I feel like one of the key things with Sekiro's combat, or at least what drew me in personally, is that attacks very rarely actually hit the enemy. It's a dance of clashing swords, blocks, parries, and counters.
@studiologixgames11 ай бұрын
yes, sekiro's combat dance is truly unique and innovative and while we won't be copying it one for one, like I stated in the video, it's going to be a major source of inspiration for this project
@adaauvel138911 ай бұрын
That's fair, creating something unique is often done by mixing the best parts of each system, I'm excited to see what you make ^^@@studiologixgames
@studiologixgames11 ай бұрын
thanks so much
@w花b10 ай бұрын
Like a well choreographed fighting movie
@angelgabrielcaviedesjoya936811 ай бұрын
I think the characters should slide while attacking only after the anticipation part of the animation, so this sliding feels connected with the force of the attack
@studiologixgames11 ай бұрын
no problem, I plan on reworking the combat system slightly so as make it feel a lot better
@owencmyk10 ай бұрын
The thing you're calling "action caching" is actually called "buffering" for future reference. Also, you should look into "hit stop". If you want to have a nice balance between dodging and parrying, you could make some "guard break" attacks that have a special visual indicator and can't be parried. Then the player will need to react to the attacks and dodge instead of parrying
@studiologixgames10 ай бұрын
thanks for the feedback, I tried not to just link it to the buffering system since while it's very similar it's not exactly the same, so I didn't want a case where new developers might be slightly confused when they hear about stuff like jump buffering and yes, I intend on adding attacks that can't be parried to spice up the combat system, once again thanks for the suggestions
@levelNeroZero10 ай бұрын
Adding special effects/sound after successful parry will help understand what happened. A special counter attack after parry if timed perfectly might help encourage players to use more parry. In Sekiro and Sifu there are moves that force a player to dodge as it detects the threat level of attack That will also be great as an addition when more moves have been implemented on different enemies.
@studiologixgames10 ай бұрын
this is a great suggestion, we'll work towards implementing this in future builds
@boihendo10 ай бұрын
The idea behind your action caching is a smart one. Users won't be able to tell.
@studiologixgames10 ай бұрын
thank you :)
@SinisterWra1th10 ай бұрын
I didn't know that there were Nigerian game developers. I love Sekiro and one of the most important things was sound effect and visual feedback of the sword recoiling on hits if you want to add those in
@studiologixgames10 ай бұрын
i intend to add that in future builds, but i plan to do some stuff before that, i'll reveal it in the next stasis devlog
@raun.deus_11 ай бұрын
Action catching is actually called input buffering I believe. But I guess it doesn’t matter what it’s called as long as the functionality is the same. From what I know most games have input buffering and I think it’s really cool and smart of you that you independently made a system most professionals use
@studiologixgames11 ай бұрын
thanks for your kind words
@pp-shawty974111 ай бұрын
THE ANIMATION LOOKS SO GOOD ALREADY OMGGGG
@studiologixgames11 ай бұрын
thanks for your kind words
@frenzykitty11 ай бұрын
Lovely devlog. Also feel like the dash will feel more useful once there are multiple enemies on screen.
@studiologixgames11 ай бұрын
Yup, thanks for the support
@michaelgonzalez648510 ай бұрын
I think it would be a good idea to have different hit boxes for different attacks. A chop down would mostly stay on the x and y axis, but a sideways swipe could hit more through the z axis.
@studiologixgames10 ай бұрын
OK no problem
@TheQxY11 ай бұрын
What if the width of your attack in the z-axis would change between animation frames. So for example, a forward overhead slash will have slightly higher damage, but reduced z-width, and a side strike will have slightly lower damage, but have a wider width so its easier to hit multiple enemies at once.
@studiologixgames11 ай бұрын
that is a really great idea and we'll look into that thanks a ton for the suggestion
@genevievedisemelo558411 ай бұрын
@@studiologixgames a light animation snap /hidden system that would function like an "auto-aim" with 10% accuracy might make the combat feel more fair and smooth and could be removed in higher difficulty settings to allow for a more challenging and punishing combat experience. hope this idea inspires you to think of something better :)
@studiologixgames11 ай бұрын
thanks for the suggestion I'll implement them
@louisgigot454711 ай бұрын
Wow this seems like it would really be fun to play! Would love to know what the artstyle will look like
@studiologixgames11 ай бұрын
thanks for the support, you can actually check out the little prototype demo in the description, and as for the artstyle, that would be in a future devlog
@GTRichardson711 ай бұрын
with the "Imperfect parry" system, it would be interesting to see some enemy types take advantage of putting you on the back foot and might speed into their next attack at which point you'd have an additional chance to perfect parry... maybe with a smaller window, but greater stagger/damage output for succeeding where the enemy over extended itself. Additionally this could be done in reverse on other enemy types who would parry your moves poorly so you would need to be agressive to get the hit, but if they get a perfect parry they can wallop you... just a thought.
