Making KILLER COMBAT for my ACTION MECHA GAME | RAPID Devlog

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  • Опубликовано: 30 сен 2024

Комментарии • 248

  • @mistermamamia
    @mistermamamia 3 месяца назад +184

    I love the idea of player mastery, but the real sauce behind making memorable combat: enemy design. You can have the most amount of moves and high skill mechanics like parrying, but nooone of that matters if the enemies don’t challenge every aspect of your abilities. Remember, combat is competitive, so the enemies should be trying their best to kill you as you are to killing them. I recommend thinking about everything you can do, and making enemies that counter one aspect each, then try experimenting with putting them together and seeing how it feels. Then whenever you add a new mechanic, you can add a new enemy to balance it, or vice versa.

    • @roznetakiefajne
      @roznetakiefajne 3 месяца назад +20

      Totally agree. Combat is always choosing best tool to fix a specific problems. And if u dont know what the problem is you cant choose the solution. If there is no enemies, most of the well crafted player abilities feels useless. But i think that Lev is on a very good path to make this combat awesome if he focus on enemy design now.

    • @noonoox12
      @noonoox12 2 месяца назад +3

      case in point: The NG++ secret boss, Ayre, & IBIS. They really push you to the ABSOLUTE LIMIT and I LOVE IT

    • @Sorain1
      @Sorain1 2 месяца назад +1

      As an addendum to your solid advice, there is value in soft rather than hard counters.
      Example: The original Megaman games had a bosses weakness deal huge damage but have no other distinction from the basic attack. Some of the Megaman X games had using the weakness allow you to chain stun the boss, which was extremely unsatisfying to do. However, other Megaman X games had using the weakness counter or temporarily disable part of the bosses moveset (usually a really difficult attack or effective defense.) which introduced an addition element of strategy while rewarding the right tool for the job being used without negating the bosses entire threat to you.
      Soft counters are especially important for when multiple 'use X to deal with' enemy types confront a player at once, as the contrast in difficulty from 1v1 is nowhere near as drastic.

    • @mistermamamia
      @mistermamamia 2 месяца назад +1

      @@Sorain1 Oh I am in no way proposing a "1 lock, 1 key" kind of game design. Don't literally make abilities that are designed to deal with 1 singular problem and have no application anywhere else, that's supremely boring. I'm talking about that abstract kind of theory pushing, taking the on paper strengths and weaknesses of all of your options and making enemies that challenge those in a similar risk reward manner. Like your melee swings, they are at a disadvantage at the majority of ranges but can still deal with ranged enemies by walking up to them. It doesn't have to be the optimal way to do it, it just has to be a way to do it. Lock and key design says that melee just doesn't work at all or is so unbearably bad against certain enemies you're stupid for using it, maybe even going as far as to have the mechanics reflect that idea by having enemies some enemies resist your swings. That's the kind of counter balancing I don't enjoy, there will always be preferred options, but having hard blocks like resistances quickly makes it very easy and very boring to figure out the optimal way of play. Play around with more abstract concepts like spacing and distance and whiff punishing and frame advantage. That's the juicy stuff.

  • @boxboblin4178
    @boxboblin4178 3 месяца назад +190

    *sigh* another wishlist

  • @deltaxeno7807
    @deltaxeno7807 3 месяца назад +113

    You had me at Vanquish.

  • @azure98
    @azure98 3 месяца назад +91

    "I am making a game inspired by Armored Core, Vanquish, and even Metal Gear Rising." You just said 3 of some of my favorite things, im in. Ill be looking forward to this one.

  • @Ethanol3310
    @Ethanol3310 3 месяца назад +76

    Here before this blows up. I predict this is gonna be the newest Indie success story

  • @inuxys
    @inuxys  2 месяца назад +21

    Thank you all for the support! I do read all comments and take your points into consideration. Im cooking something that im sure you will love. next devlog probably in like ~2 weeks? Please look forward to it!
    NEXT VIDEO FOCUS IS CUSTOMISATION

    • @bocahdongo7769
      @bocahdongo7769 2 месяца назад

      I have some some opinion.
      How about forcing the player to learn and master lock-on break mechanic like on Armored Core? Making most enemy bullet move fast enough to warrant hit with bit powerful target tracking, but you have boost just enough to fool the enemy line of fire with no i-frame. But the booster need to be recharge on fly to not punish the fly-by player.
      For the I-frame skill, I suggest treat it as "ultimate skill" that you need to earn but also super powerful and worth the try. So it still forced player to learn lock-on break mechanic but if the skill is active, you let the player whatever shenanigan they want.

