Hey poeple, here. The UIS you see are stil being worked on so if you have any ideas or feedback you would like to share pls feel free to suggest them. Thanks to skyline for giving me the chance to work with him.
Stick to one font (i like the aesthetic of the one in the top bar of the skill tree, but the one in the may menu looks “jumpy” and unoptimized when used in bigger text ) idk how to explain it better but it look like a “dafont” font 😅
@@ILBorz You might be the second person to talk about the UI, thanks. These are still some older versions of the current UIS so i hope you will like them
The bugs you found while updating your combat system are so relatable. "Why in the world does this change I made affect the camera? They're totally separate things?!?" Nice progress!
Holding the attack to charge for 3 seconds feels good, if not a bit generous. I'd personally add a 'sweet spot' for the heavy attack. maybe at 2.5s-2.75s, where releasing in that time frame triggers extra damage.
For future I saw someone's comment about a sweep kick move, having the ability to ground enemies would work brilliantly with this game, especially with active ragdolls, on top of that a stomp would be pretty cool and brutal but that may just be a finisher. Anyway grounded enemies would be sick and could tie in really well with your ai overhaul, also having a limb health system (I forgot if that is in the game already) could tie in very well, hitting a heavy attack to ground an enemy or boss would be awesome and would introduce a lot more thoughtfulness into combat
Rolling and diving is another good one to add, allowing players to remain engaged in a fight; while also freeing up their movement and creating space between them and their enemy.
Please add a sweap kick mechanic, and when you do it it ragdolls the enemy, maybe even add a finisher in that state. And it would be cool to add stealth kills as well.
Your game looks great so far and I love every thing you’re doing with it, and I think it would be cool to add an ability where you could stun your enemies. And/or have your enemies stun the player.😮
Ok, another indie developer for me to follow. This gives me the determination to follow through with my abandoned projects. Will keep a close eye on this project.
I know exactly from inside out the pain of "chaining attacks together". When booleans don't work the way expected. When Animator messes with you around, or the code just gets so messed up that you have to rework everything from the past 5 hours. I believe you're on a good path, don't let technical difficulties hold you back from maximizing the feeling of responsive, enjoyable attack combinations. You WILL get there. Good work!
Hey man, just wanted to say if you’re using a state machine or anything similar you might wanna make sure no code is over-writing itself, I had delt with a similar issue when I was making my jump scripts early on. Sometimes its the simple things that screw you the most😂
you should add a dodge mechanic or just add a seperate bind for heavy attacks where if you hold shift + mb1 then let go it will do a charged heavy and a normal one if you just press shift + mb1
Animations can make or break the fun of a 3rd person game. Many games tend to have a procedural animation system but then that means the expected snappy player input goes away & that can either be amusing or frusturating.
The reason the attack motion looks slow is that all the frames are evenly distributed. By simply changing the frame distribution, without altering the total animation time, you can create dramatic and dynamic movements. Specifically, you narrow the frames from the point where the arm is raised to the point where it swings through. This creates a more impactful and dynamic attack motion.
Chivalry 2's directional movement is a great idea, but make sure you figure out what your game loop is. Some cool ideas don't fit every game. Also don't spend too much time on art when your mechanics still need refining. It's a trap I've seen a lot of Devlog RUclipsrs fall into. Keep up the good work
Hey btw a bit off-topic but if you ever need a bit of MUSIC in any parts of your game I would LOVE to make anything, even if it’s just a 1 min song when you enter a certain building or something lol 🙃 I can make electronic tracks and piano pieces as well :)
If you want to gain more inspiration for your combat system, i reckon check out the Absolver combat system, i feel like you can gain something from that game Looking forward to the progress, great work so far!
