Recreating Titanfall's Movement for My Indie Game | Project Feline Devlog #32

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Raymond Cripps

Raymond Cripps

2 жыл бұрын

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So I tried building a momentum-based movement system like in Titanfall 2 and Apex Legends. This is how it went down...
In this devlog, we'll be going through the many mechanical additions made to Project Feline's core gameplay, including ledge-grabbing, vaulting, climbing, momentum-based movement, melee combat and more!
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DISCLAIMER: Project Feline is in pre-production at the time of recording. Gameplay footage may not represent the final product. For more information, visit the development roadmap: projectfeline.com/roadmap
Patreon Supporters
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Admiral Storm
Ali
DarkLordLui
Henry Cripps
Shayla Kazoleas
Wilhelm Schmidt
Credits
Anenon - Embers and Ashes: freemusicarchive.org/music/An..., licensed under CC BY 3.0: creativecommons.org/licenses/...
Anenon - Kosmiche Slop: freemusicarchive.org/music/10..., licensed under CC BY 3.0: creativecommons.org/licenses/...
Broke For Free - At The Count: freemusicarchive.org/music/Br..., licensed under CC BY 3.0: creativecommons.org/licenses/...
Broke For Free - Caught In The Beat: freemusicarchive.org/music/Br..., licensed under CC BY 3.0: creativecommons.org/licenses/...
Broke For Free - Drop of Water In the Ocean: freemusicarchive.org/music/Br..., licensed under CC BY 3.0: creativecommons.org/licenses/...
Broke For Free - High School Snaps: freemusicarchive.org/music/Br..., licensed under CC BY 3.0: creativecommons.org/licenses/...
Broke For Free - Only Instrumental: brokeforfree.bandcamp.com/tra..., licensed under CC BY 3.0: creativecommons.org/licenses/...
Chris Zabriskie - Air Hockey Saloon: chriszabriskie.bandcamp.com/t..., licensed under CC BY 3.0: creativecommons.org/licenses/...
Cutside - Secret Of 3rd Planet: blocsonic.com/releases/track/..., licensed under CC BY-NC-SA 4.0: creativecommons.org/licenses/...
Featured fan artwork by Mintuna Arts
Copyright © 2021 Raymond Cripps. All rights reserved. Project Feline™ and the Project Feline™ logo are trademarks of Raymond Cripps. All other company and product names, marks and logos are trademarks of the companies with which they are associated.
#indiegame #gamedev #devlog

Пікірлер: 638
@RaymondCripps
@RaymondCripps 2 жыл бұрын
Attention: This is not Unity engine, and also *DO NOT* ALWAYS MULTIPLY YOUR VALUES BY DELTA TIME. I see a lot of you commenting "just use deltatime" to fix framerate dependency issues but what what nobody caught is that the specific equation made to calculate velocity was already framerate independent by design. Out of habit, I multiplied inputs by delta seconds because that's what you're supposed to do, right? Well, no. In this context, the code calculates Gabi's momentum based on the distance travelled PER FRAME, and the amount of extra velocity to apply scales PER FRAME based on that distance. By design, it will work the same no matter the frame rate as the values automatically adjust. Delta seconds CAUSED the frame rate dependency issues because I thought I needed to use it when I didn't. *IN SHORT: Don't use delta seconds thinking it will just make everything framerate independent; ALWAYS think carefully about how it applies in context to what you're building!* It took me weeks to figure out that multiplying anything by delta seconds in this case is what caused the frame rate issues. So yeah, don't listen to advice from random people on the internet who haven't actually read the code and are looking at my time lapse footage with no context as to the circumstances. Also, ignore the over-exposed speed lines I've fixed those in the build I just didn't have time to record new footage.
@-xh4rq
@-xh4rq 2 жыл бұрын
many people only use blueprints
@corymassey1
@corymassey1 2 жыл бұрын
Custome mug 🍺
@chrisemma9556
@chrisemma9556 2 жыл бұрын
Looking forward to project Feline. I also really struggled with a ledge grab. Could you please do a tutorial?
@thefastsnake3015
@thefastsnake3015 2 жыл бұрын
"Creating Titanfall Movement for my Indie Game: Project Feline Devlog #32" why not "Titanfallifying my Indie Game: Project Feline #32"?