  • @remor698
    @remor698 3 месяца назад +21

    That boost jump sending you upside down in this really smooth animation and then being able to stay like that for a bit while shooting looks so satisfying!
    And just the whole combination of Armored Core thrust and Vanquish slide moves is just really cool, both in concept and execution.
    Good combat is also very reliant on good enemy design though, so I hope to see at least some foes among the cannonfodder that would pose a more tactical challenge to the player and their tools.
    Just as an example, here's one enemy design idea that popped into my head just now (feel free to do with it whatever you will):
    A relatively big, heavy, grounded unit with a forward facing shield and heavy, but also predictable weaponry, specifically something like a grenade launcher and a big sword or other sweeping melee weapon of its own.
    The goal here would be to make it a walking mobility challenge of requiring a well lined up boost jump over top or a dodge in the opposite direction of its melee swing to get around its shield and hit it hard. Perhaps it could even have different stances that each would best be exploited by a certain movement option and can be baited out (aforementioned melee attack when the player gets in close, beaten by a dodge; planted shield when the player is grounded, beaten by the boost jump; raised shield when the player is airborne, beaten by a komet drop into slide, etc.).
    Worth noting, it would need to have a deliberately crappy turn speed and a weakpoint on the back so it doesn't wind up as a repetitive damage sponge when you are skilled enough to reliably get around its defenses.
    Either way though, hope you have fun!

  • @rocad_guitar
    @rocad_guitar 3 месяца назад +18

    This looks insanely cool - really love what you added with the timed-dodge/counter!
    Can't wait to see how your game grows!

  • @rej3ktstudios986
    @rej3ktstudios986 3 месяца назад +11

    I love the anime cell shaded look and the highlights on the energy weapons. I'll be more than happy to by this. Good luck friend and stay strong.

  • @ViralUnrealEngine
    @ViralUnrealEngine 3 месяца назад +6

    Costumization of character

    • @SuperVside
      @SuperVside 3 месяца назад +1

      This. Not only aesthetic customization but combat as well. Like will we be able to upgrade the damage of our gun? Or maybe trade the sword for a grappling hook? I want to know about all of this😄

    • @inuxys
      @inuxys  3 месяца назад +3

      Little Birdy told me it already exists...but I didnt say anything:)

  • @nixonscherbarth1974
    @nixonscherbarth1974 3 месяца назад +6

    Really entertaining devlog, on top I really like your editing!
    Also the explanaition sequences make sure to include all your viewers!
    Keep it on,
    Looking forward for the next one :)!

  • @Nechromachia
    @Nechromachia 3 месяца назад +2

    Speaking of gameplay depth and complexity, I hope you don't make the mistake AC6 did with adding a posture meter that dumbs the game down to "what deals the most stagger buildup" and "what deals the most damage in the narrow stagger window" where enemies are bullet sponges outside of stagger and a house of cards during stagger. This was the #1 thing killing replayability in AC6 for me because no matter how deep the other mechanics could theoretically be, everything boiled down to exploiting ACS Overload, which is anti-fun for a player that wants mechanical depth and complexity.

  • @NaughtyDuck
    @NaughtyDuck 3 месяца назад +3

    Have you played Zone of the Enders? This definitely gives vibe of Zone of the Enders. Looks good keep it up

  • @robatiron557
    @robatiron557 3 месяца назад +5

    This looks so promising and cool !!!
    Really keep going like this, you are on the right path ! ^^

  • @BlackFire363
    @BlackFire363 3 месяца назад +6

    Rarely comment on stuff like this but looks really sick ngl will keep an eye on this devlog

    • @inuxys
      @inuxys  3 месяца назад

      thanks for the support. Im just trying to make it fun !

