Adding a combat system to my indie game [DEVLOG]

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  • 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...

Komentáře • 190

  • @chillin5703
    @chillin5703 Před 6 dny +227

    Gridline toggle!

  • @okisaan
    @okisaan Před 5 dny +36

    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!

    • @christiank9447
      @christiank9447 Před 5 dny +1

      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

    • @John-Brx
      @John-Brx  Před 5 dny +1

      That’s a really cool idea! Il probably give it a try :)

    • @SeanStClair-cr9jl
      @SeanStClair-cr9jl Před 5 dny +1

      Ooh the fading idea after a while of idle is actually fascinating!

  • @Jo-de3st
    @Jo-de3st Před 6 dny +36

    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

  • @ElTomTom87
    @ElTomTom87 Před 6 dny +48

    I love watching dev logs where the dev is also a good artist.

    • @plakebake1286
      @plakebake1286 Před 4 dny

      Yes! It's either the dev is really good at coding but the art looks bad/armature and vice versa....

  • @louisBrother1988
    @louisBrother1988 Před 6 dny +34

    1:10 I think it should be a setting you can turn on and off

    • @cocoakodawari4192
      @cocoakodawari4192 Před 6 dny

      Real! I think with helps visibility but without is more aesthetic I suppose. It feels so weird without the grid xD ✨

    • @joepopplewell680
      @joepopplewell680 Před 6 dny +1

      Split the difference and make the grass texture slightly different shades or texture for each tile randomly.

    • @BarbarianBunny
      @BarbarianBunny Před 6 dny

      ​@@joepopplewell680personally I like the clean mono color of the grass, and wouldn't want that broken up in unnatural looking shaded squares

    • @louisBrother1988
      @louisBrother1988 Před 6 dny +1

      @@joepopplewell680 they're not making Clash of Clans 2

    • @stefanorigato
      @stefanorigato Před 3 dny +1

      make it an hotkey too to fast switch without going through the menu

  • @kobydev
    @kobydev Před 5 dny +4

    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!

    • @John-Brx
      @John-Brx  Před 5 dny +1

      Thank you, that really means a lot to me! :)

  • @lenni1215
    @lenni1215 Před 6 dny +2

    Have been looking forward to this!
    Great progress!

  • @LandonDevelops
    @LandonDevelops Před 5 dny

    This looks great! I love the artwork

  • @vojtastruhar8950
    @vojtastruhar8950 Před 6 dny +5

    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!

  • @JohnSmith-fg5vg
    @JohnSmith-fg5vg Před 5 dny

    awesome, cant wait to play this once it releases!

  • @ZacHarvey
    @ZacHarvey Před 4 dny

    Looks great! I really like the dash mechanic.

  • @TiltLoop
    @TiltLoop Před 5 dny

    This game looks amazing! I hope get to this point with my devlogs!

  • @gerrit0662
    @gerrit0662 Před 6 dny +3

    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.

  • @aesy2
    @aesy2 Před 2 dny

    The grid is dope! Please keep it

  • @tokeringmann
    @tokeringmann Před 5 dny

    love the gridlines!

  • @Xivamart
    @Xivamart Před 4 dny

    Really excited to try this out

  • @zipender_
    @zipender_ Před 3 dny

    i need a daily devlog it's so cool!

  • @korratargaryen
    @korratargaryen Před 6 dny

    Love the art style !

  • @flipside-games
    @flipside-games Před 2 dny

    Has a really great style and I really like the grid movement system

  • @jcnd1417
    @jcnd1417 Před 23 hodinami

    I think the gridline looks great. Also it communicates well where a tile begins and ends

  • @calmmind3160
    @calmmind3160 Před 3 dny

    looks cool great art

  • @UnburntStudios
    @UnburntStudios Před 5 dny

    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 😊

  • @rednaxela7875
    @rednaxela7875 Před 2 dny

    I really like the grid lines especislly in the more open spaces

  • @KennethAshworth
    @KennethAshworth Před 5 dny

    I liked the gridlines, thought it looked charming and makes the world feel more grounded.

  • @nixhammer34
    @nixhammer34 Před 6 dny

    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

  • @DREAMDEV43
    @DREAMDEV43 Před 17 hodinami

    Wow what a cool game good job!

  • @ponodude101
    @ponodude101 Před 8 hodinami

    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!

  • @danielhuwiler4520
    @danielhuwiler4520 Před 6 dny

    This game is starting to look awesome

  • @zellenny1784
    @zellenny1784 Před 6 dny

    Bro went under my radar for two months, and when I was just about to forget about the project he drops ANOTHER BANGER 🔥!