This is awesome! Were you thinking about adding real life grappling hook? Uncharted 4 made it perfect and I think in your zelda styled game it would be even better! I'm totally into your devlogs and I can't wait until the next one. Good Luck! :D
As I am your regular subscriber Your videos are interesting But I found an issue in your animations like whenever you attack only the upper body moves and the lower body just remains still which feel a bit odd If you can also integrate little legs and foots movement while attacking it would look much great
I did this so when you charge your attack the player is still able to walk around previously the attack would affect the entire character but the combat was mostly just tapping the attack button so it was fast and felt normal, now that the combat is changed I wouldn’t want you to stop every time you charge your attacks 😅
1:06 he baited me into skipping an actual part of the video instead of the ad so i had to go back and rewatch. I feel like ive been outplayed. Won't skip anything anymore, i promise.
Also I think the reason it's slow is to allow for parrying and responding to attacks since it's a multiplayer game. If it was faster it would feel really unfair to play against
Realistic combat and slow are two words that shouldn't exist without the word isn't. Real sword combat wasn't lightning speed or anything, but it wasn't slow at all.
i love the stupid bugs "if you spam the attack button, either you cant attack anymore, or the camera locks to your movement, but i fount that jumping fixes this" how the heck did you even manage to connect attacking, the camera, and jumping?
It’s really interesting, another good version of this mechanic is from Jedi knight academy (more rambunctious than this) super fun and definitely plan on using one day
add a cancel attack for faint like for honor type deal, and a small dash (again for honor type) for dodging i dont think a whole roll would fit it that's why a small dash would go perfectly
You know the reason for the super attacks the medieval game is because you can fake attacks up the thre times. Watch a video by to learn Htwo called "how did game perfected combat". Also have thought of bying more helpers?
Is there gonna be character customization and is it multiplayer or story or both like Elden ring also maybe make like different classes like Elden ring where you start off with more or less attributes points depending on the class you choose and also maybe there could be different fighting stances like for honor, just a few thought I had, your work looks amazing though
No what he's saying, and whats realistic is fast movements. Watch HEMA content if you want to know how people trained with a weapon actually handle them.
The first 500 people to use my link skl.sh/skyline01251 will get a 1 month free trial of Skillshare!
Hey poeple, here. The UIS you see are stil being worked on so if you have any ideas or feedback you would like to share pls feel free to suggest them. Thanks to skyline for giving me the chance to work with him.
Stick to one font (i like the aesthetic of the one in the top bar of the skill tree, but the one in the may menu looks “jumpy” and unoptimized when used in bigger text ) idk how to explain it better but it look like a “dafont” font 😅
Also increase the kerning for readability, btw i like how it is going, Keep up the good work! 💪🏽
@@ILBorz You might be the second person to talk about the UI, thanks. These are still some older versions of the current UIS so i hope you will like them
The bugs you found while updating your combat system are so relatable. "Why in the world does this change I made affect the camera? They're totally separate things?!?"
Nice progress!
Holding the attack to charge for 3 seconds feels good, if not a bit generous. I'd personally add a 'sweet spot' for the heavy attack. maybe at 2.5s-2.75s, where releasing in that time frame triggers extra damage.
Like basic charged attack with the GreatSword in Monster Hunter ?
Bro this looks beautiful! (Came from blackthornoprod btw) Also I subbed
For future I saw someone's comment about a sweep kick move, having the ability to ground enemies would work brilliantly with this game, especially with active ragdolls, on top of that a stomp would be pretty cool and brutal but that may just be a finisher. Anyway grounded enemies would be sick and could tie in really well with your ai overhaul, also having a limb health system (I forgot if that is in the game already) could tie in very well, hitting a heavy attack to ground an enemy or boss would be awesome and would introduce a lot more thoughtfulness into combat
Rolling and diving is another good one to add, allowing players to remain engaged in a fight; while also freeing up their movement and creating space between them and their enemy.
Please add a sweap kick mechanic, and when you do it it ragdolls the enemy, maybe even add a finisher in that state. And it would be cool to add stealth kills as well.
keep cookin man the combat is looking good!