  • @BmikroB
    @BmikroB 3 месяца назад +2

    Perfectly timed dodge with a brief slomo applied to the animation while dodging is like the most satisfying thing to pull off (not to mention how AWESOME it looks!).
    However, I just have to ask that one question that burns me inside out since I first saw AC6 trailer, then I saw people play it, and then I even finally got the game myself, and I played it extensively - will your character have some sort of alternative to boost/thruster sliding, like uh, running using legs with the same speed of boost sliding - but using actual legs running animation instead?
    I mean, instead of your typical 'legs locked, slidey feet go brrr' character sliding pose/state. I get it it's like that in Armored Core by design, and it pretty much became a meta movement in the series, however, ... it might sound crazy but I'm gonna be honest with you I think it looks boring & becomes dull & lifeless pretty quickly. Even when playing AC6 I just can't shake this feeling away, good thing I was able to paint AC6 as a kinda 'roller shooter' (instead of an actual mecha game) in my head, so that 'imaginative technique' elevated the problem for me, haha. Well, kind of.
    But then I remembered my ANTHEM days (and man, I played that game pretty much 24/7 back then), and comparing ANTHEM's movement to AC6 I would always prefer the former with its highly dynamic, energetic & kinetic-filled movement on the ground. It doesn't just look great, it feels & telegraphs the action & speed so much better than Armored Core's surprisingly static boost sliding imo.
    Please note that I don't actually criticize either your or AC's animation works and stuff, those are all excellent, I'm just describing how the boost sliding feels to me in general, and how I think having another option to it might benefit the movement from my pov, that's all. Good luck with your project!
    Peace!

  • @eksplosiveknight
    @eksplosiveknight 3 месяца назад +2

    I'm liking what I'm seeing, but one thing irks me and that's the scale, I can't tell if you're going for just a robot or a big mech for the player but if you are going for a big mech (which is what the word "mecha" makes me think when I hear it) then the scale of the model itself and the scale of the world compared to the player feels off to me, it's one of the things I really appreciated about AC6
    this is all just personal tastes anyway but personally, kicking this shit up to pacific rim scales would be so awesome

  • @FineCurry
    @FineCurry 19 дней назад +2

    3 months in and the combat is already better than Grummz's game

  • @jayceetacticalartistvtuber2902
    @jayceetacticalartistvtuber2902 3 месяца назад +4

    Ooorah!! A mecha indie dev log!! Finally!

  • @shadowxgames3606
    @shadowxgames3606 3 месяца назад +2

    Shit look cool as hell

  • @Forgetthereality
    @Forgetthereality 2 месяца назад +2

    AC, Vanquish, Revengance AND You got some visual Pat Labor styling going on? underrated! Let us know when you go for monetary backing! Take your time though! Love to see where this goes!

  • @pringrings22
    @pringrings22 3 месяца назад +2

    Are you looking for an artist?

  • @dempa3
    @dempa3 2 месяца назад +1

    I'm not very familiar with these types of games, but it looks fun! I wonder if destructible environments could elevate the action "kick-butt-hell-yeah" feeling.

  • @ViroVeteruscy
    @ViroVeteruscy 2 месяца назад +1

    When this goes further, hopefully there are cosmetics. First thought was swapping the chest plate to become a fembot. No real reason other than sexy robot and just for fun. Best of luc with the game :3

  • @thedarknessinu3151
    @thedarknessinu3151 2 месяца назад +1

    well, am I the only one who also sees a game that is inspired by DmC? Well I guess he already said this with MGR whis is also a DmC inspired Game but guys slap that combo and Style meter in and you got yourself the next big Character Action Game!

  • @SB0083
    @SB0083 3 месяца назад +1

    Since we're talking about mecha, have you ever played Zone of the Enders: The Second Runner? I feel like there might be some ideas there that you may like.

  • @gregorymasters5805
    @gregorymasters5805 3 месяца назад +1

    Imo this game will look good without the cell shaded graphics. The gameplay looks crazy good. Add executions if u can.

  • @Senko1800
    @Senko1800 2 месяца назад +1

    WOW , you did this alone? Very impressive, don't give up bro . Never . God bless.❤

  • @icepl831
    @icepl831 2 месяца назад +1

    question: is more customization planned in any way? i find that both ac games and soulslikes being able to choose weapons according to ones playstyle is a majour part allowing for player expression and fun.
    being able to choosing between more defense and less mobility or more mobility and less defense, diffrent attack patterns and dps distributions, like slower more damaging options, or just diffrent choices between projectiles like AC's diffrent rockets completly changing how one tries to use them, which could add to replayability in the future!
    hell maybe even a small thing like the look of the mc could make the player feel more attatched.
    i know that its probably too early to be trying to implement those before the basic systems can be fully finalized but i still thought its something that could be good to ask

  • @skam6112
    @skam6112 3 месяца назад +1

    I feel like movement needs more illusions of speed. Everything feels little gooey. May be you should take into account some effects like blur in the monitor corners (like in redout). Air wobble (from high temperature) around MC during boosting can also add for the speed illusion.