@studiologixgames11 ай бұрын
this is a really good suggestion and I'll work on implementing it in the rework of the combat system
@Claritism10 ай бұрын
The only thing I suggest is to tilt the camera angle more upwards so we get a slight view of the shoulder. This helps SO MUCH with aiming and making sure the enemy that you want to attack is right in front of you and isnt slightly beside you. Reminds me a lot of castle crashers but man after coming back to it 10+ years later, I dont know how I managed to complete the game. I kept misjudging if the enemy was in front of me or just slightly off to the side.
@studiologixgames10 ай бұрын
thanks for the suggestion, I'll work on that and yes, castle crashers was one of the game we looked into while designing for this project
@coderaven110711 ай бұрын
Really like your presentation and structure. Plus you seem to be really good at priotization 💪 Props to you!
@studiologixgames11 ай бұрын
thanks, though as regarding prioritisation, let's just say I've gone through different failed prototypes before I could settle on my current process
@aloner_wolf873310 ай бұрын
Liking the direction the project is going so far.
@studiologixgames10 ай бұрын
thanks for the support
@Ramk0sh11 ай бұрын
It's great to see you've done you research and keep stun locks etc in mind. good luck! :)
@studiologixgames11 ай бұрын
thanks, it's really important to make a game that is fun, and seeing you all notice that makes it really worth while
@honkhonk500010 ай бұрын
Honestly the rest build looks cool as it lmao. I like the hand drawn silhouette look.
@studiologixgames10 ай бұрын
thanks for your kind words
@Be3med10 ай бұрын
dont forget the coin system so the npcs dont all attack at the same time
@studiologixgames10 ай бұрын
the coin system?, please can you explain further
@TheNeatwork10 ай бұрын
I've always been interested in a game like this having different attacks have different z-ranges For example: Perhaps there is a horizontal slash that has a forgiving z-axis range so that the player can hit enemies that are more forward or back, and then a separate vertical slash that is more demanding of precise alignment but does more damage. Edit: Somebody else suggested this exact thing, how cool
@studiologixgames10 ай бұрын
this has been a widely commented suggestion, so I'll definitely work on that in the game. thanks for your feedback
@Jo-de3st11 ай бұрын
I'm a big fan of the progress this project is making so far! I assume most of the movement and especially the movement as you attack is just a first test, but i do want to say that for combat movement especially movement curves are especially important. Just floating across the ground as one attacks feels floaty and uncontrollable, but short bursts of quick steps forward as you attack give extra impact to hits. Additionally actions out of dashes always require special attention as being practically rooted in place the second you attack after a dash can lead to some awkward misses or doing an action you might not want in the middle of a group of enemies. Now this is just personal preference but i greatly enjoy attacks out of dashes having extra movement or damage area to make dashing towards an enemy feel more like something youre supposed to do, like is the case in an aggressive game like sekiro.
@studiologixgames11 ай бұрын
Thanks so much for taking the time to write this pretty long comment full of great suggestions, as you stated, since it's the first test, I just left it like that, and will most likely implement the idea you brought up as per the attack or any action out of the dash, the best course of action will be to just keep some of the velocity after the dash ends to avoid that stop feeling, but as per having the attack have extra features due to coming out of a dash, it will most likely be a new attack like in hyper light drifter
@ramito333711 ай бұрын
i think it would be cool to use to mouse or right joystick as a reticle like hyper light drifter to dictate you attack and defense direction, would set it apart from the other sea of beat em ups in imo
@studiologixgames11 ай бұрын
thanks for the suggestion, I intend to talk about this in a future devlog
@paultapping951010 ай бұрын
I'm fully in love with the aesthetic of this prototype!
@studiologixgames10 ай бұрын
Thanks For The Support
@CATanis711 ай бұрын
I love how this game is turning out keep doing what you're doing it's great!!