@rabbox4513
@rabbox4513 2 жыл бұрын
Great work. Just idk if you know but "ガブ" is read "Gabu", if you want it to read as "Gabi" then it should be "ガビ".
@Lugmillord
@Lugmillord 2 жыл бұрын
Ah yes, frame-independent computation. To all new Unity users out there: Remember to always multiply your values by Time.deltaTime if time is involved.
@onlysmiles4949
@onlysmiles4949 2 жыл бұрын
It's amazing how easy it is to take that for granted, but it really is an absolute godsend
@philbertius
@philbertius 2 жыл бұрын
Super, ridiculously important. Also have to apply it in the right way - e.g. if you’re damping velocity by a value, you need “factor ^ dt” rather than “factor * dt”, basically. Always think through the math!
@ramboturkey1926
@ramboturkey1926 2 жыл бұрын
yeah even Bethesda cant get right
@mikafizz1022
@mikafizz1022 2 жыл бұрын
@@philbertius im so confused 😖 aaaaa but I wanna dip my toes into game dev..
@philbertius
@philbertius 2 жыл бұрын
@@mikafizz1022 It has to do with simulation. Its like if I said “eat a pie in 10 seconds” and divided it into X steps, then each step would take 10/X seconds, and consume 1/Xth of your pie. In this case, dt = deltaTime = 10/X seconds. Just take it one step at a time and keep your expectations in check, you’ll get there!
@nathanaelwatson3097
@nathanaelwatson3097 2 жыл бұрын
Just some Ideas for the future, maybe consider having some movement based attacks rather than requiring the player to lose all their momentum to attack. Think of possibly adding some sort of stomp, bounce vaulting, sliding attack, a mid air kick, etc. I think this would be a good way to ensure that combat can be weaved more naturally in with the movement and allow skillfull players to defeat some enemies well retaining their momentum. For instance maybe an area that has drone enemies that you could bounce yourself off of to take a shortcut. Also maybe consider adding in a way so that Gabi can kick objects or enemies into other objects or enemies in order to damage them, because if that is possible I think it would make for a rather fun mechanic. You have done a great job with your game so far Raymond and I cant wait to see what how it turns out. Im sure the world that you will bring about one day for this game will be rather wondorous. :D
@alexanderosinubi5154
@alexanderosinubi5154 2 жыл бұрын
please do this!
@KoenEngelen90
@KoenEngelen90 2 жыл бұрын
+1! Movement based attacks are good for keeping the flow and add variety. I always liked the slide kick in the original mirrors edge.
@therabbidt
@therabbidt 2 жыл бұрын
Yes lol this was what I was thinking too! It would really make combat a much more satisfying task to do when you're literally flying at (insert insane velocity) and kicking the enemy and giving him a good time in the hospital
@Antonim54
@Antonim54 2 жыл бұрын
Just imagining Gabi doing breakdance kicks while sliding across the floor at the speed of a car.
@nathanrey
@nathanrey 2 жыл бұрын
exactly my thoughts!
@SamiTheAnxiousBean
@SamiTheAnxiousBean 2 жыл бұрын
Conclusion: The Cripps family are all cool
@galacthicc693
@galacthicc693 2 жыл бұрын
"fisher-cripps"
@MelodyGoad
@MelodyGoad 11 ай бұрын
That's because they're all Crips /s
@brianmarkowitz
@brianmarkowitz 2 жыл бұрын
I feel like the movement system is great, but the combat system feels disconnected. You are moving very fast and wall jumping, grinding...and then you basically stop dead and attack. I just think that the movement system should be more integrated with combat, or maybe she uses the environment to do damage to enemies ie; When she slides on a certain guard rail it could break and slide off into enemies.
@cuppacoffee1572
@cuppacoffee1572 2 жыл бұрын
I feel like Mirrors Edge had a good solution to this in discouraging combat as much as possible. If you want to survive the solution was to just RUN.
@milesmungo
@milesmungo 2 жыл бұрын
I feel like the game doesn't need combat at all, or at least the option of ignoring the enemies altogether.
