Adding DEPTH to my Metroidvania Combat! | Devlog #7

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  • Опубликовано: 16 сен 2024
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    Hello everyone! I hope you enjoyed this metroidvania devlog. I'm pretty happy with the amount of progress I've made in the last couple of weeks, although I'm trying to move slowly through the features and make sure everything is fairly bug free and polished. Have a good day!
    #metroidvania #gamedev
    Music
    Morning, Memories, Bread, Tower - luKremBo ( / @lukrembo )

Комментарии • 16

  • @SansUser-ec4be
    @SansUser-ec4be 5 дней назад +1

    The art style is just so amazing!

  • @PJBgamer
    @PJBgamer 5 дней назад +2

    I know this isn't entirely relevant to the game, but I love that your devlogs have such relaxing music and backgrounds in them. I feel they make your videos very relaxing and have their own flavor compared to others. Also, I'm excited to play the demo!

    • @tomidev4149
      @tomidev4149  4 дня назад

      Thank you!! I'm glad you like the editing :))

  • @VlosyrosDev
    @VlosyrosDev 4 дня назад

    The game is looking awesome! I remember seeing your very first devlog many months ago, it changed so much since then! I didn't recognize the game xD

    • @tomidev4149
      @tomidev4149  3 дня назад +1

      welcome back! and yeah it’s gone through a few changes, i’m glad you like it! :)

  • @mistermamamia
    @mistermamamia 3 дня назад

    Here’s some tips for combat depth; enemy variety, difficulty, and no reliance on cheap states like super-armor or timing based mechanics like parries. What depth means to me, and frankly should mean to everyone, has nothing to do with player mechanics. The amount of buttons you have, the builds you can make, all that doesn’t matter as much as the most core, essential mechanics of the game. Hitting and moving. Movement is a very underrated mechanic in combat, because it has so much possibility for micro-adjustments and variance. A game that forces you to move and doesn’t give you a get out of jail free card likes parries or i-frame dodges adds such an immediate sense of danger and strategy to encounters. Hitting things doesn’t need to be complex, it can be a short 3 hit combo or even a single hit like the knight’s nail, doesn’t matter. What matters is that you have to move into range to hit, out of range to not get hit back, and loop until something dies. Enemies should be difficult to approach, not necessarily hard to kill, but making groups of enemies is the easiest way to make a dynamic challenge for the player to deal with as they quickly and frantically decide who to kill first. This is the meat of making fun and deep combat. Everything added on top is flavor, not substance.

    • @tomidev4149
      @tomidev4149  23 часа назад +1

      thank you for the advice! that’s definitely a good way of thinking about 2d combat, at the moment i’m going through and trying to simplify the basic actions and add more movement options to hopefully increase the depth.

  • @zapp770
    @zapp770 3 дня назад

    I think the slam might need some more feedback, as well as a Visual Indikator once the player used up the slam

    • @tomidev4149
      @tomidev4149  23 часа назад

      ah i hadn’t thought of that thank you, i’ll definitely add that in

  • @llayneko
    @llayneko 3 дня назад

    What if people just use the roll to completely skip enemies?

    • @tomidev4149
      @tomidev4149  23 часа назад

      that’s definitely possible lol, i’m hoping to design the enemy attack patterns to make that harder. also, i think rolling past the enemies should be an option, especially during backtracking. i’m going to try and tie together the player’s stat upgrades with the combat so there’ll be some incentive either way

  • @holy_gurkus8660
    @holy_gurkus8660 5 дней назад

    artstyle looks amazing though Iwanted to ask, how many pixels do you set per unity unit? And how big in pixels is the main character?

    • @tomidev4149
      @tomidev4149  5 дней назад

      thank you!! and I draw the sprites so that the overall screen size will be 1920x1080, so the player character's sprite is around 90x30 pixels. In unity, I set the pixels per unity unit to 48 because that's how big the tiles in my tilemap are. I found this video - ruclips.net/video/MrPoCGHM80E/видео.html by Nonsensical2D really helpful on this topic when I was trying to decide what size to make my sprites, so it could be helpful if you're working on something similar :)

  • @moothankpew
    @moothankpew 4 дня назад

    radical. make the stepping sound quieter please. its quite annoying.

    • @tomidev4149
      @tomidev4149  3 дня назад

      thank you! and yeah that’s a good point lol