@studiologixgames11 ай бұрын
Thanks a lot
@mojojojo653511 ай бұрын
Also you could highlight and fade enemy depending on whether your in the correct z axis Or put an arrow under your player that points to enemy so you can see any changes
@studiologixgames11 ай бұрын
oh that's a really cool idea, I'll most likely leave it as an Accessiblity feature, thanks a lot for the suggestion
@erichbauer399111 ай бұрын
one of my main gripes with 2.5d beat em ups is the depth issue, it's cool to hear that you guys are aware of that and thinking about how to minimize it's effect. Also quick nitpick, the devlog playlist seems to be in reverse order. If you play it as is you start from the newest devlog instead of the oldest (could also just be personal preference tho).
@studiologixgames11 ай бұрын
it's great seeing that we weren't the only ones that noticed this issue, and as for the playlist, I'll fix that as soon as possible
@georgefernandes189611 ай бұрын
You know a game's good if you wanna pay for it while its still incomplete... Godspeed bros
@studiologixgames11 ай бұрын
Thanks a ton for the support, hope you checked out the demo as well
@PixelPicklez9 ай бұрын
just wanted to point out that the navmeshes you used for chasing the player, wont work with flying enemys if you are planning to do that!
@studiologixgames9 ай бұрын
thanks for the observation, though I don't we intend to have flying enemies in the game
@PixelPicklez9 ай бұрын
OK! just wanted to save you from potentional hours of shitty debugging...@@studiologixgames
@PixelPicklez9 ай бұрын
thats nice to hear! no more flying enemys!@@studiologixgames
@studiologixgames9 ай бұрын
@@PixelPicklez no more flying enemies please 😭
@PixelPicklez9 ай бұрын
especially im saying this as an only strength user 😭 @@studiologixgames
@googoogaga6942011 ай бұрын
amazing concept can't wait for it to grow
@studiologixgames11 ай бұрын
thanks for the support
@djinni200511 ай бұрын
Ooo I like this. I'm super excited to see what other mechanics this project will have 😎🙏
@studiologixgames11 ай бұрын
thanks a lot for the support
@Inputunkown11 ай бұрын
Awesome video dude I am trying to make games with godot. And If you'd like I'd love to see more in depth videos on how you solved problems and implemented different features to help understand the different ways devs problem solve and how I should do it!
@studiologixgames11 ай бұрын
OK then, I'll work towards that in future videos and make it In a form that helps game devs of other engines also it would help to know what aspects of development you would like to know about
@Inputunkown11 ай бұрын
@studiologix if you could explain how you're creating enemy ai or how you plan on handling them in the levels that'd be really helpful. You don't seem to be that far into development, but I would love to know just what you're doing to get the enemy to work the way you want it. But don't worry too much, thank you for taking the time to read my comment
@studiologixgames11 ай бұрын
I'll try to make future videos a lot more in depth, but I'll also be having more content posts on buymeacoffee and will also be answering more direct questions
@Inputunkown11 ай бұрын
@studiologix that's great I can't support you unfortunately, but just know you got my support on YT!
@studiologixgames11 ай бұрын
no problem, your suggestions and consistent support means a lot to us, thank you so much
@GuardianHa10 ай бұрын
Sekiro is my favorite game. Nothing has beaten it yet, getting over the difficulty curve is so satisfying.
@studiologixgames10 ай бұрын
hopefully, you get to experience the same thing with our game as well
@GuardianHa10 ай бұрын
yea@@studiologixgames
@polzy820810 ай бұрын
the dash seems really op rn but i love the game so far, i hope it turns out well. good job
@studiologixgames10 ай бұрын
thanks for your support, I'll work towards nerfing the dash in the future video
@ysoqs11 ай бұрын
Had fun with the demo
@studiologixgames11 ай бұрын
That's great to hear, thanks a lot for the support
@arvinsloane671511 ай бұрын
It is really inspiring. Keep up the good work!
@studiologixgames11 ай бұрын
Thank you so much!