@derpycke649
@derpycke649 2 жыл бұрын
@@cuppacoffee1572 well atleast you could still fight which was nice, sometimes i just want the dude who was chasing me to stop
@thefbi6773
@thefbi6773 2 жыл бұрын
mirror's edge, i think, did a really good job of using the movement system in combat anyway, like having instakills for environmental attacks and instakills for attacking at a fast enough momentum or coming in from above for a drop attack edit: i see now that i am late
@InsufficientGravitas
@InsufficientGravitas Жыл бұрын
How about grenades and a rocket launcher. No hitscan tho.
@grantshipley2909
@grantshipley2909 2 жыл бұрын
Imagine this game with a trick system implemented in the movement, that would be amazing
@marselo1316
@marselo1316 2 жыл бұрын
style meter moment
@jumpingmoose5554
@jumpingmoose5554 2 жыл бұрын
@@marselo1316 devil may cry
@DerFinder
@DerFinder 2 жыл бұрын
2 things! 1. I think an animation for the double jump would be very nice! (I just played the demo and it has an animation! Good job!) 2. There is this Song that I feel that it would fit the vibe (just for you to listen to while programming): Okayu FLOS Cover Holobass Remix (On Soundcloud)
@TakedownBard
@TakedownBard 2 жыл бұрын
This new movement system is looking absolutely great Raymond. The transitions and chaining between movement mechanics is looking a lot smoother and is definitely a step in the right direction from the comparatively clunky system you had prior. However, there is just one suggestion I have relating to both the slide and wall-run to push it just that little bit more into being great and making the movement of your game feel amazing. My suggestion is to apply a forward force(you would have to play with the values of the force) to the player once they enter a wall-run or slide if they are traveling under a certain speed going into it. Titanfall 2 also takes advantage of this and is a huge contributing factor to how great the movement in that game feels. Looking at the gameplay shown in this video, it just now feels a little bit dull going into those movement mechanics you’ve now worked so hard to incorporate and like I said, something like this would push it just that little bit further.
@NitroGlyde
@NitroGlyde 2 жыл бұрын
This game has come a long long way. The movement looks very fluid! One small suggestion: when Gabi vaults over a ledge you could switch which way she swings her legs. I think it would look more visually interesting if she alternated swinging her legs left or right, or possibly randomly choosing which side to swing her legs over, rather than having her swing her legs to the left every time.
@HeroAkii
@HeroAkii 2 жыл бұрын
One thing that has really bothered me since the start of this game is how double jumps work, Gabby kind of just...moves upwards. theres no power behind it, I feel like it'd be cool if quick bursts comes out of her shoes or something to actually move her up, could even make room for an upgrade that allows her to move forwards without losing altitude for small bursts of time in the future.
@philbertius
@philbertius 2 жыл бұрын
Pro-tip: dot(a, b) == cos(t) ||a|| ||b||. In collision handling involving momentum, the dot product is an extremely useful measure of “similarity”, and can be used for example to attenuate Gaby’s momentum when she collides with a wall. You might consider multiplying her momentum’s magnitude by “lerp(max(0, -dot(w, m)), 1, designValue)” where w is the wall normal and m is the unit momentum. This way you can control the strength of momentum’s persistence.
@omarjennane2620
@omarjennane2620 2 жыл бұрын
THIS.
@zerotoanime3953
@zerotoanime3953 2 жыл бұрын
Definitely she needs some kind of melee weapon over kicks imo. I would love to see some kind of dual dagger set up with her being able to Z target to enemies and have sonic like air dashes and light attack combos. That would be a huge improvement. Amazing progress tho. Keep it up man.
@Fant
@Fant 2 жыл бұрын
I know it's probably because it's still in pre-release/prototype state but I love Gabi's lower framerate compared to the environment. It gives me the same kind of weirdly pleasant feeling that Pepsiman did back in the PS1.
@Selrisitai
@Selrisitai 2 жыл бұрын
Her lower framerate is an intentional, stylistic choice. Presumably the enemies will eventually also have the lower framerate, though I don't know what his intentions are with it in the future.