  • @phew8802
    @phew8802 Před 3 dny

    Damn this is looking good

  • @TheotimAntoni
    @TheotimAntoni Před 5 dny

    The visuals are such a hook

  • @Jaegerwald
    @Jaegerwald Před 5 dny

    beautiful :)

  • @aceyoen
    @aceyoen Před 5 dny

    keep it good work :>>>

  • @taylorfisdboss5200
    @taylorfisdboss5200 Před 5 dny

    I like the gridlines, but if it’s possible to toggle then it’s always good to put the choice in the players hands!

  • @doc8527
    @doc8527 Před 5 dny

    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.

  • @programmerbjn6721
    @programmerbjn6721 Před 6 dny +1

    i think you should make the cloud shadows!
    its a great edition to the game feel

  • @river_river_river
    @river_river_river Před 6 dny

    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.

  • @whiitehead
    @whiitehead Před 5 dny +1

    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.

  • @jzeltman
    @jzeltman Před 5 dny

    I vote for no grid lines. Great progress 👍

  • @Redditard
    @Redditard Před 6 dny

    lovely

  • @jensdemuynck
    @jensdemuynck Před 5 dny

    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!

    • @John-Brx
      @John-Brx  Před 5 dny +1

      Thx for the feed back!
      Very helpful :)

  • @abdelrhmanhatem6872
    @abdelrhmanhatem6872 Před 6 dny

    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

  • @tobireindl
    @tobireindl Před 5 dny

    I really want to play this game, even in the early state. 😍😍

  • @dwnsdp
    @dwnsdp Před 3 dny

    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.

  • @biel4787887471444
    @biel4787887471444 Před 6 dny

    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

    • @a-minus-b-equals-a
      @a-minus-b-equals-a Před 5 dny

      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.

  • @noapoleon_
    @noapoleon_ Před 2 dny

    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

  • @kieranjervis8590
    @kieranjervis8590 Před dnem

    Targeted/lasthit mob outline for when the enemies go behind trees. A simple white outline would be very nice so you dont get disoriented.

  • @cocoakodawari4192
    @cocoakodawari4192 Před 6 dny

    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!!! ✨

  • @thejaredwilcurt
    @thejaredwilcurt Před 10 hodinami

    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?

  • @MercurySteel
    @MercurySteel Před 6 dny

    The playable character is so extraordinarily powerful that each third strike they land alters the flow of time

  • @publicalias8172
    @publicalias8172 Před 20 hodinami

    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.

  • @LethalChicken77
    @LethalChicken77 Před 6 dny

    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.

  • @KVMII
    @KVMII Před 5 dny

    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.

  • @rooveloft5273
    @rooveloft5273 Před 6 dny +1

    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

    • @John-Brx
      @John-Brx  Před 6 dny

      I use physics-force.
      But I want them falling in the Center of the cells.
      The cells they fall in already get randomly chosen :)

  • @Matheusk0
    @Matheusk0 Před 5 minutami

    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

  • @b5fan504
    @b5fan504 Před 5 dny

    Grid lines should maybe be user toggle-able. Good work.

  • @Jam-ht2ky
    @Jam-ht2ky Před dnem

    dope

  • @lillyblackblood
    @lillyblackblood Před 5 dny

    ngl i like the grid lines
    especially since most other games don't do it

  • @Rallypoly
    @Rallypoly Před 6 dny

    Great progress!
    Install code for 2 Player Splitscreen =)

  • @vycdev
    @vycdev Před 5 dny

    I think the grid lines can stay, but at the same time make them less noticeable by either making them thinner or more transparent.

  • @PeterMilko
    @PeterMilko Před 4 dny

    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.

  • @DubbyBall
    @DubbyBall Před 5 dny

    I think having the grid lines off by default and making it a toggle to turn on later would be a nice idea

  • @prodDUSTN
    @prodDUSTN Před 6 dny

    FINALLY

  • @danielr7599
    @danielr7599 Před 6 dny +1

    keep both, make a setting button for grid on or off.

  • @Smithskii
    @Smithskii Před 5 dny

    Toogle the grid is the best option! ^.^

  • @ArtsyMold
    @ArtsyMold Před 5 dny +1

    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🥲)

    • @John-Brx
      @John-Brx  Před dnem +1

      Wow!
      Will try some things out you mentioned :)

    • @ArtsyMold
      @ArtsyMold Před dnem

      @@John-Brx :D Yay

  • @drepple
    @drepple Před 5 dny

    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.