@dmangamesSTUDIO10 ай бұрын
thanks for making this video, very informative
@studiologixgames10 ай бұрын
your welcome, thanks for your kind words and I plan on making more indepth game Dev videos like this in the future
@KnightsPathGame11 ай бұрын
Hey, nice video and I am very happy more people are drawing inspiration from Sekiro combat - it really is the best combat system out there. Check out our demo Knights Path, where we also designed the combat with Sekiro design language. 😊
@studiologixgames11 ай бұрын
thanks for the support, I'll check it out
11 ай бұрын
amazing insight into game dev, thanks! :)
@studiologixgames11 ай бұрын
thanks a lot, maybe I'll work on making more tutorial styled videos in the future, if people want that
@mojojojo653511 ай бұрын
Make thr parry recover your posture So the only way you can recover is through parying 9:46
@mojojojo653511 ай бұрын
Also you could highlight and fade enemy depending on whether your in the correct z axis Or put an arrow under your player that points to enemy so you can see any changes
@studiologixgames11 ай бұрын
hmm, I'll have to test this, as it could lead to potential exploits with the other mechanics I intend to add to the game but I'll test it none the less
@laxor590211 ай бұрын
It looks good, but maybe its better to add some kind of particles to the parrying? I am planning to follow the development of this game.
@studiologixgames11 ай бұрын
definitely, though I'm a firm believer in getting the core features done first then work on polishing it afterwards
@clevernamerighthere924011 ай бұрын
i like it, cant wait to see anything you make
@studiologixgames11 ай бұрын
thanks for your support
@itsyaboijoe638911 ай бұрын
this is great! i wanna see the plans for the art for this game tho❤
@studiologixgames11 ай бұрын
thanks for the support, we intend to showcase that in a future video
@kharijordan642610 ай бұрын
Beat em ups...you usually can use shadows under the character's feet to tell if you're on the same plane as your enemy...but the shadow this guy made is so stylish im not sure if you can do that
@studiologixgames10 ай бұрын
thank you for the support
@OpeningEyes10 ай бұрын
something key about Sekiro gameplay (as well as Bloodborne) is the fast pace of gameplay, as well as aggressive gameplay.
@studiologixgames10 ай бұрын
That's exactly what we are aiming for
@pedwipie11 ай бұрын
I love the idea, how do you feel about including different weapons or fighting styles, for example a staff with a wider hitbox that makes crowd fighting easier while a hammer would have a smaller hitbox but deals more damage
@studiologixgames11 ай бұрын
thanks for the support, unfortunately, for now, we don't intend to have different weapons in the game, but we are contemplating having different skills that may include the changes in hitbox that you mentioned
@Izanji_bolt11 ай бұрын
this project is turning out so good already -i'd love to help with this game! i'm really passionate about controls and controllers as well - i also do voice work and music composition, please let me know🙏🏾
@studiologixgames11 ай бұрын
thanks for the support, I'll reach out to you if we'll be needing any of your skills
@Izanji_bolt11 ай бұрын
@@studiologixgames thank you!
@Vicvama10 ай бұрын
Looks good for now. I think everything should be a little fast paced tbh
@studiologixgames10 ай бұрын
thanks for the suggestion, we'll look into implementing that in a future build
@matthewmadden321711 ай бұрын
This looks cool! A word of feedback: I would consider allowing the parry to go into a block when held. This gives the players grace if they've messed up the timing on a string of attacks. I know you said you wanted to force players to actually learn the timings of attacks, but that's actually the entire point of sekiro's block/parry system. You *can* just block and you can get away with it for a little bit, but if you rely too heavily on the block you will be punished, and if you can perfectly parry your opponent, they will be punished. Another thing sekiro does to reward players for engaging with parry timings is by making it so that parry timing is more forgiving if you press the button compared to if you spam the button. So spamming the parry button actually makes it harder to land a parry, whereas pressing the button only once makes the parry a fair bit easier to land than you would expect.
@studiologixgames11 ай бұрын
thanks a lot for the suggestion, as for the Parry transitioning into a block, that's going to change a lot as regarding our game's core design and I'm not too sure that it would be a right fit for the game, but I'll test it none the less. As for spamming parries, I'll work on that in the future video
@Lawrenceku_00111 ай бұрын
Great art style!
@studiologixgames11 ай бұрын
Thank you!