@trapshooter
@trapshooter 2 жыл бұрын
You should consider creating ziplines that work similarly to rails. So Gaby would hang from them and move through large open spaces like between buildings. Keep up the great work, the new momentum based movement is looking really awesome
@tormint5294
@tormint5294 2 жыл бұрын
EDIT: nevermind you already created access to everything I proposed with the combat dodge. The combat system seems very epic 👍 It'd be cool if her attack was an attack where she throws herself in one direction by using here scifi legs. Maybe her boots can push out energy to help her lunge in a direction, going in for an attack even while in the air (but only once per airtime). Or her boots have some kind of rocket propulsion that she uses to do a superman-ish flying punch for 1 or 2 meters also only usable once per airtime. I think having her attack be something more unique than a roundhouses kick, especially when her gear is looking so interesting, could go a long way. Also an attack like a lunge or flying punch that also acts like a short distance dash, usable once per airtime, could be a very cool advanced tool for the movement of this game. It'd be a shame if her attack doesn't play into her movement or add to it.
@kamron4825
@kamron4825 2 жыл бұрын
The shoutout to your dad and showing that you asked for help was really cool! I feel that not a lot of people show that they ask for outside help and instead say "I figured it out" It makes it all seem more doable because Physics and Maths is also the bane of my existence Also I've been following this since the first devlog, I love to see the progress!
@nikolatesla5308
@nikolatesla5308 2 жыл бұрын
The game is at very early stag. But it's great to see the whole process and being of something great. Good Luck bro
@RevJ7
@RevJ7 2 жыл бұрын
I love seeing the development. I think 1 small issue I would change is the camera when sliding underneath something. It would be better if when sliding, the camera kind of leaned back/down, and when you slider under something, it doesn't look like the camera hits the wall and then teleports to the other side. It would follow the character under the wall and then revert to it's position prior. I think this would make it look much smoother.
@gamelr418
@gamelr418 2 жыл бұрын
I just want to mention that you probably have the coolest father ive ever seen. To be so supportive after all this time and even help you to develop your game. I think your father is a champ! 😊
@lev_n
@lev_n 2 жыл бұрын
Love the devlog, I don't really get the time watch twitch that often so I usualy just get snitbits from the devstream so I really love seeing these devlogs to see how much progress is actualy happening (Wow I missed out on a lot of stuff)
@nicova2944
@nicova2944 2 жыл бұрын
Tiddys ✅ Neko✅ Insane movement ✅ Creator that actually listens to community feedback ✅ Can't wait to play
@xMarrilliamsx
@xMarrilliamsx 2 жыл бұрын
These breakdowns are so awesome and appreciated. I love to see how much this has evolved over time and where it's going. :)
@MrShkolololo
@MrShkolololo 2 жыл бұрын
Raymond, i'm so glad that you prioritize gameplay over other aspects of your game and spend much time on movement, your main game mechanic. It's a joy when just player movement gives you both relax and challenge.
@banquo
@banquo 2 жыл бұрын
I saw someone else mention this as well, but I feel the combat (in its current state) doesn't really mesh well with the rest of your mechanics. All momentum is lost as soon as you enter combat and it feels like the game comes to a jarring halt when this happens. Perhaps a solution to this would be to have combat that can be performed while on the go? you could also perhaps link it back to your momentum system, with higher momentum doing more damage than lower momentums would. Maybe you could also use certain moves in combat to allow you to regain lost momentum? Similarly to how in a game like Sekiro, you could regain some health when performing an execution, perhaps you could have a kick execution that pushes the player forward off of the enemy once they are defeated? Alternatively, you could have some of the physics objects, such as the cubes, carry momentum, so when they hit an enemy, they could cause damage relative to the momentum they were travelling at. I've really enjoyed watching your dev series and I'm looking forward to seeing what comes next 👍
@viridian8786
@viridian8786 2 жыл бұрын
double flying kick would be a good start
@fernander7826
@fernander7826 2 жыл бұрын
Its good to see you getting the views you deserve. Ive been following you for a long while now and your game has come a long way from that little test room you made a while back. Cant wait to continue to watch the development, Keep up the good work and much love
@turtlehub2731
@turtlehub2731 2 жыл бұрын
a homing dash attack that bounces you up after you hit would be cool. Like the ones in the 3d sonic games.
@indiealch5524
@indiealch5524 2 жыл бұрын
This is so cool dude!! I saw some devlogs a while back, and I'm just now revisiting this and I'm amazed at how much it has grown can't wait to see the final result of all your hard work!!
@llechium
@llechium 2 жыл бұрын
I love all these changes so far. I also like the new colors and animations on Gabby, especially that double jump animation. Really good work!
@lawrence9713
@lawrence9713 2 жыл бұрын
havent seen your videos in a long time. big improvement. awesome new animations, much better feeling.
