Developing Satisfying Combat in my 2D RPG
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- Опубликовано: 20 сен 2024
- Another productive week of development for Dauphin! In this episode I overhaul character animations to allow for more customization and finally get some basic combat working. Tons of progress this week, hope you enjoy!
#dauphin #devlog #gamedev
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Don't forget to subscribe if you're enjoying this series! The foundations of Dauphin are coming along super well and I'm excited to build out a huge variety of enemies, weapons and attacks in the future. Thanks for watching!
Nice game!
Can’t wait till it comes out.
hey can I please know how you edit your videoes
Even if this game is 60$, I'm still buying it. Looks insane my guy.
@@ameenshafeeq2351 don't know if this was what you were looking for, but I've seen DaVinci Resolve on screen in some of his past videos.
WHY DOES HE HAVE TO ATTACK IN THE FIRST PLACE!?!? ISNT HE A MARINE BIOLOGIST? HE SHOULDN'T BE ATTACKING THESE CREATURES!! HE SHOULD BE AVOIDING ENEMIES, TRYING NOT TO HARM THEM!! REEEEEEEEEEE
nice progress mate, too bad you couldn't implement new shrimps yet :(
Is it just me or is dani kinda THICK
I think this game lacks milk
Hi dani
Dani the milk man🥛🥛
now the corona virus has taken it too far >:(
To make the game 'feel' better, maybe you could make enemies flash on hit. This could make the swing feel more powerful.
Next devlog for sure!
Things which May also improve combat feel could be screen shake, freeze frames and particles spawning on collision
@@DevDuck also a little bit of squash and stretch perhaps?
And a nice crunchy sound effect to make it that much more satisfying
And a NUKE that cries and eksplodes when you kill someone
I have an idea about the crabs, when you defeat them, you could have them transition into a corruption free sprite, just a normal crab, and have it climb into the sea.
Super cool idea!
Cool Idea, Liked!
Its now a feature
Ye
What about:
-A shrimp mount
-Rocks that spawn and that can be thrown
Archvale devlog vibes, but that would be cool!
YES! I might have to do something like that in my game!
I don't like people getting sick, but besides that I love being home.
lucky you my country has over 100 deaths and 3000 cases but we still gotta go in school ):
@@FiEM98123 what country?
@@theemeraldfalcon9184 sweden
Skepnoblade I knew it would be sweden😂
I really love the way he lifts up his little foot whenever he attacks! Also, I think I speak for everyone still on the board when I say that we respect your decision to postpone the shrimp-adding up until further notice. Definitely the more responsible thing to do. Looking forward to episode 5!
My only feedback is that the arms look kinda weird, also when he’s idle maybe give him an animation
Will definitely be adding an idle animation!
The arms are by design. He's asserting dominance over the crabs by puffing out his chest.
Yeah the shoulders are too wide but also too flat
@@DevDuck During this time do you still work or are you always home?
What job do you have?
In my opinion, I kinda like the arms. It's suitable for his artstyle. And it's 2D, you don't need that much detail. Idle animation is a nice addition but it's not compulsory.
I can't find words to express how much I love this series! I'm not even interested in videogame development, but I really love music (arrangement, production, etc.) and I sometimes struggle to balance my passion with my daily life. Seeing how you manage to have a full time job, hobbies, a girlfriend, to work out and to carry out your project of developing a videogame is very inspirational to me!
Keep it up!
Maybe add that some crabs are on the beach walking around and some a buried in the sand with their eyes poking out. When the player gets to close it wil pop out and start chasing you.
When walking through bushes or water the character should have a waddling animation and walk slower then normal. Also when crabs are in aggro eyes should do pulsate in size and when the character become out of line of sight or out of aggro distance the crabs should get out of aggro state.
I think what's more important is a bush shaking and water splashing animation rather than a change in player animation. But perhaps both.
And yeah people talked about an aggro animation in last video. I think it would look great!
Now that I've finished the video I gotta say I love your work, you make everything understable and interesting, and the fact you update us with a "It's Friday Morning" or "Playing Animal Crossing" Is really sweet, I feel like a friend on a phonecall with you. :) Keep up the great work, I love the development of this game!
Not sure if it's only me but I find the walk cycle a little strange, especially how the arms move, however it may just be me . Otherwise great devlog as usual!
Totally agree that it needs work. This is my first time animating pixel art so there will be some growing pains!
