This is extremely fascinating! If you ever want to add stuff like vehicles, I suggest a Ride Armor or a Ride Chaser. The Ride Chaser should be for racing minigames or a fast travel option (Like having a horse in RDR), while the Ride Armor can be for Jak 2 Titan Wrecker style missions. Of course, the Ride Chaser can run over small enemies that are in it's path, this is a must if you have a vehicle and small enemies you can commit vehicular manslaughter on
@@JackDout These are suggestions for later, not now. You know, once we have an actually fully functional prototype game to play ourselves. Right now should be primarily focused on things like movement and enemies, and maybe finding some good ways to chain platforming techniques into combat combos
@@Nanashi20 NAh, Johnny doesn't get cast in things just cause directors think people like him. And if you're just meaning how many roles he has, Chirs Sabbat is is _so many_ dubs that I like to play "find Chris Sabbat"
Awesome to see this stuff, i love seeing people share information on their game devving projects. And also, this is definately one of the coolest megaman projects out there atm. Seeing my boi Zero go ham is just great.
Remember be? I was one of those you spoke to. I talked to you in the chat of one of your live videos about a megaman spinoff starring AXL designed and drawn by tetsuya nomura.
RAAHHHHHHH HES BACK. Not necessarily a progress video, but love to see anything covered regardless! Plus this is super informative and helpful. Thank you for taking the time for this!
Just found your channel and wow this is sick. I have an 2D Unity game in development so it's cool to see some heavier utilization of features I've used. Not to mention that I also just played through the Zero games so I totally get the appeal of 3D action game. I hope development continues smoothly!
I'm just wondering how you have the time to do this and a full time job. Bro I hope when you publish this game you make bank. I don't want you living in a cardboard box g. Good day. Good work.
I've just binge watched your MMZ Devlog videos and I have no words for how impressive this has gotten over time. Seriously great! Keep up the amazing work!
Can't believe I missed this for over a month. I had a couple of comments as I went through compiled below. 3:45 is interesting as I didn't think to handle movement that way. I've been using a DOTween method to move my character with the enemy unit. Might have to to implement something like this. 4:25 I had to build my own tool that handles that. Uses StateMachineBehaviours and a custom editor to preview particles with the animation. Comes in handy and saves a bit of time. 6:54 I got caught in a web like that before. I use my own tool that functions on specific combo inputs like XXXX, XXXY, etc. I liked having unlockable combos but I still give way to "cancelling" a combo to start a new self-made combo. I like your approach as it feels super free form and open. Looks like a pain to manage though. 8:40 is interesting. I use a method involving weapon markers. I thought about using trigger boxes myself at one point but they didn't work out for me. 9:00 we have the exact same thinking here! Except since my method of detecting hits is a little different, I use StateMachineBehaviours again to send this information to the main combat script that's interacting with the enemy scripts. 9:46 I remember leaving a question on one of the last devlogs about this. I was honestly hoping you would go a little bit more in-depth on how you handle the physics specifically on the enemy characters, but this was still pretty informing!
Saludos Keelee desdé Colombia 😄🇨🇴, me gusta mucho tu contenido, el Hack and Slash de Zero se ve increíble me encantaría probarlo cuando este terminado.
Is that lightwhip weapon Zero was using an early version of the chain rod, or a new weapon??? A cool feature for this game to have would be dismemberment. Like cut a pantheons leg or legs of and it will crawl along the ground and continue shooting at Zero. Different skins for Zero like the Mythos album art version of him, or Gyro and model Z skins for ZX fans,vand let's not forget the X version of Zero.
Now I'm starting to wonder how you're gonna encourage the player to use all of these moves. Doom Eternal makes it about puzzle solving to use all weapons, while Devil May Cry tries to psyop you into doing everything via mix ups with a pressuring ranking system that's slowly dying off.
for the aerial attacks: unless it's a pain in the ass to setup, is there a way to mirror the lower body animations/poses between slashes? to make the legs more alive and fluid during combos instead of rettaining the same pose on every attack
To be honest, I don't think it would be too much of an issue. I just haven't put in the time to try to set it up, but it definitely would make the aerials look more dynamic. Worth looking into!
