind during the creation of any VFX. Readability speaks for itself. You need to see what is happening to understand it and feel it. That's where the "Dash doubles" lack I think, and it makes everything too blurry and unrecognizable. It's been a pleasure to see another one again and the progress. Keep it up, and I'll be here next time again
When making a dodge sound, pitch shift the default sound by some amount and create 3-5 version of the same sound with different pitch, then play them in random arrangement when dodging. If the game is fast-paced and the dodge cooldown is quick / nonexistent the same sound is gonna be very obvious and quickly become annoying.
I have two comments for this video. 1. The slashing sound effect sounded loud to me. It also felt repetitive. My proposed solution is to make that third sound not be so shing, and be more wosh, if that makes any sense at all. In my opinion the dash was fine relative to that third slash. 2. The dash makes it look like you are using kayn e at least to me (:
Add more sfx and pick them randomly or apply effect to them randomly so it doesnt feel repetitive instead of doing a trail spawn a mesh that looks like a sword slash at the blade position and lerp its rotation and transparency apply shader to it to add light and special fx too
Interesting concept! I can't help but notice the problems with code shown in the video. The naming convention seems to be all over the place, the code looks very messy. This may sounds not important at that stage of the project, but it's always easier to follow the rules from the beginning than try to apply them later, when codebase is gigantic.
Say, can you provide a bit more detail about blending/transations and skipping animation events? I think I might be facing the same issue as well. I'm using blending and animation events. For the most part, it seems to work, but I encountered a random bug one day that might be due to skipping animation events.
The character is looking pretty good! I have an input about the sound of the scythe. In my opinion these heavy "metallic" sounds would fit a sword, they but do not fit a scythe. I think a "whoosh" sound with just a very little bit of "metal" in it would be perfect. I'm thinking about something like this czcams.com/video/HDRVzwNkV20/video.html but with just a tiny bit of metal in it. Keep up the good work!
I can't even begin to describe how cool it is too see my art featured in the video. thank you for letting me work on the project
Great work! Keep it up!
The original did looks a lot like Kayn but all the concept art (which is amazing btw) makes him look super different.
In the concept he looks like that guy from "avatar: legend of Aang" XD
Ngl, some of the concepts look like Zuko. well, every character with dark hair and half-crisp face looks like Zuko so...
Honestly, for the prototype phase, it's looking really good. The attacks are snappy and have the amount of impact a scythe attack should have and the dash seems to work great (if it's a small invulnerability move and not just for traversal or something). In general, I would personally give it an 9/10 as a base for a character
thank you for the feedback, i really need it haha❤
@@ForkmachineGames no problem and good luck, man. You got this
About Animancer:
There are no issues with animation blending in Animancer. The part in docs that you were reading in the video was about using Animation Controllers *and* Animancer at the same time. But if you use *only* Animancer for your animations, there would be no issues at all. It is really wonderfull tool with tons of flexibility compared to Animation Controllers. At least give it a chance, there is a free trial version on the store. Trust me, you won't be dissapointed, I am also creating some hack-n-slash game and Animancer helped me to almost effortlesly create features that you was discussing in your video.
The particles look so good! awesome work!
"I'll leave it like that for now"
Hearing that hurt a bit. Can't tell you how many times I fell into very deep rabbit holes just to get discouraged in the past.
Telling yourself it's fine for now and doen't need to better is such a better mindset.
This is already looking great!
Honestly il Really hyped and will truc my Best to support u through this project
thanks man, really appreciate it
Hey! Great job, it looks good! However, i would highly recommend using Cinemachine to add a camera shake when attacking. I used it in my games and it makes the attacks seem much more powerful and gives them a lot of impact! Cinemachine is free, it's basically a built-in tool by now, and i'm sure you'll enjoy using it!
Nice to see another upload
Also you should add more particles to the staff or the guys holding
You are One of the main reasons why I gathered the courage to make a devlog about my game as well.
As always Very inspiring and very informative.
All the best for the future of the game, can’t wait to wishlist this on steam as soon as it is out 🔥
Glad to hear that, thanks!
Your dedication is super inspiring! I’m happy for you!