  • @calmmind3160
    @calmmind3160 Před 3 dny

    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

  • @cheesemug
    @cheesemug Před 5 dny

    add a toggle for the grid, please. looks great.

  • @lshadowSFX
    @lshadowSFX Před 9 hodinami

    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.

  • @its-kulot
    @its-kulot Před 3 dny

    In other games, they have a button they can press to toggle grid lines on and off for example.

  • @Zynei983
    @Zynei983 Před 6 dny +1

    without, without grid. or you could even make it be an option in the settings when you add those

  • @daxmiller2670
    @daxmiller2670 Před dnem

    if u add coop and a basic customization to the character this game would be a hit for sure

  • @MrVinc466
    @MrVinc466 Před 5 dny

    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.

  • @lhmsc
    @lhmsc Před 2 dny

    Gridlines only when building by default! Also as a toggle option.

  • @LetsSmiley
    @LetsSmiley Před 5 dny

    Its just so cozy to watch you dev logs. The asthetics are awesome. Do you already have some music for the game?

    • @John-Brx
      @John-Brx  Před 5 dny

      No I don’t have music for the game yet.
      Glad you like it :)

    • @LetsSmiley
      @LetsSmiley Před 4 dny

      ​@@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

  • @slydiogenes8796
    @slydiogenes8796 Před 5 dny

    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.

  • @PickTwizt
    @PickTwizt Před 3 dny

    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

  • @jeffreystephens2658
    @jeffreystephens2658 Před 3 dny +1

    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.

  • @louplavabre289
    @louplavabre289 Před 3 dny

    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

  • @theartworkhub
    @theartworkhub Před 4 dny

    The Grid lines should blend with the grass tile some shallow some not so much.

  • @SeanStClair-cr9jl
    @SeanStClair-cr9jl Před 5 dny +1

    I like the grid lines!
    The knockback idea was brilliant - I wonder if dashing into a mob should automatically trigger knockback?

    • @John-Brx
      @John-Brx  Před 4 dny

      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 :)

    • @SeanStClair-cr9jl
      @SeanStClair-cr9jl Před 4 dny

      ​@@John-Brx Gotchu, makes sense!

  • @edfarage570
    @edfarage570 Před 4 dny

    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

  • @Jamie_ThatJamGuy
    @Jamie_ThatJamGuy Před 5 dny

    For the grid, maybe a grid radius around the player or something like that?

  • @fr_tian
    @fr_tian Před 3 dny

    I think the grid should appear only when you're building, but you can make a toggle too.

  • @lucas_pscheidt
    @lucas_pscheidt Před 20 hodinami

    without grid looks cleaner, maybe give the palyer the option like civ 6 do

  • @mohammedgoder
    @mohammedgoder Před 6 dny

    2:40 The camera should shake in the direction that the knock-back is being applied.

  • @oguste6839
    @oguste6839 Před 4 dny

    Maybe that the frames on the ground should be edited with preferences :))

  • @seaderwerks3046
    @seaderwerks3046 Před 3 dny

    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!

  • @nathanielblairofkew1082

    1:01 why does the on-hit glow effect not change the shadow?

  • @christianhoover7332
    @christianhoover7332 Před 6 dny +1

    pls add toggle grid option

  • @SilviaMaraDavies
    @SilviaMaraDavies Před 2 dny

    Add day night cycles so it gets scary and dangerous at night;
    Mobs can attack player structures.

    • @John-Brx
      @John-Brx  Před 2 dny +1

      There is already a day and night cycle :)
      Just doesn’t appear in the video.
      You can see it in the video about lighting.

  • @Igorxpo
    @Igorxpo Před 6 dny

    without gridlines, showing them dinamically by mouse selection and/or interest points/interactive things nearby...

  • @onebigsnowball
    @onebigsnowball Před 5 dny

    About the overlapping shadows... That's how shadows work in real life

    • @John-Brx
      @John-Brx  Před 5 dny

      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.

  • @wootwoots
    @wootwoots Před 11 hodinami

    look pretty cute :)

  • @ZephaniahNoah
    @ZephaniahNoah Před 4 dny

    Just make the gridlines more subtle.

  • @dirkroosendaal2254
    @dirkroosendaal2254 Před 6 dny +2

    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.

  • @dyzqy
    @dyzqy Před 6 dny

    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?

  • @Oscar-rl4wm
    @Oscar-rl4wm Před dnem

    imo the gridlines just need to be more subtle

  • @seinou7471
    @seinou7471 Před 3 dny

    maybe the gridline should be of a lighter green