Id like to ask if the game is going to have a full campaign, and if itll be set in its own spot in MMZs timeline, or remake one of the canon games storys.
I beg of you, get the voices from mmx8 instead of marvel vs capcom 3, though if you really want to go with mvc3, you could additionally use dmc4 nero's voice since its the same voice practically xD
Have you considered making an original character instead of zero? Like how inti creates has azure striker and luminous avenger? Are you just not planning on profiting out of this?
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Since you're doing the 3d game, would you know if there's a version a la hollow knight style of the dx zero series?
This is extremely fascinating!
If you ever want to add stuff like vehicles, I suggest a Ride Armor or a Ride Chaser. The Ride Chaser should be for racing minigames or a fast travel option (Like having a horse in RDR), while the Ride Armor can be for Jak 2 Titan Wrecker style missions.
Of course, the Ride Chaser can run over small enemies that are in it's path, this is a must if you have a vehicle and small enemies you can commit vehicular manslaughter on
Woah, calm down my guy, Keelee is one dude, that's allot of work your asking for.
@@JackDout These are suggestions for later, not now. You know, once we have an actually fully functional prototype game to play ourselves.
Right now should be primarily focused on things like movement and enemies, and maybe finding some good ways to chain platforming techniques into combat combos
YES! I knew Johnny Yong Bosch was gonna be Zero's voice in the game. Without a doubt my favorite Johnny Yong Bosch role.
He's a phenomenal voice actor!
@@HeyImKeelee Hey, don't forget the Japanese VA if you can. Some of us love that voice!
@@LoliconSamalik Which one? His X series VA, or his Zero Series VA? Cause the X series VA voiced his Z series appearance in Onimusha, but that was it.
I personally prefer mmx8/mhx zero voice, johnny yong bosch is like the chris pratt of anime to me, they are all just ichigo
@@Nanashi20 NAh, Johnny doesn't get cast in things just cause directors think people like him. And if you're just meaning how many roles he has, Chirs Sabbat is is _so many_ dubs that I like to play "find Chris Sabbat"
Keelee spaking spanish?! Que fue ´mano?!
Now i´ll die with a smile
2D Game Animators be Like:"Look at them, look at what they need to replicate a fraction of our power."
Awesome to see this stuff, i love seeing people share information on their game devving projects.
And also, this is definately one of the coolest megaman projects out there atm.
Seeing my boi Zero go ham is just great.
Thanks! I get a lot of inspiration from other devs, and I hope that I can also serve as an inspiration myself.
I been watching your zero creations man you're the goat for this i get hype when you upload more details of your progress
I appreciate that! More on the way!
Remember be? I was one of those you spoke to. I talked to you in the chat of one of your live videos about a megaman spinoff starring AXL designed and drawn by tetsuya nomura.
RAAHHHHHHH HES BACK. Not necessarily a progress video, but love to see anything covered regardless! Plus this is super informative and helpful. Thank you for taking the time for this!
Just found your channel and wow this is sick. I have an 2D Unity game in development so it's cool to see some heavier utilization of features I've used. Not to mention that I also just played through the Zero games so I totally get the appeal of 3D action game. I hope development continues smoothly!
Amazing! More, MORE!
I love x-weapon trail. I had to use a different shader to use distortion since I use HDRP but it is awesome
I'm just wondering how you have the time to do this and a full time job. Bro I hope when you publish this game you make bank. I don't want you living in a cardboard box g. Good day. Good work.
How is he gonna make bank out of capcom's property?
@@mups4016 hear me out, megahuman one. Catchy aint it?
@@ishzero1258I kinda hope he ends up turning it into his own IP. Everything he's done so far looks sick and he's been pouring so much labour into it.
I've just binge watched your MMZ Devlog videos and I have no words for how impressive this has gotten over time. Seriously great! Keep up the amazing work!
awesome overview and your game looks amazing so far. Glad I found this channel!
Hey, thanks!
Just found your channel at random. Awesome format and really like seeing what's going on under the hood.
I love you. You're my idol. Thanks for all the content you've been putting out and the knowledge you've shared.