@stedankyi10 ай бұрын
I am following this. This is cool
@studiologixgames10 ай бұрын
Thanks a ton for the support
@ICLHStudio10 ай бұрын
Looks quite good; I wonder if the Z-axis hitbox problems would be helped by giving attacks a clearly visible ground shadow/effect that matches that hitbox (rather than the more naturalistic 2.5D shadow effects used on the characters). Something that the player could instantly visual anchor themselves with/to, especially in the middle of more chaotic sections of gameplay. In my experience, overt visual feedback like that tends to go a long way in improving the feel and reducing confusion, even when it is less immersive or a little "arcadey" feeling; and I suspect it would be something that would be easy to make an option you can turn on or off for players who prefer not to have it.
@studiologixgames10 ай бұрын
thanks a lot for this suggestion, i'll work towards including it in a future build
@elgringo492310 ай бұрын
I feel like if you want to balance the dash and the parry, the dash should cost stamina as well.
@studiologixgames10 ай бұрын
we were thinking about something similar so thanks for the suggestion
@Animaxx_Edits11 ай бұрын
Add Blood Too!!
@studiologixgames11 ай бұрын
unfortunately we can't guarantee that especially due to the game's narrative but thanks for the suggestion
@whitesilver109310 ай бұрын
1:43 More commonly known as "Input buffering" ☝🤓
@studiologixgames10 ай бұрын
Thank you for the info
@DestusG11 ай бұрын
Omo nice. I've learned a lot from this video
@studiologixgames11 ай бұрын
Glad to hear that
@pixelcraftgamedev11 ай бұрын
❤❤❤
@studiologixgames11 ай бұрын
😊
@sbvf10 ай бұрын
how about a combo sequence with time based just like vagrant story combat system ...
@studiologixgames10 ай бұрын
Thanks for the suggestion, i'll check the game out and see if it's a right fit
@jonathan1000710 ай бұрын
i feel like you and the enemy’s weapon should be coloured depending on what action is being performed similar to the colour that pops up when hit as the white and black can make attacks hard to read/see unless you decide to exaggerate the animation
@studiologixgames10 ай бұрын
hmm OK I'll give it a try, thanks for your feedback
@LightShellStudio10 ай бұрын
good video!
@studiologixgames10 ай бұрын
Thanks a lot for the support
@shadow501pl10 ай бұрын
Wouldn't it be better to have the back perspective, it would still be 2.5d but by locking onto the other player the x,z walking would make more sense
@studiologixgames10 ай бұрын
sorry i don't quite get what you meant there, could you give a game as an example
@shadow501pl10 ай бұрын
@@studiologixgames basically the camera position would be behind the player, kinda like the old mortal Kombat games
@studiologixgames10 ай бұрын
ok, i kinda get the picture now
@arnavreddy44311 ай бұрын
Wow, this game is already amazing. Is the art style going to be like this or its just a prototype so it's like this ? EIther way it looks amazing and i like the parry system. If this game comes out in 2025, ill be able to buy it
@studiologixgames11 ай бұрын
thanks for the support, we intend for the set of the final game to be a lot better than that of the prototype but for now we are still doing some tests to find which style works best for us
@arnavreddy44311 ай бұрын
@@studiologixgames Cool, i'll stick around and probably get the game once it comes out. I've tried the game and one advice I have is that the dodge animation is really cool. The parry animation for succeeding isn't like very smooth, It feels more like ghost of tsuhima instead of sekiro. As someone else mentioned recently, in sekiro its not about parrying once that's satisfying, its the dance between deflecting and attacking which is really really smooth in that game. If you're able to replicate this kind of mechanic in your own way with a twist, I think me and a lot of others would definitely get this game when it comes out. It's still in its prototype so yeah I understand why it doesn't feel smooth. I hope ur able to make it amazing in ur own way since it might become the first indie i game I buy.
@studiologixgames11 ай бұрын
thanks for the support and massive suggestions, I'll highlight all the great suggestions in the next video when I intend on fine tuning the combat system also slight personal plug, but you can support the studio over at buymeacoffee (it's very similar to patreon) anyway, thank you for the continuous support, I really appreciate it
@barax946211 ай бұрын
Whats the name of the game at @ 0:15 ?
@studiologixgames11 ай бұрын
it's called young souls I mention all the clips of games I use in the bottom left corner
@barax946211 ай бұрын
@@studiologixgames thanks I just noticed after I post the question 😅🫡💯
@nasgor2210 ай бұрын
Anyone know what the game at 2:20 is?
@nasgor2210 ай бұрын
Nevermind, found it. It's called "Streets of rage 4".
