Adding a combat system to my indie game [DEVLOG]
Vložit
- čas přidán 26. 06. 2024
- #gamedev #game #games #programming #coding #pixelart #unity #indiegame
In this video, I show how I implemented the fighting system for my isometric pixel art indie game. And how I fixed some of the complaints from people in the last video.
Wishlist ISO-CORE on Steam now!
store.steampowered.com/app/29...
Music:
Song 1: massobeats - warmth
freetouse.com/music/massobeat...
Song 2: massobeats - jasmine tea
freetouse.com/music/massobeat...
Gridline toggle!
Absolutely agree. My immediate thought was make it a toggleable option in the settings!
i literally had the same idea...
same idea here
An opacity slider would be nice
Great idea! I prefer the look without, but options are always good 👍
I think it could be cool to have the grid only rendered in a certain radius around the player, allowing them to see the world 'cleanly' but still being able to accurately interact with the mechanics. And/or perhaps have the grid fade out after some player inactivity.
Looks really good so far!
That's what I thought as well! Similar to vignetting in photography. And maybe we can decide between Grid on player or grid on the edges, what is looking better or helping more while playing
That’s a really cool idea! Il probably give it a try :)
Ooh the fading idea after a while of idle is actually fascinating!
Options options options. Adding additional options, especially ones that only impact graphics is always the right move. I personally prefer the gridlines because the clutter is designed with it in mind.
Instead of stopping game time on enemy hit, only stopping enemy animations might be better, because stopping game time looks like lag or stuttering, while only stopping enemy movement makes it feel like you stunned all of them with your epic bashing.
Additionally, dashing, knockback, animation stop and combos definitely are good mechanics that different weapons should focus on, such as more knockback for big swords, more hitstun for clubs and maces, dash attacks for daggers, maybe even a backstep ability etc etc
I love watching dev logs where the dev is also a good artist.
Yes! It's either the dev is really good at coding but the art looks bad/armature and vice versa....
1:10 I think it should be a setting you can turn on and off
Real! I think with helps visibility but without is more aesthetic I suppose. It feels so weird without the grid xD ✨
Split the difference and make the grass texture slightly different shades or texture for each tile randomly.
@@joepopplewell680personally I like the clean mono color of the grass, and wouldn't want that broken up in unnatural looking shaded squares
@@joepopplewell680 they're not making Clash of Clans 2
make it an hotkey too to fast switch without going through the menu
I need more of these devlogs, really. I have no clue about game design and game development at all (i am "just" a web developer) but it's so satisfying how you do them and the game looks super interesting/aesthetic in general. keep up the great work!
Thank you, that really means a lot to me! :)
Have been looking forward to this!
Great progress!
This looks great! I love the artwork
I'm just mesmerized by the aesthetic. It looks so good!!!
On another note, I saw how you tried to go diagonally and it does the jigsaw pattern. A bunch of really cool games are happening on a grid, that's all good, but I'd probably free the player to move however he wants. It complicates monster pathfinding a bit, but I think it'd be worth it.
Keep up the good work!
awesome, cant wait to play this once it releases!
Looks great! I really like the dash mechanic.
This game looks amazing! I hope get to this point with my devlogs!
Basic methods to show feedback for hits are to put a freeze frame in the players animation on the point of inpackt and make the enemy twitch on hit. Hope that helps to flesh it out a little bit more! I really love the perfectly square tall grass, maybe incorporate the tile boundary into more designs.
The grid is dope! Please keep it
love the gridlines!
Really excited to try this out
i need a daily devlog it's so cool!
Love the art style !
Has a really great style and I really like the grid movement system
I think the gridline looks great. Also it communicates well where a tile begins and ends
looks cool great art
This is looking amazing!
Nicely done!
Maybe when you’re building, the grid appears?
That’s how I’m doing it in my current game 😊
I really like the grid lines especislly in the more open spaces
I liked the gridlines, thought it looked charming and makes the world feel more grounded.
Great video, the combat system seems really simple but nice, and I personnaly prefer to see the line, it is easier to see where we are gonna dash, but beeing able to switch with the no line version in game could be a nice touch
Wow what a cool game good job!
Idea: The enemy getting knocked back two spaces instead of 1 struck me as odd, so maybe you can have the third hit knock them back 1 space and then possibly implement a "critical hit" chance where they take more damage and get knocked back 2 spaces then. It looks good how it is and changing that might mess with the dash you added, but I think it could be interesting.
Great work so far!
This game is starting to look awesome
Bro went under my radar for two months, and when I was just about to forget about the project he drops ANOTHER BANGER 🔥!
Damn this is looking good
The visuals are such a hook
beautiful :)
keep it good work :>>>
I like the gridlines, but if it’s possible to toggle then it’s always good to put the choice in the players hands!
I'm just a random outlier.
I love the overlapping shadow for the environment, even though it's incorrect strictly speaking, it gives me a feeling of depth and forest vibe.
People's perception can be massively different even opposite.
Don't listen to everything people say, and pick the one you prefer or at least make you feel more fun during the building.
i think you should make the cloud shadows!
its a great edition to the game feel
Amazing work! I think without the grid lines and showing them contextually when you need to place stuff really lets the environment art shine.