@@DevDuck I've been trying pixel art for almost a year, and your way better than me 😢
I love seeing your devlogs! It's really inspiring to see your workflow, and I find your devlogs to be very humbling as well! Having your life sprinkled on top of the game building makes it all the more satisfying. Best devlog series around! Kudos
I think that it would be a good idea to add trash into the beach, that the player can pick up and then use to make recicled armor.
I'm really liking your devlogs and I think your game will be awesome once it's finished.
An animation for trash to wash up on the beach would be cool as well
Yea and you don't really notice until there is a lot at the end of the game
So it's progressive
It would fit with the theme of the game!
Not only you have great game programing skills but also you have pretty good filming skills as well.
These videos are great -- a nice balance of both the technical progress/explanations as well as your own narrative as you build the game!
Great vid
you gotta make sure to add a hotdog stand worker costume to the game
i'm sure that's your #1 priority right now
yeah and your weapon is a hotdog
@@renfrew24ify and everytime you swing it ketchup flies out
@@EnderElectrics and the ketchup is poisonous
@@renfrew24ify and posion spawns more hotdogs to grab and throw
Awesome, good work!
This is possibly my favorite series on RUclips, keep up the awesome work!
It's inspiring to watch someone develop a game in their own time, with what appears to be realistic goals and a healthy work/hobby/social triangle.
Keep up the great work :D
What you call a "contract" already exists in C# - it's called an interface and has actual support rather than approximating it with abstracts.
You should make the crabs have a transparent red over them when you hit them so it feels like your actually doing damage. If you don't want to do this maybe make a knock back animation or a tiny health bar above or under them.
Will be doing this in the next episode!
Thanks for this series, it's a really great reminder to keep working on personal projects apart from work :)
Great balance between the game dev and your life. Not too much life exposing, no boring coding. Keep it up like this! Greetings from Argentina!
Maybe a death animation will do for the crab when it is defeated.
I'm a fresh game dev grad btw. Im glad I found your channel, youre a real inspiration to me.
you are great man, I love these videos of yours , especially now, at this time of isolation of our world you bring me so much joy, I love the backstory of why you are making this game, and the game is definitely progressing very well. I'm so glad I caught you while you are making it.
Pro tip: In a component like AttackController, it's good practice in Unity to make fields like the modifiers private. You can still make private fields show up in the inspector by adding the [SerializeField] attribute to each field. This avoids future confusion in e.g., two months, when you access the component from another script and go over all the exposed values. If you want to be able to edit the field values from other scripts, you can expose them in properties with setters that also takes care of basic protective stuff (making sure numbers can't be negative, doing any capping or rounding that makes sense, etc.).
Love these videos man. Im so happy I found you
I love your update to the attack animation, but I have a small piece of feedback. I think a used weapon should remain in the hand after an attack for the duration of a timer before activating the idle sprite state which has the weapon on the character's back. I imagine you were bound to do something about this eventually since it does stand out a little, but I did want to give my two cents. Having the player do an iai sword move and unsheath, swing, and resheath his weapon all in on motion - repeatedly - is probably not your intent.
An alternative to my timer suggestion would be a button toggle to put your weapon on your back (attacking would take it out by default but you could also press the button), and walking into a building might automatically put away your weapon as well.
Thanks for the videos! I eagerly look forward to more from you!
Amazing vid again ONCE again DevDuck ❤️🐥
This is part 2 of my suggestions , part 1 is bellow this comment ( still by me )
game suggestions:
-crafting sistem for armor, swords , and bows (?)
-from crabs you get sea weed
-enemies turn uncorrupted when defeated
-from sea weed and your stick you can get Sea sword!
-stick does 5 ''damage''
-Sea sword does 25 ''damage''
-Crabs have 25 health
-first boss to be an giant Crab named ''the crab king!''
-From the crab king , you get crab shell armor !
Armors:
-crab shell -reduces 50% of damage taken from enemies. You get this from : Crab King
-sea-when your health reaches 50%, the armor recovers 35% of your health from the enemy that is attacking you. Get this from crafting. requires : 20 sea weed
Swords:
-sea weed-increases damage by 20. Get this from crafting. requires: 2 sea weed
-thorns-every attack taken from the enemy makes this 15% stronger. after 6 swings, press click and one shot that enemy. (this is op bcs it's very risky , ex:if you're fighting a boss you'll probably die if you don't have an good armor.)