@studiologixgames10 ай бұрын
it's streets of rage 4, the remake, I referenced it earlier in the video in the first 30 seconds
@AblockBlack9 ай бұрын
Good
@studiologixgames9 ай бұрын
Thanks
@koktszfung11 ай бұрын
When you hit an enemy, why is there an extra frame where they grow red while standing still, but not instantly fall back? It makes the impact feels sluggish. Also the second frame of the hit animation moved too far, it is supposed to be the recovery where they decelerate, they should quickly decelerate at that point
@koktszfung11 ай бұрын
The first frame of the parry lasted too long, the second frame looks like they got hit a second time where they cannot hold their guard anymore
@koktszfung11 ай бұрын
The keyframe looks great, but the timings need some tweaking. It would look much more snappy and responsive if you just change the timings a little bit
@studiologixgames11 ай бұрын
first off thanks for taking the time to elaborately describe some of the things you noticed about the game that said, we'll take note of what you mentioned and implement it in the game
@Solbashio10 ай бұрын
i wish more indie devs did this kind of thing when developing their games. i hope i get to playtest this
@studiologixgames10 ай бұрын
thanks a lot for your kind words, there is actually a prototype demo available to playtest in the description of the video
@itsafish46003 ай бұрын
cool
@devendharanlakshminarayana805610 ай бұрын
there is a mobile game called "Ronin: The Last Samurai", which is really close to your idea ,do give it a try or check it out(Its really good too)
@studiologixgames10 ай бұрын
I'll check it out, though it does sound quite familiar thanks for your feedback
@AWanderingSwordsman10 ай бұрын
From watching the footage when you dash through the enemy, it feels kinda bad that you don't get a punish and that you end up so far away. I feel like some way to dash through and then strike the back in the same motion might be nice. Perhaps if you are close enough to an enemy and you input a direction and an attack mid dash, your dash cancels and you can start attacking from there instead of the end of the dash animation? Perhaps still have a minimum dash distance first or maybe only if your dash hitbox collides with an enemy. Just an idea.
@studiologixgames10 ай бұрын
Hmm, For One i really appreciate your suggestions One thing i'm trying to avoid is player's first intent when attacked being dashing rather than deflecting it, since deflecting is a very risk reward system. But i'll still try your idea out and see if it fits well with our vision
@AWanderingSwordsman10 ай бұрын
@@studiologixgamesthat definitely makes sense. I could potentially imagine them autoblocking the back attack normally unless they are in a long committed animation. In that way dodging through could be a lower risk low reward way to get yourself some breathing room at the cost positioning. And of course, if you do it in neutral, well there is no turning animation so their attack would just come out in your new direction and punish you immediately. If you do it in the middle of an enemy combo that is fast you will probably just get hit because of no turn speed. Just some thoughts though because even without a back attack, the dodge seems really powerful at avoiding attacks but just kind of stops the flow of combat when you use it.
@studiologixgames10 ай бұрын
hmm, ok i'll prototype these ideas, thanks for the suggestions
@Robiertateistearonamientó10 ай бұрын
The animations look a little awkward and slow at this speed have you thought about speeding it up a bit?
@studiologixgames10 ай бұрын
all animations in the game are test animations and the ones that will be in the final version will be a lot polished
@Fugottin11 ай бұрын
cool
@studiologixgames11 ай бұрын
thanks for watching the video
@arovner7510 ай бұрын
Right now, the heavy hit after guard breaking doesn't feel as satisfying as Sekiro, since it had the lengthier death blow animations. I don't know if that would work for your game, but maybe you could find something else that would work.
@studiologixgames10 ай бұрын
hmm, well in the video, I did mention that we wanted to do away with the death blow mechanic and do something like a critical attack, as well as this is just mainly a prototype with a lot of features most likely going to be tweaked in future builds that said, thanks a lot for your suggestion
@blackdoom_10 ай бұрын
did u realize your own attack animations or a 2d artist made them for you? keep up!
@studiologixgames10 ай бұрын
Levi handles a majority of the art side of the game, including the animations
@NoahTheGuyy11 ай бұрын
this game too good man
@studiologixgames11 ай бұрын
thanks a lot
@NoahTheGuyy11 ай бұрын
@@studiologixgames I learned a lot about game design (I've been learning GameMaker these 2 months so thats very helpful and the video is very good)!