@xantishayde-walker4593
@xantishayde-walker4593 2 жыл бұрын
DUUUUUDDEEEE! I love the progress you've made with the game. It's looking friggin' amazing! I'm glad you put the melee combat back in and got that dodge roll in there, looks pretty sweet! Also, props to your Dad for coming in clutch and helping you with the Physics/Math stuff. Go Dad!
@GrahamOfLegend
@GrahamOfLegend 2 жыл бұрын
This is looking so cool! It's giving me Jet Set Radio / Sunset Overdrive vibes. LOVE movement fluid games like this - keep it up!
@HaloWolf102
@HaloWolf102 2 жыл бұрын
I really like the Parkour inspired mechanic where you jump multiple times. It looks like she is actually using her arms to gain height after her jump.
@obnoxas
@obnoxas 2 жыл бұрын
Wallrunning irl is based around pushing up and forward against a wall with momentum and friction and stuff, it's pretty easy to get a short wallrun going! -some wannabe parkour catenby
@k5hi59
@k5hi59 2 жыл бұрын
Wow! Haven't seen a vid in over a year and holy crap you have progressed the game so far. It's looking awesome.
@Nicknater
@Nicknater 2 жыл бұрын
You've done such an amazing job with his game. I love so many things about this devlog, firstly the style of the video is just amazing they are so interactive and engaging. Secondly, the advancements you have made in the game is fantastic such great developments. Basically what I'm saying is, you are doing an amazing job and I wish you the very best of luck for the future of project feline
@rjeyjasx
@rjeyjasx 2 жыл бұрын
I haven't seen one of these videos in years, the gameplay and aesthetic look so much better now! it's crazy how far you've come from designing her tail to this
@xanderwill8237
@xanderwill8237 2 жыл бұрын
The game is looking amazing, Raymond! To those that say the combat looks slow and takes away the momentum, then I think you've got the point. If you've looked at the level design, you're only "attacked" when you go the lower paths in the level. I was watching Raymond design one of those levels on a stream and he mentioned that if the player goes the wrong way or misses a critical jump, they would be presented with enemies to fight. Since the bio for Calder mentions that Gabi is a "feline human fugitive," I think it makes a lot of sense to keep moving fast, but if you make a mistake, then the police would catch up to you and you'd have to battle them off. Def getting Jet Set Radio vibes with that and I like it. The momentum attack suggestions could be used for obstacles like drones, but I like the idea of the physical combat slowing you down.
@gabobo
@gabobo 2 жыл бұрын
All the work you've put in this game is shaping it up to be an amazing thing
@Malysitos
@Malysitos 2 жыл бұрын
Ah, Metal Gear Rising’s ninja run/vaulting meets Jet Set Radio’s rail grinding meets Titanfall’s wall run and ledge grab. Lookin’ good
@jesustyronechrist2330
@jesustyronechrist2330 2 жыл бұрын
I think all of your main key issues can be simplified this way: If you're ever stuck in not knowing where to go or what option to pick: Keep in mind what the FEELING is that you want to evoke in the player and then built the game to MAXIMIZE that feeling. It doesn't necessarily matter how you envoke it, but it has to be clear. The player should not be confused what they game is trying to do. So for your game, you want to envoke a feeling of going fast. Feeling of playing as someone who is moving like water, with style and professioncy. Now, you just brainstorm for ideas that would maximize these feelings. The funny thing that happens now, is you'll come up with ideas you'd never would've thought about doing, something once completely irrelevant or stupid now makes total sense 'cause it aids in envoking this certain feeling.
@TheRoadTraveledByFew
@TheRoadTraveledByFew 2 жыл бұрын
Hey man I stumbled upon your initial videos developing THIS game a few years ago. Nice to see you've made this much progress! Not gonna lie the movement in this game is starting to look pretty sickkkkkk. I think many people underestimate how crucial movement and controls are when it comes to having fun in a game. I think you're on the right track for sometin amazing. Also, last thing, it's pretty inspiring seeing you've done this whole thing in Blueprints.
@Kyrious
@Kyrious 2 жыл бұрын
She should auto vault over things mid air too which imo should be a Kong Vault. Since it's a momentum game, you may vault really far and just get to another vault-able obstacle. Where a kong vault would look really nice, and very fluent.