Get this from loot.( 5% drop at bosses)
bosses:
Last boss: (before this you could add a lot more) Blue whale (you choose the stats, chief.)
Watching your vlogs made me feel so excited to turn my my own game.
I'm so anxious to see how you are growing dolphin and I'm always waiting for the videos haha.
As soon as it's possible I'm gonna write down my ideas for my own game and see if I can start it.
Awesome content! Keep it up!
I’m fairly new to your channel but absolutely loving the content so far! You deserve all the support that this series is getting! I’m loving the way that this game’s combat looks and was wondering if you’d be able to do a quick guide on how to make a similar Basic Attack Controller Script! Thanks so much for the great content!
Awesome devlog! I have an idea for when you get around to doing the chest/new weapon stuff. Maybe you could use clams as a sort of chest to fit into your games theme. Just an idea, keep up the good work!
This is starting to look like two of my favorite games, Fantasy Online (Which has since been discontinued), and ROTMG. Keep up the good work!
man i love your interior design
Do you know how chill this channel is. Just putting it out there!
I can’t wait until you implement armour and equipment. Also you could add health bars for the character and the enemies. Thank you for being such an amazing RUclipsr and Coder.
Me: about to log off and go to bed
*sees new Dauphin vid*
I loved this video. The relaxing music and the great progression made me smile a couple of times.
It's coming together really nicely! Loving the progress this video too!
Awesome! I love these episodes! :)
Sound design is extraordinarily important for satisfying combat! A good thwack or crack when the crab is hit would go a long way
A small character from Blink hidden behind a tree and your ducky floating somewhere slightly off screen on the ocean
Love your videos, I just found you today and binge watch most of the videos for Dauphin. Keep up the awesome work and stay safe , new sub here!
I really like where it's going, great job! One tip for the hitting animation is that you have him lifting his leg at the end of the animation, but it would make more sense to lift it before, so that when he strikes he places his foot down with power.
As I was planning to do something productive... Really? Thanks for the video. Hope you all are safe
I thought those two pieces of spinach were going to be your meal.
It becomes to look very promising ! :)
I like a lot your rework on animation system on Aseprite ! The attack animation looks crisp !
I love these videos so much, thankyou for producing them!
Looks awesome! I love how you are making your dream. Keep going! You have an amazing talent my friend :)
You should add an animation to when a foe gets knocked back. So it doesn’t just slide across the ground
Great progress, i just started following your journey and it is basically how i started mine a few years back with an rpg
This is looking so cool!
I love your games, your videos and your channel. Your devlogs are awesome!
You need more exposure! I'm already liking this video's of yours💖🔥✨
When you walk towards the way you are attacking you kind of get stuck in the attack so you should make it so that the attack goes faster when you move towards it and it would also be super cool if you added a healing potion to the game to heal the enemies. Love your videos and the game you are making so keep it up
I like the new attack. My only feedback is that when you attack up the swipe should be behind the player. I think it looks a bit weird if its on top.
It didn't look weird to me but I total get your reasoning and think he should see this!
ONE THING:
You need a health bar of some sort! It would be nice to see how much health an enemy has left, especially when the enemies get more powerful.
Nice Progress! Can't wait for the demo!
Looks good besides the fact that the stick is an range-attack. dont get me wrong the animation is great and can be used in a lot of ways but i think your fist animation looked more like a meele attack.
I feel like animating the ocean and trees in some way would make the game feel much more alive.
I was just watching the last one and now this comes out, nice
love your hard work dauphin! for the next thing maybe you can make a little animation for the sea and the trees so the game can be more immersive 👍🏽
Loving this series man, it's awesome!
Great vid as always! The new animation looks great! Like it really makes the weapons come alive a bit more and its a great idea to give you a lot more freedom of weapon choices in the game! :)
Looks awesome. Seemed to me like a guy washed up to an unknown island and is trying to survive.
Loving the series. Keep it up. 👍
Hey man nice progress! However, the attack animation projectile looks a little clunky atm due to it being slow (cuz when the player moves towards projectile straight after firing it, the player and projectile moves at the same speed and the projectile seems to not move if you look from the perspective of the player). So to fix this I think you may need to bump up the speed by A LOT cuz the swing airwaves are supposed to be (in theory) a lot faster than the player's movement speed, and it just looks weird if it was slow). Finally, another tip is you may like to add an arc-like expansion to the wave, ie, make the wave slightly bigger as it travels, but then it dissipates after a fixed distance. (this is assuming you are using a melee weapon aha :) , but ye other than that you're all good man!
im loving where this is going
Loving the beach dude! Love the trees
loving the devlog, looking at the comments this is also a great way to get rapid feedback. If I wasn't such an introvert I would do this for projects I work on
Just recently found your channel. Great content, keep up the good work! Makes me motivated to go back to game development as a hobby.