@studiologixgames11 ай бұрын
@@NoahTheGuyy I'm so glad that you were able to get something from the video, really makes the effort I put into it feel worth while don't hesitate to dm me about your progess on twitter
@NoahTheGuyy11 ай бұрын
@@studiologixgames I don't have twitter but cool!
@studiologixgames11 ай бұрын
you could email it to us 😊
@stedankyi10 ай бұрын
What engine are you guys implementing the game in?
@stedankyi10 ай бұрын
I just clocked that it is Unity
@studiologixgames10 ай бұрын
was just about to comment that, :)
@tinkan63387 ай бұрын
Sorry if I'm spouting nonsense as I don't want to fully watch the video (headset broke and I have to study), but just looking at the gameplay struck me with a cool idea: the environment looks to be rendered somewhat 3D (at least in the early render), and I think it would be cool stylistically if it was a 2.5D type of thing where *some* actions could rotate the camera. I picture stuff like a finisher move or grapple where during the animation, the camera flips around and you swap places or stay on the same place relatively if its a flip grapple like in a fighting game. I tend to feel like sidescrolling games can feel a bit "flat" and really one-dimensional, but reminding the player that it's a full world kinda modifies that illusion without changing the game itself too much. I apologize again if this is something you explicitly don't want to do, or the brainstorming is unwarranted, but this idea flew to my mind and I have to get it out. It would definitely take a lot of time to implement (especially smoothly) but would look amazing if done well. I'll definitely play the demo and watch the other devlogs later and stop by again with more relevant words
@studiologixgames7 ай бұрын
well, this is a really interesting take on things and while I can't say that it's something we have been thinking of prior, it would be worth trying out and seeing if and where it could be applicable for the project
@dannyt272610 ай бұрын
Sekiro in my opinion is one of the best combat system ever
@studiologixgames10 ай бұрын
it has to be one of the innovative systems I've seen in a while
@wasteurtime567711 ай бұрын
action caching a.k.a input buffer
@studiologixgames11 ай бұрын
Yup, very similar
@wasteurtime567711 ай бұрын
@@studiologixgames putting it in there for the others that trying to search for how to do it. O se
@studiologixgames11 ай бұрын
hmm, OK thank you, though I'll recommend also checking out game maker's toolkit video on how he made his character controller better for an alternative implementation of this
@Blarg-vj3tkАй бұрын
I know this video is quite old at this point and it is likely nobody will respond, but does it anyone know how to properly place these 3d hitboxes with respect to the implied perspective of the 2d sprites? I have tried the trial and error approach and it seems like it simply never ever works out. The sprites will always appear to be hitting when they shouldn't or not hitting when they should.
@studiologixgamesАй бұрын
hmm, can you send me an email, with the video of your implementation of this, so I'll try making a recording of my own to help out
@schmecklez10 ай бұрын
is it me or is homeboy whispering?
@studiologixgames10 ай бұрын
I'll work on the audio in future videos, thanks for the feedback
@schmecklez9 ай бұрын
I legit could just be having issues on my end
@jamiemarshall828410 ай бұрын
This doesn't sound like you copied Sekiro. It sounds like you implemented the same old parry system from every other game.
@studiologixgames10 ай бұрын
hmm, well that's an interesting take on things, why do you think so?
@jamiemarshall828410 ай бұрын
@@studiologixgames The concept behind sekiro is that it flips the perry on its head. You Perry without timing it at all. However, getting closer to the perfect timing window reduces the amount of stagger you take and increases the amount of stagger they take. What you're doing seems to be the other system, where you have to hit a specific window or be punished. I don't really see how that's different from say, the souls games. Thoughts?
@studiologixgames10 ай бұрын
hmm I'll get back to this is a few days
@studiologixgames8 ай бұрын
so I realized that I didn't get back to you on this, while I understand your point here, I feel sekiro's Parry system is multi layered and there are different elements to take from it, for our game, while I enjoy nailing the Parry timing right, I also like the delayed gratification of filling up the enemies poise bar to deal a critical attack which was what I ended up implementing in the game
@colshapedbutter865510 ай бұрын
aint this just deepwoken
@studiologixgames10 ай бұрын
Just checked it, i don't see the correlation
@colshapedbutter865510 ай бұрын
@@studiologixgames the combat system mainly from sekiro is what im pointing out
@studiologixgames10 ай бұрын
@@colshapedbutter8655 Ohh, I'll give it a closer look