@Kyrious
@Kyrious 2 жыл бұрын
A boss idea you may like is boss that chases you and has a force field preventing damage, so you need to run, avoid attacks and get to specific interaction points that can remove the force field from the enemy and let you deal damage. (Something like an EMP.) With boss phases, and great level design, I bet this would be a fun boss if you like the idea. You could have a phase where the tables turn and now you're the one chasing it to get it to fight you as well.
@tahuonefiveseven7422
@tahuonefiveseven7422 2 жыл бұрын
Re the auto vaulting system: Having the vaulting be automatic is making the game play itself a little bit. I think it would actually be pretty fun to have to time the vaults just right, almost like a rhythm game.
@TheAznKyubi
@TheAznKyubi 2 жыл бұрын
yesterday i finally started learning character modeling after putting it off for a couple of years, and i remembered your devlogs so i was re-watching some of your initial devlogs on this project as reference, so wild that you posted this today (:
@ironcomics99
@ironcomics99 2 жыл бұрын
bro this movement system looks like it has so much flow im excited
@m.ubaidaadam
@m.ubaidaadam 2 жыл бұрын
i adore Titanfall's movement mechanics so seeing it in other games gets me excited!
@brickabang
@brickabang 2 жыл бұрын
I really like Titan falls movement system, that’s why it’s one of my favourite shooters. Having it in this game is pretty cool
@matthewmcfarland3102
@matthewmcfarland3102 2 жыл бұрын
Great work! The game looks so much better than it did before and I can see it being so much fun! I can't wait to see what you add next!
@Hot18Shot
@Hot18Shot 2 жыл бұрын
Massive respect for taking on the daunting task of reworking the entire core of your game because you felt it could be improved. Now the overall game will feel more responsive and improve the rest of the sandbox. Great stuff!
@DandiDelight
@DandiDelight 2 жыл бұрын
I feel like adding a city skybox underneath the storage containers that gabby runs on would help further develop a world vibe for the game compared to the white sky that currently occupies that area
@joshuachenault5171
@joshuachenault5171 2 жыл бұрын
Good stuff man, had a blast playing through the pre-alpha for half an hour. Love movement games like these!
@bodick_
@bodick_ 2 жыл бұрын
Ahh so great to hear from you again! :D Thanks for the update, and I'm loving the momentum-based movement!
@donut2ninja
@donut2ninja 2 жыл бұрын
So happy to see this game is still being worked on
@zacozacoify
@zacozacoify 2 жыл бұрын
Nice work! I appreciate the dedication to rebuild systems and make them more fun, congrats on working through the problems.
@Jacob_Animates
@Jacob_Animates 2 ай бұрын
Been a long time since I saw this and your still going. This is amazing
@NatiCartoons
@NatiCartoons 2 жыл бұрын
Waw Raymond! You always show good stuff. The project is amazing ! Best wishes and good luck with everything !
@whaitjeezus6734
@whaitjeezus6734 2 жыл бұрын
YESSSS. Momentum based movement was something I've been hoping for since the start!
@smittz_
@smittz_ 2 жыл бұрын
extremely glad to have been there for The Tendies Incident - this game's been making some stellar progress! o7
@printchannel_name3371
@printchannel_name3371 2 жыл бұрын
Nice to see your still sticking with the game.
@AxioMunk
@AxioMunk Жыл бұрын
May I suggest: When Gabi moves, her momentum transfers to her kicks in combat. So this would prioritize less enemies coming at her, enemies having health bars, and for Gabi to keep moving even while in combat. The more speed she has before a kick, the more damage she does, and this could scale with different moves in combat- like a Gabi with enough speed could do a breakdance kinda kick that defeats all enemies in an AOE.
@3-for-7
@3-for-7 2 жыл бұрын
Your devlog is so inspiring
@arezoa
@arezoa 2 жыл бұрын
I'm incredibly excited for this update it changes the whole way speed running and playing the game works now in a good way. Now truly we'll be able to see some insane speed runs.
@davidduong1372
@davidduong1372 2 жыл бұрын
Wow! This already looks so amazing!
@chronologicDev
@chronologicDev 2 жыл бұрын
this game looks very promising , im just someone else starting in the indie game dev department! anxious to see the next blog
@SpringySpring04
@SpringySpring04 2 жыл бұрын
I'm so excited for a new devlog episode!