I’ve wanted to make a game for years but I have the opposite problem. I can do the art but the programming is where I need to learn. I’ve made the commitment to make a level that I can at least run around in to prove I can do it and to see if I can pull off what’s in my head.
Thanks for your encouragement to keep going 👏🏻
Looks amazing! Can't wait to hear the story behind this character, If you'd like help with the story let me know :)
Bro, your videos restored my motivation. I'm starting my indie game as well. Thank you very much.
That's just awesome, pls keep working on it
Wow, this project is great! Even if you don't consider yourself an artist now, you are making some crazy progress in the visual design of your game. I know I'm saying this pretty late, but I really hope you continue your work on this. I know how easy it is to get distracted and demotivated from making something that seems so unimaginably large, but keep pushing forward. Take frequent short breaks, but get right back into development when time's up. If it feels like you can't possibly keep going, take a self-care day or something, and come back when you're ready. While I hope there's a few nuggets of wisdom you haven't heard yet in there, I doubt it, so I'll end off on giving you some concrete advice. You said you were struggling with sound design (I get it, I still have a lot of trouble with it too.), but the best bit of advice I can give you on the subject is to use pitch-shifting. I'm not sure the official name for the term, but it's where you set it up so that whenever a sound plays, you have a range it can pitch up or down. It'll choose a random point in this range and change the pitch every time the sound effect is played. No matter how good a sound is, it will always get stale if a player hears it for too long or too frequently. Pitch-shifting helps to change a sound enough that it won't sound too bad if a player hears it over and over for something like an attack sound effect. Add a few variant sounds to break it up even more, and you shouldn't really have to ever touch it again. I get that this is a lot, but I really hope it helps you out on your game dev journey. Keep on going man, you got this.
Cool project. Keep on going. can't wait to see how the levels will be like
Youre deadass one of the highest quality developers out there on this platform
Her to support you till the end bro! That means i will be here to spam komments until you finish :)
keep up the good work bro
Thanks
i'd reccomend you add a wind sound effect along with cloth movements combined with the slash sound effect that you already have for the attacks. they can be easily found for free since they have hidh domand
Looks great! Keep it up!
I'm already loving it keep it up your inspiring me to keep doing art and animations for both my and my friends games so thank you for that!
Yooo, i was waiting for the next devlog and its here!! Thank you so much for keeping up, good luck in youtube /game devlog career
Thanks for the kind words 🙏
Finally a New devlog im so glad and you should made more devlog because Ur game has an really good potential keep it UP !
They uploaded!
ion make any games but i feel like this could help
- add at least a 5 second cooldown to dashing to increase the skillcap of combat
- the dash effect is kind of exaggerated IMO, toning it down a bit could make it look/feel better
- the third slash looks kind of chunky but ig we'll fix it in the future
Amazing bro!
I will take my seat here, this channel will grow 😁
I hope so haha, Thanks man
You have a bright future ahead of you, I like the results for this devlog brother, keep it going :)
The sounds at the end would work a lot better with a sword it doesn't really match a scythe because the "woosh" is a little loud
yeah i guess so
@@ForkmachineGames I definitely agree with that guy, the scythe should be more of a WOOSH sound and less of a metallic sound
This is really looking good, can't wait to see the finished product. Great work
Subscribed... This is a good start 🙂 I'm curious to see where this is going
Dude awesome, I am so fkn impressed. I love the movement and the camera. It feels natural and easy. When ever I try to script my camera or movement controller, it's just buggy and not everything checks out the way I imagine it. Keep on doing this dev logs. I learned a lot just by listening :)
Keep it up bro we are with you
we are waiting for the second DEVLOG, keep it up 🔥🔥
😂this is actually really good and it inspire me to start with my game too
so yah keep up the great work
Good work :) The dash sound is super cheesy :p but I know it's temporary.
thanks man
never give up my friend, you gave me inspiration to star my own project
keep on going
First, focus on making it work, and then refine it to make it even better. This is a well-known principle in the programming industry. Keep persevering toward your goal
sure, thanks man
i actually got sad when the video ended we need more :D
There will much more, be patient 😉
Love seeing it...can't wait for the next devlog
Im on it 💪
I love how is going
Just a little bit of vfx and sounds made a huge difference. Keep up the good work mate.
keep going looks good
1:47 Planet of Lana has the feeling of Inside from PlayDead, but more colorful. Thanks for showing it.