It might be me but the screen shake when you trigger knockback is making me feel a bit woozy. I feel like a sound design sting or an fx animation pulse at the point of impact might make it feel just as weighty without being so jarring.
Glad you fixed those shadows. I think the reason you get so much traction on your devlogs is because your game looks so good during development. The grid lines look good, maybe try lightening them a bit? or maybe make them shadows so there are no grid line in shadows, no idea if that would look good or not.
I vote for no grid lines. Great progress 👍
lovely
This is the first video i'm watching of this game, and the first thing i noticed was distracting full screen shake when you break a block. I would try to find a more subtle solution.
You should definitely add a toggle option for the grid lines. Some people want them on for better accessibility and visual guides, and others want them off for better aesthetics.
The game looks great so far! Would love to give it a try asap!
Thx for the feed back!
Very helpful :)
I do like the grid map, but also get why some people may not like it, i don't really care i love both looks, but making it an option is a better choice!, also the simple animations go so well with the game's looks keep up the good work
I really want to play this game, even in the early state. 😍😍
Definitely looks better without grid lines! If they are toggled this needs to be the default. The amount of players that wont touch configs is insane and you want your game to look as good as possible out of the box.
I really like the grid layout. Fits well with the art style, however someone commented about toggle it and it,s a cool idea. If it's easy to implement, go for it.
A tip for developing is to use the inheritance idea in coding. If you have a script with more than one purpose, definitely you should spread it into another class. When you showed the code gave me war flashbacks.
Anyway, I really enjoy your videos. Congrats for the progress
I'd warn against using inheritance unless you really know what you're doing; it's easy to turn it into a mess.
Instead, I'd suggest using composition and injecting stuff using factories.
Not sure how your engine works but for shadows I try to take a mask approach probably:
1. make a mask using all visible top elements like trees, grass and stones.
2. calculate all shadows on a single layer and substract the mask from the result
3. in that order draw grass then shadows then top elements
To be clear I haven't watched much of the video but this is what comes to mind right now
Targeted/lasthit mob outline for when the enemies go behind trees. A simple white outline would be very nice so you dont get disoriented.
Ooh! A thought for the combat system, maybe you can lock on targets eventually? The dash is good but maybe one of the attacks can dash forward or something. The abruptness after the dash feels a little weird for combat... Aaaa stil really great progress though!!! ✨
As far as the grid goes, I'll just say that the two most ubiquitous video games of all time are Tetris and Minecraft. Humans like squares. We like grids. In Minecraft you don't see the grid unless you are within range of being able to interact with a block. So perhaps a grid that fades out as it gets further from the player, or maybe fades in?
The playable character is so extraordinarily powerful that each third strike they land alters the flow of time
The grid lines are simple; if you are planning to use grid-based movement, the player NEEDS them, it's not about visual aesthetic this is a game not just art! If it's free-form, move wherever then you can do without. If people don't like them I would give an option for it in the game's graphic menu. Maybe even a slider or something for the visibility.
Edit: zoomed out I love the grid lines, it's so pleasing to see everything lines up lol; definitely can see the point of without though.
With the shadows you can instead use the rendering order to eliminate the overlap. Basically check if the pixel is in shadow already, and if so skip it.
Another approach is to have a binary system where each pixel is either in shadow or not, and each shadow you render you can just OR together with the existing shadow map.
The last approach would be to render them all with 100% opacity, then turn down the opacity and draw them in another pass.
I don’t know if I’m sold on the screen shake feedback.
Maybe emphasising the hit with a zoom and freeze time would work better?
The game looks awesome. Keep up the great work.
Hey, if you are using physics-force to do the item drops, you can randomize the x and y values(everytime they are spawned/generated) to make them drop at different positions
I use physics-force.
But I want them falling in the Center of the cells.
The cells they fall in already get randomly chosen :)
Gridline toggle, but with it being off by default
It gives a more clean look and i think it would attract more people if the screenshots on the steam page didnt have the grids.
Having the highlight grid on mouse hover is enough imo
Grid lines should maybe be user toggle-able. Good work.
dope
ngl i like the grid lines
especially since most other games don't do it
Great progress!
Install code for 2 Player Splitscreen =)
I think the grid lines can stay, but at the same time make them less noticeable by either making them thinner or more transparent.
Just let the player choose to see the grid lines and set the opacity. The screen shake is jarring, turn of pixel perfect when you do it. Overall the game looks fantastic and I think you have something with potential. Im also a game dev & do pixel art. Let me know if you need any help. Best wishes.
I think having the grid lines off by default and making it a toggle to turn on later would be a nice idea
FINALLY
keep both, make a setting button for grid on or off.
Toogle the grid is the best option! ^.^
Ideas:
Leveling System -
The player can ONLY have over 1 to 10000 levels, however, the experience needed to level up will increase, the level must multiply with the number "24" and that equals the experience needed to level up.