@lucasbosco3473
@lucasbosco3473 2 жыл бұрын
This game has come a long way and you're doing a great job as always man! my 2 cents on mechanics suggestions would be: -it would be cool if you could implement a diagonal wall climbing feature, when she's climbing if you don't move the analog stick to any direction she just moves up but if you change the direction she could cliimb diagonally or just wall run to the side. if she's closer to the edge of a vertical wall she could use it to boost herself or get into that place.
@lemongummy7047
@lemongummy7047 2 жыл бұрын
nice jacket the game is looking really awesome btw! impressive amount of work on those movement!
@bamfyu
@bamfyu 2 жыл бұрын
This movement looks soo fun, can't wait to play the new build.
@sobasfake
@sobasfake 2 жыл бұрын
something that apex and titanfall have on its movement is the jumping while crouching (it can make you do bunny hop, and on titanfall its the best way to travel from side to side of the map) also the vault in the game you could upgrade it and have it like on titanfall and apex with the superglide (after making the vault you press to slide and that gives you a big launch)
@antoine8611
@antoine8611 2 жыл бұрын
Congratulations on the new movement system, I played all your builds and to be honest, I always felt like the movement was a bit stiff and weird acting at times until now but this new one felt really great! One issue I still noticed is the possibility of spamming jump when wall riding to get height faster than by climbing (which does not always work when we fall onto a surface with the intent to climb it) but apart from that, I would say this is a major improvement and you are definitely heading in the right direction. Visuals are already looking really good, especially Gabi animations!
@btarg1
@btarg1 2 жыл бұрын
For springboarding and vault boosting you should use UI elements a bit like a quicktime event to show when to time the button presses and what to press
@cansadrigamerd9584
@cansadrigamerd9584 2 жыл бұрын
damn its is looking good now. I'm proud of you man. [And yea I would like to see that every levels at least have some moving parts can lead to interesting results].
@corsaire-0
@corsaire-0 2 жыл бұрын
Well, that is a looooot of things. Man, i'm very excited with this game
@theraaaa
@theraaaa 2 жыл бұрын
Oh wow, you got a lot more charismatic since i stopped watching your devlogs a while ago. Idk why but they just didnt show up in my recommended for a while. Glad you're still on creating this gane
@ojdafinone2091
@ojdafinone2091 2 жыл бұрын
This has improved so much
@averygillman4838
@averygillman4838 2 жыл бұрын
As someone with a parkour background, I think multiple vault animations and combos (like kongs, reverse vaults, dash, etc)would add some nice visuals, rather than just a speed vault over and over again. (Also fun fact: ledge grabs in parkour are actually called cat leaps, and kongs are sometimes called cat passes, oddly fitting)
@hi_its_jerry
@hi_its_jerry 2 жыл бұрын
oh man this build looks soooo fun! keep it up Raymond :D
@StarWarsNerd1465
@StarWarsNerd1465 2 жыл бұрын
This looks sick, i love movement in games and this is perfect. Im playing the game the second it comes out.
@ProjectShinkai
@ProjectShinkai 2 жыл бұрын
I love seening your progress. Indie game development js so hard. Respect for anyome able to finish it.
@njs-tv6565
@njs-tv6565 2 жыл бұрын
so glad to see someone making the kinda games i wanna make with visual script! ive been learning Unity Bolt and you give me a nice boost in inspiration! see you on twitch!
@Alex_Howe
@Alex_Howe 2 жыл бұрын
The movement system is looking soooooooo much better! I love momentum-based games :)
@edward3190
@edward3190 2 жыл бұрын
you need some particle effects, such as, sparks when her shoes scratching metal surface, explosions when she touch the glowing balls, volume shadow when she fly in mid-air.
@mr_indie_fan
@mr_indie_fan 2 жыл бұрын
Cool project, cant wait to see more videos on it!
