This is the first of your videos that I've seen since it just got randomly recommended to me, but your project looks awesome! Cool idea using physics to unwind a dungeon into different rooms. Im not sure if you're looking for feedback from youtube comments, but if you are, the sword attack animation would look great with a slower wind up and faster swipe and slower follow through rather than the near-constant rate it seems to be now (the attack speed can be the same, but varying the speed the blade swings would make it look better)
Thanks! Yes a lot of the animations and combat effects are due of a rework, which is next on my list actually, i see what you mean that would give the swing more weight, ill try to add small animation details like those, since many animations are gonna be reused in different skills it may not look as good on other skills, but i can try expanding the number of generic animations and assign them to skills that fit.
Fantastic way of doing it! Going to get on with dungeon generation myself soon and I will consider your approach for sure!
Interesting way to generate the dungeons! Saves headaches working with algorithms :) Keep up the great work!
Thank you! Absolutely, one of the main reasons i did it this way 😅
This is the first of your videos that I've seen since it just got randomly recommended to me, but your project looks awesome! Cool idea using physics to unwind a dungeon into different rooms.
Im not sure if you're looking for feedback from youtube comments, but if you are, the sword attack animation would look great with a slower wind up and faster swipe and slower follow through rather than the near-constant rate it seems to be now (the attack speed can be the same, but varying the speed the blade swings would make it look better)
Thanks! Yes a lot of the animations and combat effects are due of a rework, which is next on my list actually, i see what you mean that would give the swing more weight, ill try to add small animation details like those, since many animations are gonna be reused in different skills it may not look as good on other skills, but i can try expanding the number of generic animations and assign them to skills that fit.