  • @brolicanklesanonymous
    @brolicanklesanonymous 3 месяца назад +2

    i have a little bit of a suggestion/reminder/gripe when thinking of the admittedly few games ive played in the mecha genre. i think it would be good to make sure enemies react/are affected by being hit by the sword. with the few mecha games ive touched, i feel like most of melee weapons have no impact on the enemies in the games.
    basically i think it would be nice if enemies wobble/stagger when hit with a melee weapon.
    i understand this is a work in progress. for all i know you already have enemy melee damage reaction in mind for future progress. all in all this looks pretty neat so far

  • @ronboprime
    @ronboprime 3 месяца назад +1

    that's cool as hell man. I see a lot of the ingram: patlabor influence. but the movement is crazy fluid. nice. I'm making something kinda like this. too... but I went with gundam, and transformers. lol. cheers

  • @speedstriker
    @speedstriker 2 месяца назад +1

    Firefly, Tekkaman and Samus fans just woke up

  • @ardalanghasemian3658
    @ardalanghasemian3658 3 месяца назад +1

    Hey this looks insane already and just wanted to say your crazy talented man. I would advise you to check electric undergeounds analysis on armored core 6 for a deep dive in mecha game mechanics and also checking out hyper demon for an inspiration about dash stomp multiple attacks and overall combining a few simple mechanics to create an insane depth, hope you blow up brother!

  • @mayronoliveira157
    @mayronoliveira157 3 месяца назад +1

    man really good job! cant wait to try your demo and see the full game! Keep going! btw do you have any suggestions, docs or even tutorials ?

  • @levelNeroZero
    @levelNeroZero 3 месяца назад +2

    Add a really cool Sprint Boost!
    It will be cool to see Scifi Suit/Mech run as fast as it can

  • @cesare_1302
    @cesare_1302 2 месяца назад +1

    Very nice combo of inspiration. Also great design for the main mech/character

  • @ch33suscrust17
    @ch33suscrust17 3 месяца назад +3

    Definitely wishlisting this when it comes out

  • @EliTapper
    @EliTapper 2 месяца назад +1

    it would be pretty cool if there was a evil version of the mc that you get to fight a few times, just saying

  • @christopherjones5827
    @christopherjones5827 2 месяца назад +1

    Exactly looks good. This kinda looks like Robotech.

  • @Atmos_Glitch
    @Atmos_Glitch 3 месяца назад +1

    Oh damn, this looks real Awsome! Nice going

  • @dantexpcd
    @dantexpcd 2 месяца назад +1

    can i suggest you to play a zone of the enders i think it will be a great inspiration

  • @CraftworldAeldari
    @CraftworldAeldari 3 месяца назад +1

    Yeah very interesting whatever, but can I deflect a nuke in this ?

  • @quelldieu7263
    @quelldieu7263 3 месяца назад +2

    when release date

  • @sirsilversaibur
    @sirsilversaibur 2 месяца назад +1

    one note i feel like the fire vfx effects don't match with art style.

  • @Atmos_Glitch
    @Atmos_Glitch 3 месяца назад +1

    3:20 Boost jumping kinda reminds me of bullet jumping in Warframe, in that game you also have a glide mechanic which can allow you to keep the momentum of your bullet jump mid air, or it simply just keeps you slowly descending for a limited time when moving or stationary when you choose.
    But the glide mechanic is almost strictly momentum based, with your movement slightly influencing the direction, and the direction you input your dodge greatly influencing it.
    This could be useful if the player just simply wants to cover distance more efficiently.
    I think also having grounded enemies will help with enemy variety and maybe a difference in playstyle.
    They could be more melee focused and rush you down or something, deflecting your bullets as they approach? Maybe incentivising melee combat from the player? Though I don't know if that would work lol

  • @pretzel1313
    @pretzel1313 3 месяца назад +2

    RUclips randomly recommended this to me and it's entirely my vibe. I'm looking forward to learning more about it with time! Best wishes!