@ayam9752
@ayam9752 2 жыл бұрын
Great video Raymond! Enjoyed it a lot as usual :)
@DolphinDev
@DolphinDev 2 жыл бұрын
Love the visuals of the game! Awesome
@waokicostra
@waokicostra 2 жыл бұрын
Wow this gets me really excited for the future of this game. Updating the movement at this stage of development might seem pointless but if necessary then better to do it now than rather later before things get more complicated. love the videos. Might need to get a hoodie on hoodie lol
@jupitersky
@jupitersky 2 жыл бұрын
Ah man, it's been so cool watching this project from the very beginning! I would like to see you work more on the melee combat system though, it would be cool if you could smoothly jump and kick into an enemy out of a roll, or a way to kick in the air that is sort of allows you to use enemies like a springboard. I can't wait to see where this goes, good luck!
@benmeuker4921
@benmeuker4921 2 жыл бұрын
even from the short clips in the video, the movement feely a lot more dynamic. Previously you could almost see the state-machnie of running, wall-running and sliding.
@sloogadude840
@sloogadude840 2 жыл бұрын
I played the build and it feels amazing with the momentum system, great job! :)
@RiddlerGingerBoy
@RiddlerGingerBoy 2 жыл бұрын
Automatically liked for using CC's theme from Code Geass. You sir, are a man of culture.
@pedrohenriqueboscofi
@pedrohenriqueboscofi 2 жыл бұрын
I really like the movement more now with momentum conservation, and the roll looks good for quick change of momentum. One thing that now seems wrong to me is how changing drastically the vector of movement won't lose you much momentum, like transferring almost 90 degree to the movement vector still carrying all or almost all momentum. (like when snaping on a rail or wallrun)
@thomasfenner7328
@thomasfenner7328 2 жыл бұрын
This is really starting to shape up as something great, my only critique would be personally I find the anime toon shader on the character a little jarring in contrast to the realistic environment. I think it would be pretty cool if u could make the environment look like a piece of drawn art or with toon shading compared to the generic 3D blocky look.
@davidwave4
@davidwave4 2 жыл бұрын
I hope that’s what he meant when he said he’d try to fix the game’s aesthetic/vibes.
@anbagames
@anbagames 2 жыл бұрын
Game Credits: Special Thanks Dad Jokes aside. I really like the verticality. The Ledge Grab also looked like it could be perfectly combined with a climbing mechanic before - it just fits together perfectly
@SignalRaptor_
@SignalRaptor_ 2 жыл бұрын
I'm not sure if you mentioned it as part of the movement system, but the titanfall movement feels so fluid and unending because every time you jump off a wall, you gain a little bit of speed. I suppose with the rails that might make movement too available, but you also lose momentum on walls quicker than running, on op of the fact that you could make it an arc, where you slowly slide down the wall. The animation feels jumpy, but that's probably something on the back burner to make things more fluid. If you made it so during a melee attack, you drifted slightly in the direction you were moving, that would also be preferable.
@theblasteffect4499
@theblasteffect4499 2 жыл бұрын
This is the second time I got this video in recommended. I'm convinced this is a good video.
@7411y
@7411y 2 жыл бұрын
My god, frame-independent physics! You outdid the entirety of the Dead Space team!
@tjgodofchaos3186
@tjgodofchaos3186 2 жыл бұрын
I love it, looks so much better than the old movement system, much more fluid
@phybrix1459
@phybrix1459 2 жыл бұрын
Yeah, I love Titanfall because of the variety of movement and weapons
@Sharkfurter
@Sharkfurter Жыл бұрын
I would look to Overgrowth and Mirror's Edge for assistance with your combat. As it is now, it slows everything to a crawl and doesn't really look satisfying or fun. You don't want to throw in combat to your free running/parkour/platforming game and make it feel like an afterthought, like a chore to the player that just exists to slow down the movement. Overgrowth for example lets you build up lots of speed by jumping and drop kick people hard enough to kill them instantly. You can also parry enemy attacks and throw them around. Mirror's Edge focuses on lots of martial arts style grappling, as you play a free runner, not a fighter. Gabby in this case has giant robotic legs, so I'd keep your combat focused around that. Add in a drop kick when you jump, let the player kick enemies while sliding to knock them flat, let players parry enemy attacks with a two leg takedown or something, a roundhouse kick could deflect projectiles back at the attacker, add a high kick that lets you bounce enemies in the air. This could lead to a neat combo system where you're about to enter a group of enemies and can satisfyingly use all your moves to deal with them instead of mindlessly kicking--you jump off the wall and drop kick one of them, slide into another and knock them down, you kick one into the air and then kick them away as they fall back down, the other begins to attack and you parry them.
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