Stats-
Vitality (HP)
Strength (makes gathering materials more faster/killing mobs more easier/may intimidate weaker mobs)
Endurance (makes the player faster in crafting, mining, swimming, or smithing/makes resting faster/makes the player able to endure attacks more easily)
Agility (basically attack speed, walk speed and cooking speed)
Dexterity (kind of like defense and endurance/helps the player become more resistant to certain effects)
[[Other Secret Stats]]
Elemental System-
There are atleast 5 primary elements: Fire, Water, Earth, Air and Nature.
There are atleast 5 secondary elements: Electric, Cold, Light, Darkness, and Flesh.
There are atleast 5 tertiary elements: Gravity, Mental, Life, Death, and Time.
[[There are also elements called "Branching Elements" coming from the primary or secondary elements]]
Elemental Reaction System-
Water+Fire=Boiling
Water+Cold=Freezing
Water+Air=Typhoon
Water+Electric=Electrified
Water+Earth=Muddy
Water+Metal(Earth Branch)= Rusting
Water+Nature=Bloom
Water+Lava(Fire and Earth Branch)=Solidification
Water+Light=Refraction
Water+Water=Tsunami
(Way too busy to write🥲)
Wow!
Will try some things out you mentioned :)
@@John-Brx :D Yay
Maybe make a slider for how visible the gridlines are. I'd love to keep 'em on for clarity, but probably at reduced contrast if the option is there, which is what I would recommend for the default as well: somewhere in between the two options you showed.
gride lines are awesome tbh, thats what i like about it, maybe just lower the opacity to 10% or allow a toggle in the menu for it to be turned on or off
add a toggle for the grid, please. looks great.
The combat is missing the damage dealt to the monster. There is a huge sense of pleasure seing the damage as that gives you a sense of "power" and it feels amazing to hit "crits", without that, hitting monsters feels just like hitting a tree, that's why it feels rather "empty" when fighting monsters.
In other games, they have a button they can press to toggle grid lines on and off for example.
without, without grid. or you could even make it be an option in the settings when you add those
if u add coop and a basic customization to the character this game would be a hit for sure
Maybe you could make the grid lines visible only around the cursor ? Like you display a fading circle of 3-4 tiles around the one you're pointing at. I do think the ground should be a little bit more textured if there is no grid, it looks a bit flat without them right now imho.
Gridlines only when building by default! Also as a toggle option.
Its just so cozy to watch you dev logs. The asthetics are awesome. Do you already have some music for the game?
No I don’t have music for the game yet.
Glad you like it :)
@@John-Brx If you like I'd be glad to help out with that someday. Or at least I'd like to throw my hat in the ring for that for when you are at that point in your development :D
as far as development goes i think you should get difficult integrated systems done first, like digging or building. for example rendering yourself behind blocks and deciding which blocks to render is going to be something you'll need to work out eventually. i'd say its time to go heads down and decide the full scope of the game, then get all of the deeply integrated systems out of the way so you dont have to redo everything later.
i love this! i think i like the squares more but just make it a option that u can toogle it on and off #wishlisted
When you have a feature like that, where it's just a few lines of code and you can't decide on yes or no... put it in the options and let the player decide. Don't leave it to the comment section.
for the outline of the grid if possible make an option to let the player choose because both options are good, I have difficulty choosing
The Grid lines should blend with the grass tile some shallow some not so much.
I like the grid lines!
The knockback idea was brilliant - I wonder if dashing into a mob should automatically trigger knockback?
No since I want the dash to work as a method to approach a mob. Giving the mob nock back when dashed in to would be the opposite.
Thx for the feedback :)
@@John-Brx Gotchu, makes sense!
hey frend, the way you can fix your shadows is by projecting them into a single layer (preferably via shader) and then rendering that as a single object
For the grid, maybe a grid radius around the player or something like that?
I think the grid should appear only when you're building, but you can make a toggle too.
without grid looks cleaner, maybe give the palyer the option like civ 6 do
2:40 The camera should shake in the direction that the knock-back is being applied.
Maybe that the frames on the ground should be edited with preferences :))
Toggle for the ones who do and don't like the grid lines, I however am a big fan of it not showing. Wish-listed!
1:01 why does the on-hit glow effect not change the shadow?
pls add toggle grid option
Add day night cycles so it gets scary and dangerous at night;
Mobs can attack player structures.
There is already a day and night cycle :)
Just doesn’t appear in the video.
You can see it in the video about lighting.
without gridlines, showing them dinamically by mouse selection and/or interest points/interactive things nearby...
About the overlapping shadows... That's how shadows work in real life
Not if the shadows com from one singular light source (the sun).
Yes trees create that effect because of the growing density of leaves when overlapping, but not normal objects.
look pretty cute :)
Just make the gridlines more subtle.
I honestly love both with and without.
I would prefer with grid, but i can also imagine that a lot of other would prefer without.
I would say a toggle would be the best option like others already suggested.
If movement of creatures and player is based on grid, i think it is more important to keep it for visiblity.
Another thingm i feel like hitting the slime stull feels unresponsive, maybe a white flash like when you hit trees/rocks will help?
imo the gridlines just need to be more subtle
maybe the gridline should be of a lighter green