  • @arctiformgames
    @arctiformgames 2 месяца назад +1

    The game looks very cool, ill be looking forward to giving it a play!

  • @dantespardaposter5315
    @dantespardaposter5315 2 месяца назад +1

    if you can get it run smoothly i am your customer for sure

  • @Flossfear777
    @Flossfear777 2 месяца назад +1

    will there mech customising?

  • @timmight8087
    @timmight8087 3 месяца назад +2

    I don't know why but the world you've built, along with the style, made me think of the indie game Zineth. That was a game that really made me fall in love with movement. I think maybe you should add a way to chain that downward dive back into a slide. I don't know what button you press to descend faster, but if you could interrupt the fast fall with like a boost/dive kick to go back into the slide, instead of the crash that would be very satisfying. I don't know your plans/scope. But if you're at all going for an open world. Doing like what wind waker did between islands. You could have the main combat areas, then when you want to travel from one area to the next. instead of marching through the barren landscape. You could call down/summon an attachment (Wings, a big booster, etc.) and do a more high speed form of movement to travel between locales in a more freeskate type movement.

  • @p.m3204
    @p.m3204 3 месяца назад +1

    this is ultra kill type, hope you will success like ultrakill too

  • @smallface_
    @smallface_ 3 месяца назад +1

    This is really good 👍🏾

  • @KipreosBoss
    @KipreosBoss 3 месяца назад +1

    What if the charged firing of the gun with player push-back can be used as a dodge + damage mechanic. Like a high risk high reward maneuver, where the risk is staying in the enemy's attack zone for too long

    • @inuxys
      @inuxys  3 месяца назад +1

      hmmmmmm now here is something for me to munch on

  • @E.EXEN123
    @E.EXEN123 3 месяца назад +1

    Umm can it be released on mobile 😅

  • @rokeeh
    @rokeeh 2 месяца назад +1

    so underrated, keep on going brother

  • @sukiabo645
    @sukiabo645 2 дня назад

    Very cool.
    The mecha and his weapon design,and movestep.

  • @VolkanKucukemre
    @VolkanKucukemre 3 месяца назад +1

    Impressive progress in 3 months!

  • @sabrepilot
    @sabrepilot 3 месяца назад +1

    this looks dope tbh

  • @mimick9757
    @mimick9757 3 месяца назад +1

    i need this
    now

  • @elumixor
    @elumixor Месяц назад

    Amazing!!!! Some suggestions:
    Maybe parrying/dodging gives you free sword hits?
    Also feels like the “comet” animation is a bit out of place…
    Gj!

  • @gatorsoup
    @gatorsoup 18 дней назад

    This looks absolutely stellar. It's giving rollerdrome meets vanquish and that is absolutely my kind of game.

  • @zallowdarach6898
    @zallowdarach6898 24 дня назад

    Just an idea, instead of teleporting you could use your boosters to move to the NME at a high velocity,

  • @slipipipi7971
    @slipipipi7971 3 месяца назад +2

    This is gonna be my "I was here" Flag

  • @censheard7019
    @censheard7019 Месяц назад

    Okay yeah. This game is an instant buy for me. Thiis is EXACTLY the kind of core combat I’ve wanted in a 3rd person shooter for some time.

  • @imraan_alam
    @imraan_alam 3 месяца назад

    you made a game in which you have aimbot by default. then the players need no aim skill.

  • @Hypa14
    @Hypa14 3 месяца назад +1

    Modern games really underestimate the value of "game juice" by focusing too heavily on story and cutscenes.
    My biggest gaming dissapoingment in recent memory was Outriders (because it was the last AAA game i bought as im almost exclusively an indie gamer). That game spent so much of its time and budget on story, cutscenes, and voice acting (that i pressed the skip button for) that they forgot to design a satisfying gameplay loop.
    Game Juice is why im still playing Dead Cells and even Darksiders (one of the few AAA games i enjoyed)

  • @liquidfrost100
    @liquidfrost100 2 месяца назад

    Did you build movement from scratch or did you use/modify unreal's built in character movement component?