As A Fellow Game Developer I Can't Describe Seeing An Active Game Developer, Dani Was A Legend, A Legend That May Never Come Back, But Seeing Your Video Has Thrilled me!
Thank you for the kind words
@@ForkmachineGames :D
good video! very glad to see progress! keep up the good work and good luck!👍😁
Thanks brother 🙏
I was wondering where you been fork machine. I hope you can find some help with people who want to make a genuinely fun game! Good luck I’ll be watching all the devlogs!
Just found this video, and it looks pretty cool already. A suggestion I could give is adding input buffering so when you press the attack button during a dash, after your dash is over the attack triggers, maybe that would be cool.
You are finally back....
I've been waiting for this video...
Seems cool, gj man
I love your devlogs
looks amazing greetings from maxico
You can slow down the run animation inside the animator controller. Just click on his running animation and where it says "Speed" decrease it to 0.6 or what ever works for you. Hope this helps.😊 Also love the game so far!
Thanks for the help ☺️
@@ForkmachineGames No problem! :)
❤❤
dash looks sick af, the character kinda reminds me of sasuke.
The dash effect is very cool!
yoooooo this is sick! I was kinda writting a manga a couple of yrars ago and I think the story would be ok. The main character also weilds a scythe and it honestly looks like the one you made
You already have a weapon attached to you, so I feel like an animation where you throw around your body finishing a combo (3th attack or something) would be a real massive combo farmer. Once you told in the past video that weapon was inspired of the blade of chaos, and even if it wasn't, a hit like this is something a game top-down / hack-n-slash / 3 person MUST HAVE!
Despite it will increase your range
Also , a sfx mole like "VUUUUSH" would give a feeling more powerful to your dash. nothing LOUD or bass/low, just a "vush". something that reminds a darkness, shadows, once ur dash feels like this in this alpha
Cool feedback, thanks
Looks Cool brother! If you want I can wip up some music for you!
Devlog recommendation to make it more enjoyable to watch:
Don't go too much explaining, even if you do;
Turn your journey to a story.
Nice, another indie game i can see come to life!
I love the progress! I think maybe adding some animation curves might make the different attacks feel more weighty? Also I think that you would benefit greatly from a dash attack.
You are doing great with this! I think you could take this a long way. Hope you are still working on it. I saw your recent Engine video testing various things, are you debating doing the game in another engine or sticking with Unity?
Well, I'm kinda making my own (I will see how it will go)
nice job my guy looks good
Greate devlog. you have a new follower. I'm also a developer for a few years now and I can give you some advice for the movement and attacking. for movement I think it is better to speed the character up instead of giving him a direct speed up, and match it with the character animation. A short speed up duration should be enough between .25 and 1 second. for attacking. To feel more the impact you should slow down the animations a bit and but the attack input in a queue/list and play the next animation when the animation is finished. You can add another event to the animation at the end around %90 of the animation. Also the last have attack could be a bit more slower with more duration but more damage to feel the power :)
Nice, I know the sounds may be temporary, but have you considered randomizing the pitch and stuff on the sounds you eventually choose? that way it will sound more "organic".
yeah, but no luck, I must make some sound effects later
Looking at your code, I see that you are using a state machine pattern. Instead of using a flag and animation graph transitions, you can play animations directly from code based on a state of the character. But I think is preference, and this method also has its disadvantages ^^
Hella good man, keep it up. I'll defo be waiting for the next one, I am myself a artist and I do a lot of everything from 2D, to 3D and my main type I like the most, VFX. So I can try giving some tips on that.
When it comes to the Slash, what could help for a little bit is instead of a bunch of realistic smears, adding in a more stylized slashes it would improve a lot as the character is more stylized himself. This can be achieved very easily by moving a texture across a UV that is connected to the scythe once attack starts. Some examples I can give are some of the games you showed like Hades, but other more simplistic example could be Zelda, Risk of Rain 2 (Mercenary animations), or Castle Crashers. What you choose is really up to you. If maybe some show/movie inspiration, newest Puss in Boots, Arcade, etc. Lot of attacks have the "after-image" in there.