Great overview of how you're setting up the attacks. I love the insight and would like to see more of these deep dive videos in the future!
This is crazy, I wish the x series also got fully adapted into 3D
yay new video
Can't believe I missed this for over a month. I had a couple of comments as I went through compiled below.
3:45 is interesting as I didn't think to handle movement that way. I've been using a DOTween method to move my character with the enemy unit. Might have to to implement something like this.
4:25 I had to build my own tool that handles that. Uses StateMachineBehaviours and a custom editor to preview particles with the animation. Comes in handy and saves a bit of time.
6:54 I got caught in a web like that before. I use my own tool that functions on specific combo inputs like XXXX, XXXY, etc. I liked having unlockable combos but I still give way to "cancelling" a combo to start a new self-made combo. I like your approach as it feels super free form and open. Looks like a pain to manage though.
8:40 is interesting. I use a method involving weapon markers. I thought about using trigger boxes myself at one point but they didn't work out for me.
9:00 we have the exact same thinking here! Except since my method of detecting hits is a little different, I use StateMachineBehaviours again to send this information to the main combat script that's interacting with the enemy scripts.
9:46 I remember leaving a question on one of the last devlogs about this. I was honestly hoping you would go a little bit more in-depth on how you handle the physics specifically on the enemy characters, but this was still pretty informing!
always nice to see new video
what if zero was bald and had to take his helmet off
Excellent breakdown.
Yooo, spanish buena, Election sigue con tu trabajo honestamente es.muy interesante y me a ayudado con mis proyectos gracias ❤❤❤
Saludos Keelee desdé Colombia 😄🇨🇴, me gusta mucho tu contenido, el Hack and Slash de Zero se ve increíble me encantaría probarlo cuando este terminado.
Is that lightwhip weapon Zero was using an early version of the chain rod, or a new weapon??? A cool feature for this game to have would be dismemberment. Like cut a pantheons leg or legs of and it will crawl along the ground and continue shooting at Zero. Different skins for Zero like the Mythos album art version of him, or Gyro and model Z skins for ZX fans,vand let's not forget the X version of Zero.
Dude SUP, have you considered eventually moving to Stride? It's a great free engine, it does both 2 & 3d
If he moves, I'd hope it'd be to Godot. But moving is a very difficult thing, even though AppLovin has made tools to help ppl move out of Unity.
@@rmt3589 Godot is great as well, but imo the closest to Unity, its UI, its feel is Stride
stride? never heard about this engine before gotta check it out
Rather enjoy these
Big Chungus Saber
Now I'm starting to wonder how you're gonna encourage the player to use all of these moves. Doom Eternal makes it about puzzle solving to use all weapons, while Devil May Cry tries to psyop you into doing everything via mix ups with a pressuring ranking system that's slowly dying off.
nice breakdown
for the aerial attacks: unless it's a pain in the ass to setup, is there a way to mirror the lower body animations/poses between slashes? to make the legs more alive and fluid during combos instead of rettaining the same pose on every attack
To be honest, I don't think it would be too much of an issue. I just haven't put in the time to try to set it up, but it definitely would make the aerials look more dynamic. Worth looking into!
Id like to ask if the game is going to have a full campaign, and if itll be set in its own spot in MMZs timeline, or remake one of the canon games storys.
I beg of you, get the voices from mmx8 instead of marvel vs capcom 3, though if you really want to go with mvc3, you could additionally use dmc4 nero's voice since its the same voice practically xD
If you do include cutscenes with voice acting, please reach out to Lucas Gilbertson🙏🙏
Have you considered making an original character instead of zero? Like how inti creates has azure striker and luminous avenger? Are you just not planning on profiting out of this?
He's working on his own game as well.
This is just a framework he's working on (I think he said he'll be releasing it when its done).
IIRC he said he can't put the game on sale being what it is, aka a fangame on a Capcom IP, so yeah he can't profit out of its sales
Will there be forms or armor parts??????
Did you make that Zero model yourself?
I got it from ModelsResource. I wish I was good at 3D modeling 😅
SO WHEN THE DEMO BRO
I see zero
I click
Funny