  • @quae6843
    @quae6843 3 месяца назад +1

    Cool job, dude

  • @Michaevelli81
    @Michaevelli81 3 месяца назад +1

    Really nice orange, bing bong

    • @inuxys
      @inuxys  3 месяца назад +1

      bing bong

  • @DarkuGaming
    @DarkuGaming 2 месяца назад

    The game looks great visually, but the thought behind the controls and gameplay is so GOOD. Looks super fun to play!

  • @IshuAndJackie
    @IshuAndJackie Месяц назад

    Holy moly! I like the armored core like movements. Maybe a less human looking character?

  • @sprites4ever482
    @sprites4ever482 2 месяца назад

    Here's a suggestion for a mechanic:
    Since this game obviously has copious amounts of slow-mo, what if you needed to keep hitting enemies to maintain the effect? This way, you could bring back the antiquated arcade-style high score system, which is also common in the Character-Action games your game is inspired by.
    While you would need the slowdown to avoid getting overwhelmed, here's a twist: Your character is also affected by it! Inputs would process as normal, but you'd be just as slow as your enemies, until you build up the combo meter to higher levels, at which point your character gets affected less by the slow-mo.
    If this doesn't fit into the main game, it could make for an awesome equippable challenge accessory or difficulty setting.
    Also, I think it would be awesome if you were to, at some point, add a replay function, since that is something I feel like a lot of Character-Action games lack.

  • @evmarekaj
    @evmarekaj 2 месяца назад

    Watched your latest video, and I'm very curious on the story part of your main character...
    Are they operating in a lone warrior state or with a team (active, support, whatever)
    Are they rare as for their paticular mech type?
    Subsequently, are mechs intended to be common, or more of elite/unique units?
    Like before, I'm very interested in spinning ideas, and even help fleshing out the world.

  • @82Catfish
    @82Catfish 2 месяца назад

    any chance of some explainations about creating a character in blender for UE5?
    Specifically around rigging and importing? I find that Unreal just bricks every rig method I try.
    Its extremely hard to find reliable information about blender to unreal.

  • @leucis8248
    @leucis8248 3 месяца назад

    Everything about this looks extremely fun and promising! If I could give two pieces of feedback:
    The jump should either burn energy or have some other limit/player choice to it. As an Armored Core player, details like "every time you see thrusters activate, you're burning stamina" would be very important to me and make the game feel more "legit" for lack of a better term.
    The artstyle. I know this is very early in development so the artstyle might not be anywhere near how the end product will look but I think this sort of game lends itself more towards darker, gritty looking graphics. The cel-shading and flat textures kind of make it look very "cheap" even though you've clearly put a ton of work into this already. Maybe a mix of the two? Idk.
    Would love to see you succeed and will be keeping a close eye on this game :D

  • @shoukaiser
    @shoukaiser 3 месяца назад

    This is lovely, and damn do I Love Cascadeur. I combine that with my motion capture equipment and get some great action.
    Great work so far. I'm looking forward to more!

  • @tengen_moon7741
    @tengen_moon7741 2 месяца назад

    A good idea is build the bosses with the movement and combat abilities in mind, Make the fights cracked out in the coolness factor while making sure gameplay is fun.
    Think of something like Metal Gear Rising, DMC or any games that allow you to have the most anime fight ever using the core mechanics of the game.

  • @basedlordprime
    @basedlordprime 3 месяца назад +1

    I want to know about the main character. The mecha design is really pog.

  • @censheard7019
    @censheard7019 Месяц назад

    0:12 I LOVE vanquish. You have my attention good sir 🎉

  • @wowKyl3
    @wowKyl3 3 месяца назад

    I absolutely would buy this! I love how you focus on movement and animation to be more stylish and cool. If I could offer some feedback I would say give more than 2 slashes with the sword. It feels incomplete to only do 2 swings. Most combos are fundamentally 3 swings as a minimum requirement. Devil May Cry, Ninja Gaiden, and mostly any game with a sword has a basic 3 slash combo. One more thing to add would be cool as well, a charged up power slash. It would provide another dynamic to the combat for players to be more aggressive in combat. Using a sword appeals to the gamers who like a more competitive style of playing. You can even allow for a charged sword dash where the player does a homing attack with more power but at the cost of taking incoming damage from bullets. That way you have a trade off that allows people to be more strategic with their combat approach. I really hope you read this and implement these moves, as a gamer this is what I picked up on immediately. Everything else is incredibly satisfying to see and I look forward to buying this when you release it!!!