Your game looks great so far and I love every thing you’re doing with it, and I think it would be cool to add an ability where you could stun your enemies. And/or have your enemies stun the player.😮
This is really good progress! Having good combat features in games are HARD to implement. You did a great job, and keep up the good work!!!
great devlog! your game looks amazing
Good job, also congrats on getting a sponsor.
Ok, another indie developer for me to follow. This gives me the determination to follow through with my abandoned projects. Will keep a close eye on this project.
Hey man figuring out the bugs are half the fun. keep up the good work
Nah I like my things to work first try, makes me feel super smart 😤🤣
Ok then homie cooking with Another devlog finally
I know exactly from inside out the pain of "chaining attacks together". When booleans don't work the way expected. When Animator messes with you around, or the code just gets so messed up that you have to rework everything from the past 5 hours. I believe you're on a good path, don't let technical difficulties hold you back from maximizing the feeling of responsive, enjoyable attack combinations. You WILL get there. Good work!
Hey man, just wanted to say if you’re using a state machine or anything similar you might wanna make sure no code is over-writing itself, I had delt with a similar issue when I was making my jump scripts early on.
Sometimes its the simple things that screw you the most😂
Can’t wait to see what happens next
Dude, your game has grown so much!
I can not wait for this game to be done
Pretty please add a golden llama named Jeff, also this game is looking very good!
THE GOAT IS BACK!!!!!!
you should add a dodge mechanic or just add a seperate bind for heavy attacks where if you hold shift + mb1 then let go it will do a charged heavy and a normal one if you just press shift + mb1
It’s kinda cool to see how long this game has gone from the first episode as a longtime viewer before blackthronprod
making a souls like as a indie require lots of Guts, hats off to you man
And this my friends, is called scope creep.
Nah I’m actually developing a full plan and release dates 🫡 scope creep was every video before this
Animations can make or break the fun of a 3rd person game. Many games tend to have a procedural animation system but then that means the expected snappy player input goes away & that can either be amusing or frusturating.
The reason the attack motion looks slow is that all the frames are evenly distributed. By simply changing the frame distribution, without altering the total animation time, you can create dramatic and dynamic movements. Specifically, you narrow the frames from the point where the arm is raised to the point where it swings through. This creates a more impactful and dynamic attack motion.
Jumping fixing your hit button had me laugh 😂
Chivalry 2's directional movement is a great idea, but make sure you figure out what your game loop is. Some cool ideas don't fit every game. Also don't spend too much time on art when your mechanics still need refining. It's a trap I've seen a lot of Devlog RUclipsrs fall into. Keep up the good work
Hey btw a bit off-topic but if you ever need a bit of MUSIC in any parts of your game I would LOVE to make anything, even if it’s just a 1 min song when you enter a certain building or something lol 🙃
I can make electronic tracks and piano pieces as well :)
Dm me on discord, send me your work! Link in video description
@@milkyskyline Ok I sent you a dm!
Look great !
If you want to gain more inspiration for your combat system, i reckon check out the Absolver combat system, i feel like you can gain something from that game
Looking forward to the progress, great work so far!
you should make it a feint. maybe, idk about the combat reworks probably required. nice progress!
This game got great potential and i think you could add a parry system when u success enemies will be stun
This is awesome! Were you thinking about adding real life grappling hook? Uncharted 4 made it perfect and I think in your zelda styled game it would be even better! I'm totally into your devlogs and I can't wait until the next one. Good Luck! :D
I may look into it later! Sounds like fun
@@milkyskyline Thank you! good luck again :D
this game looks amazing! but please, the weird physics on the cape is triggering me (I have OCD)
undefined should be a quick combo attack that you can chain with the others. easy to use hard to master. Also it’d look cool.
Wish the heavy attack with the fist shakes the fist for that good visual effect.