God the pixel art is adorable! If this became a multiplayer RPG, I'd buy the heck out of it and convince all my friends XD.
I'm a Unity game developer as well, and have been doing 3D graphics for about 3 years, but only recently started making pixel art, to see if I could make it quicker, and have a better art style in my work. So far, I've been loving it, and also just stumbled on your new series. Game dev has been super rough, especially being a perfectionist haha -- but in your videos, it feels like you actually make a lot of progress, while being really relaxing!
Is there a Discord server or some way to connect with you and your game dev community?
God your videos are so aesthetically pleasing to watch
I would just layer the attack swing animation behind the player so that when attacking facing up the swing doesn't just appear from his head
You should give trees and such a little shake when hit by an attack
Super great video I love it and hope to see some of the story within the game soon
a cool visual idea: Have after a attack a timer that resets when you attack, and when the timer runs out the stick is put back
Cant wait for the game to get finished and start playing it
one thing i would add soon is numbers for damage/healing/unit health/etc.
seeing numbers, crits, etc is always satisfying
Hey! Loving the series so far.
Just a suggestion, maybe add a pause when an enemy gets knocked back so before they come back at you to give the player a little more breathing room? If that makes sense aha
Been waiting for this
I hope you release this on mobile because the app store and play store needs a game with exploration not too many ads fun and simple unlike idle games which get boring quickly and have so many ads
This will be a PC-first game with a (hopefully fast) follow-up mobile release.
@@DevDuck that's great 👍
Weep Gaming If i can guess there are a few options
1: It’s free on PC (kinda unlikely) so it would be free on mobile
2: Free on PC but not mobile (Some games do this like BTD)
3: Costs to get on PC but free for Mobile (COD did this)
4: The most likely is just to pay for both
I woulda say from the gameplay, graphics, and performance of the game so far i could see the price range be around $20-$50.
The only way to truly tell is when it’s released
@@zaggyzombie imo so far this game is 10-15 dollars worth
I feel like the attacks should either have an animation on impact (such as a dissipation or explosion), or the attacks should maintain the hit box after they pass through the enemy. I noticed the attacks fly through the enemies and just kinda disappear so maybe there should be animations for a missed attack and a hit. Lots of love and support!
great progress so far!
The detached projectiles do seem really fun, but I wonder - when you're walking forward, the attack itself can go at the same speed as your walking speed, or perhaps slower. I think this would encourage the player to spend most of their time backing off from enemies and kiting them. Is that the kind of gameplay that you're going for? I feel like maybe adding a bit of speed to the projectile if the player is walking in the direction of the attack might be good, to make a more aggressive playstyle more viable. But the longer-ranged and higher-speed attacks that you're already testing might be enough to support that, so if variables like that are tied to equipment then I guess I know what I'll be looking for when the game is ready to play :) Really enjoying these dev logs, stay safe!
:0 C'mon, man! Was just about to go to bed!
(For real though, this series is tasty! :D )
You should add a charge up attack; dealing more damage but slowing you down as you are charging.
Keep it up! Cant wait to play this!
Yessssssssssss, before bed Devlog!!! (At least... before bed for me)
BurntBeanies dang it’s 8am for me
Whenever I see you making art I can’t help but think about my game’s art
Love these. Please continue :)
I’m in love with this channel but I feel to make the enemies take damage you should probably make them go red for a bit to show that they’ve taken damage, I’m not sure if it’s a good concept or not but I’ve seen it in many different games like this so I figured it would help to get some feedback
You could add a speed to the attack when you're attacking and walking in the same direction, because sometimes it seens like the slash is hitting the character.
The crab you knocked back went back to the ocean😂
This is look so much good!
It's gonna be an awesome game!
Very good progress you've made here! My only suggestion is that the character looks a little awkward when attacking and moving at the same time. Maybe he shouldn't be able to move while attacking, although I don't know if that would make for good gameplay. Perhaps a new walking/attacking animation would do the trick? Maybe it's not that big of a deal and can just be one of those fun little visual quirks most games have, just my thoughts!