  • @Issacscrypt
    @Issacscrypt 2 месяца назад

    7:32 Different kinds of bosses. Maybe they could make you adapt or master a certain mechanic of your character in combat. I think it adds another layer to the *JUICE*

  • @syncr0904
    @syncr0904 2 месяца назад

    When I saw that Shmovement I was like: YES
    Love the artstyle. Where can I wishlist this?

  • @noonoox12
    @noonoox12 2 месяца назад

    I like the perfect-dodge, but I've never liked when games slow down after such an action. I'd rather the pace stay fast & brutal (but maybe the player flashes red to show they're in a perfect-state)

  • @SubzeroBlack68
    @SubzeroBlack68 3 месяца назад

    Cascadeur is amazing. I have been able to make some insane animations in a single session which would have taken almost an entire week on Blender. I'm using Cascadeur to make animations for my mecha game too. Except its a mix of Armored Core/Absolver/Soulslike.

  • @leelawl4640
    @leelawl4640 Месяц назад

    Doom enternal, assaesin's creed 3, hotline miami, my friend pedro, one thing they have in common is a good variety of enemies put in one room, with you forming a strategy for each one of them

  • @darkice6340
    @darkice6340 2 месяца назад

    I love what you have done. Good video good game. I am definitely subscribing to this channel

  • @singularityraptor4022
    @singularityraptor4022 2 месяца назад

    The shader artstyle is nice but make sure it doesnt come out as flat af. Make sure to utilize lighting and shadows. Actually I would suggest you to watch a new video on YT titled 'Why Halo 2 looks worse than Halo 1' by a channel named Late night gaming. You will really understand what I mean if you watch the entire video.

  • @andremonteiro5413
    @andremonteiro5413 Месяц назад

    Yes please do make a video on how you achieved this graphical look, it looks gorgeous 🔥🔥🔥

  • @kalter3773
    @kalter3773 Месяц назад

    You're doing good my friend, keep the motivation on, and don't you dare go hollow

  • @dusk-i3m
    @dusk-i3m 3 месяца назад

    Armored Core, Vanquish and Metal Gear Rising are all games I love. I will be following this with interest!

  • @Greenst4rX
    @Greenst4rX 2 месяца назад

    I know that it's be will be a while to add this but you should add a players equivalent of a difficult boss player like the main character of this and having to try beat eachother skills in fighting and who dodge better, might as well add different types of weapons so it brings variety in the character like rocket launcher types, slower but powerful. Blade types, fast but less range. And etc.

  • @Dahlia-ip1lu
    @Dahlia-ip1lu Месяц назад

    thanks for keeping the quality so high across all your videos!

  • @Stone_Orchids
    @Stone_Orchids 2 месяца назад

    Big fan of Leo Ornstein, the name is basically the same so subscribed!

  • @victorsolomon-vr7wl
    @victorsolomon-vr7wl 3 месяца назад

    I have a few suggestions of cool features you can add
    Enemies: you already have drones
    Land_ crawlers that move like spiders and can pounce at you.
    If there's gonna be underwater combat then you should add a kind of leviathan
    Player:
    Colours customisation of thruster flames or better still different colours should be used for different speeds.
    It'd also be nice if you have different weapons with different functions that can be integrated with the suit.

  • @noblephantasms7250
    @noblephantasms7250 3 месяца назад

    Would be cool if you could boost off walls when you collide into them to keep momentum. Sort of like in the recent Spider-Man games. Also to touch on the reloading, maybe you could implement Gears of War’s active reloading where timing the reload right gives you a faster reload and increased damage for that magazine for a short amount of time.

  • @pranavendudas6126
    @pranavendudas6126 2 месяца назад

    Out of curiosity but is that suit a combination of White glint with Cyborg enhancements?

  • @zaviusfirerave
    @zaviusfirerave 3 месяца назад

    I think the sound effect is going to be very important. The gun's sound and the sound when sliding and dashing need to sound really good

  • @PhirstyMehn
    @PhirstyMehn 2 месяца назад

    This video is great, I love that you identify and explain industry terms.

  • @EliTapper
    @EliTapper 2 месяца назад

    you should add destruction for big enemies and strong attacks like the charge bullet, you should also make a giant spider boss thing that can climb on walls and celling