As I am your regular subscriber
Your videos are interesting
But I found an issue in your animations like whenever you attack only the upper body moves and the lower body just remains still which feel a bit odd
If you can also integrate little legs and foots movement while attacking it would look much great
I did this so when you charge your attack the player is still able to walk around previously the attack would affect the entire character but the combat was mostly just tapping the attack button so it was fast and felt normal, now that the combat is changed I wouldn’t want you to stop every time you charge your attacks 😅
The wall error should be fixed by recalculating outside normals, whoops 😅
I think this is the only thing I didn’t try lol
1:06 he baited me into skipping an actual part of the video instead of the ad so i had to go back and rewatch. I feel like ive been outplayed. Won't skip anything anymore, i promise.
Yt tells me I baited around 2,300 ppl 💀
@milkyskyline xD
Amazing as always, congrats ❤
Chivalry 2 mentioned 🔥🔥
Also I think the reason it's slow is to allow for parrying and responding to attacks since it's a multiplayer game. If it was faster it would feel really unfair to play against
5:39 Skalmar: Beautiful
Water ; )
undefined should be an attack that varies depending on your weapon. kinda like chivalry's Q attack
Looks fun af!
Wow this is actually looking awesome!
Realistic combat and slow are two words that shouldn't exist without the word isn't. Real sword combat wasn't lightning speed or anything, but it wasn't slow at all.
People seem to forget that in a duel, the fight ain't lasting more than like 6 seconds
this game sure has been transformed, redefined, changed, overhauled, and reshaped a lot 😳
All of this Overnight too🤣
i love the stupid bugs "if you spam the attack button, either you cant attack anymore, or the camera locks to your movement, but i fount that jumping fixes this" how the heck did you even manage to connect attacking, the camera, and jumping?
I’m pretty sure it’s because of the targeting system 😅 will go into depth next video 🫡
It’s really interesting, another good version of this mechanic is from Jedi knight academy (more rambunctious than this) super fun and definitely plan on using one day
Oh and maybe you could add like drunken fist combat or combat after eating shrooms
add a cancel attack for faint like for honor type deal, and a small dash (again for honor type) for dodging i dont think a whole roll would fit it that's why a small dash would go perfectly
add a mini gnome village to your game 😈
lets go! new vid
5:44 I MADE IT INTO A SKYLINE VIDEO
what about an attack system like kinstrife or mordhau
look fun
Ill wait for the game
This game is awesome!
You should add some type of camouflage, where in some areas it helps you, and in others it hurts you in someway.
Will this game have abilities? Like Tears Of the Kingdom?
Yes!
You know the reason for the super attacks the medieval game is because you can fake attacks up the thre times. Watch a video by to learn Htwo called "how did game perfected combat". Also have thought of bying more helpers?
Ye but maybe later I’m not rich lol
@milkyskyline oh ok👍
Is there gonna be character customization and is it multiplayer or story or both like Elden ring also maybe make like different classes like Elden ring where you start off with more or less attributes points depending on the class you choose and also maybe there could be different fighting stances like for honor, just a few thought I had, your work looks amazing though
No multiplayer since I’m only one person, and it’s gonna be story driven so no classes 😔
@ that’s still really cool keep up the great work
only one change
Ehh about three
pretty cool looking
100% need a toggle for Chromatic Aberration, or disable it altogether. Looks really bad
Wasn't it called skyline?
Nah I’m skyline, it was always called Dawn I just never mentioned it lol
good stuff
Is it out?
Not yet
bruh, realistic? bullshit, a sword weight around 1.5 kilos, you can swing it like a pensil. Talking about Chivalry 2
Nah I’m just that strong, it’s realistic.
No what he's saying, and whats realistic is fast movements. Watch HEMA content if you want to know how people trained with a weapon actually handle them.
@@milkyskyline bro is just built different
Is this solo development?
For now 😅
WHERE CAN I PLAY THIS ??
Currently still working on it but expect a pre alpha in the future!
combat like Sifu game?
I’m trying to basically combine elements of combat systems I like, sifu is one of them
Undefined should be kick or push or something
waw
W video
Prismatica😂
Fr
cool bruh , if done properly your game could be a huge success