Next when it comes to the Dash, I do like the body double behind the character. The problem is with its visibility thou, what you could do is during the dash, the character would get a glowing outline, or something to distinquish him from his "dash doubles". This can also be approached from the other side where you make the "dash doubles" a different color like light blue, purple, red, whatever the color of his powers is. This way he is clearly visible as his body is still a combination of colors while the "dash doubles" are distinct because of their change. Also what could help as a 3rd approach is to increase the size of the space between the "dash doubles" while the dash is happening. Making not as many of them and having more space for them is going to make it clearer and feel as if he is even faster as you see only a few "dash doubles" instead of many that you can keep track of. Feel free to use any combination of these approached as you see fit too.
With VFX there are a bunch of principles to uphold but the important ones here are 1. Readability and 2. Timing. A well timed VFX can make anything be so much cooler than a linear progression on the VFX. Example: EXPLOSIONS. They aren't linear where you go from center to outer circle in a linear time span. There is anticipation, then explosion happens and its fast at first. Then as it gets further away it slows down giving it the IMPACT of the VFX. It's just an example but it's good to keep these in mind during the creation of any VFX.
Readability speaks for itself. You need to see what is happening to understand it and feel it. That's where the "Dash doubles" lack I think, and it makes everything too blurry and unrecognizable.
It's been a pleasure to see another one again and the progress. Keep it up, and I'll be here next time again
waiting to be able to buy this game
Pretty cool!
❤
Keep going 💖💖💖
When making a dodge sound, pitch shift the default sound by some amount and create 3-5 version of the same sound with different pitch, then play them in random arrangement when dodging. If the game is fast-paced and the dodge cooldown is quick / nonexistent the same sound is gonna be very obvious and quickly become annoying.
new subscriber i love your vlogs
Beautiful
i heard making the camera follow the player with an arc while the character is dashing can help the dash animation feel more alive
Great idea
Sick
Nice man! Keep it up
Nice!
you should key in some frames that the scythe grows and stretches during the attacks so that the attack range feels not so tight.
I have two comments for this video.
1. The slashing sound effect sounded loud to me. It also felt repetitive. My proposed solution is to make that third sound not be so shing, and be more wosh, if that makes any sense at all. In my opinion the dash was fine relative to that third slash.
2. The dash makes it look like you are using kayn e at least to me (:
Thanks for the feedback, the sounds will definitely be changed
Add more sfx and pick them randomly or apply effect to them randomly so it doesnt feel repetitive instead of doing a trail spawn a mesh that looks like a sword slash at the blade position and lerp its rotation and transparency apply shader to it to add light and special fx too
um, i like your avatar
keep it up
I WAS THEIR IN THE DISCORD 2:12
You are always in that discord bro 😂
Interesting concept! I can't help but notice the problems with code shown in the video. The naming convention seems to be all over the place, the code looks very messy. This may sounds not important at that stage of the project, but it's always easier to follow the rules from the beginning than try to apply them later, when codebase is gigantic.
Good job man
Thanks man
Say, can you provide a bit more detail about blending/transations and skipping animation events? I think I might be facing the same issue as well. I'm using blending and animation events. For the most part, it seems to work, but I encountered a random bug one day that might be due to skipping animation events.
Bro, try to learn Finite State Machine pattern and implement them in your game, that gonna solve the most of your problems.
The character is looking pretty good! I have an input about the sound of the scythe. In my opinion these heavy "metallic" sounds would fit a sword, they but do not fit a scythe. I think a "whoosh" sound with just a very little bit of "metal" in it would be perfect. I'm thinking about something like this czcams.com/video/HDRVzwNkV20/video.html but with just a tiny bit of metal in it.
Keep up the good work!
Thanks for the feedback, the sound effects need to be made from scratch I guess, I think I'm gonna start learning how to do it
Do it, man.
Roger that
It just isn't a one-handed weapon. You could maybe swing it woth one hand, but the last heavy attack would at least always be wielded double handed
kayn look like one of the lieutenant from bleach Shūhei Hisagi same weapon and similarity with the spirit weapon O.o
You should be proud of yourself
Cool game!
amazing
the amazing is you
@@ForkmachineGames no its u
Good job
Thanks Man 🙏