Thanks for the tutorial video, not sure if my comment will be noticed: A 2d combat system using state machine which player could swap between range/melee weapons. If melee, it allows consecutive/combo attacks. If range, charged attacks, longer charge more damage.
Being a small channel, I notice and appreciate all the comments. Keep em coming! I like the idea of a more advanced state machine to handle range combat vs melee. A few things I would think about some more would be: Can the player move while charging range attack? Does the range charge attack have multiple levels of charge? Do the melee combos also include a gamepad directions (left/right/up/down/etc) or is it a simple 1-2-3 combo attack with a single button or multiple (light attack and heavy attack) buttons? Does taking damage cause the Charge or Combo to fail? This would make a great mini-video so any other ideas you have, let me know and I'll see if I can get them into a tutorial. Thanks for stopping by!
@@ThePathfindersCodex I think for range-charging weapon, moving would make it overpowered, a give and take situation where you deal more damage at the cost of remaining stationary (Thus, remaining vulnerable during enemy attacks). Levels of charge would be great but setting 2 levels would be sufficient for a tutorial. Melee combat should be the number of button presses (which is the single button combo as you suggest) or you could set an attack with timer (if the button is pressed before timer ends, it triggers the combo), any more would become a fighting game, unless it is meant for specific attack aiming with Dpad. If the player gets damage from charged attack or combos would make the game a little annoying, think of Soulsborne series where any NPC can interupt a charge attack, which works depending on how the player would like to interact and game design. Again, this is coming from my personal preference, which in the end boils down to game design/other preference such as one from you, the tutorial designer/maker.
Awesome video! You have a great cadence and voice. Odd questions, but do you have a specific controller (amazon link or something) that you'd recommend? I've tried with some in the past, and they just didn't seem to pair correctly.
First comment I've got about my voice. Made my day! Thank you!! I haven't looked at other controllers and don't really have recommendation. I used an official dualshock PS4 controller just because that's what I had on hand. Funny though, even that controller had so many paring problems that I stopped using wireless and isntead used an extra 10' hardwire directly to USB. For Windows, you can get some additional features from the controller if you use the app: DS4Windows
When I see a small youtuber with a little views on a subject matter that cost money and time to do I must watch it.
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great work!
Thank you! Cheers!
Thanks for the tutorial video, not sure if my comment will be noticed: A 2d combat system using state machine which player could swap between range/melee weapons. If melee, it allows consecutive/combo attacks. If range, charged attacks, longer charge more damage.
Being a small channel, I notice and appreciate all the comments. Keep em coming!
I like the idea of a more advanced state machine to handle range combat vs melee.
A few things I would think about some more would be: Can the player move while charging range attack? Does the range charge attack have multiple levels of charge? Do the melee combos also include a gamepad directions (left/right/up/down/etc) or is it a simple 1-2-3 combo attack with a single button or multiple (light attack and heavy attack) buttons? Does taking damage cause the Charge or Combo to fail?
This would make a great mini-video so any other ideas you have, let me know and I'll see if I can get them into a tutorial.
Thanks for stopping by!
@@ThePathfindersCodex I think for range-charging weapon, moving would make it overpowered, a give and take situation where you deal more damage at the cost of remaining stationary (Thus, remaining vulnerable during enemy attacks). Levels of charge would be great but setting 2 levels would be sufficient for a tutorial.
Melee combat should be the number of button presses (which is the single button combo as you suggest) or you could set an attack with timer (if the button is pressed before timer ends, it triggers the combo), any more would become a fighting game, unless it is meant for specific attack aiming with Dpad.
If the player gets damage from charged attack or combos would make the game a little annoying, think of Soulsborne series where any NPC can interupt a charge attack, which works depending on how the player would like to interact and game design. Again, this is coming from my personal preference, which in the end boils down to game design/other preference such as one from you, the tutorial designer/maker.
Awesome video! You have a great cadence and voice. Odd questions, but do you have a specific controller (amazon link or something) that you'd recommend? I've tried with some in the past, and they just didn't seem to pair correctly.
First comment I've got about my voice. Made my day! Thank you!!
I haven't looked at other controllers and don't really have recommendation. I used an official dualshock PS4 controller just because that's what I had on hand.
Funny though, even that controller had so many paring problems that I stopped using wireless and isntead used an extra 10' hardwire directly to USB. For Windows, you can get some additional features from the controller if you use the app: DS4Windows