I FEAL LIKE THE SPEAR WOULD BE PERFECT MOVE FOR GABI
@IAteYourCookiez11 ай бұрын
I was so sad that I missed it last time
@sebbes33311 ай бұрын
*@Raymond Cripps* 2:57 At first I thought like this comment, but after seeing the final product, I think it is much better than expected AND it adds to the game play, Great work! :D (I leave this comment up, in case it give you any ideas or anything.) Hi, I don't think melee combat is right for this type of character. Her abilities is mostly speed & wall-run, so from her perspective as a character, how would she use those abilities to defeat a foe? (assuming foe has no abilities, except armor/HP). She would use the abilities to stay out of reach, while trying to deal damage. Using melee combat would break that, as it doesn't really use her ability. If she would pick a weapon, I think it would need to be a ranged weapon (not a sword/knife/etc..), NOT require careful aiming (not a sniper rifle, etc.), while dealing decent damage... To me, that sound like an AOE weapon, probably some kind of hand-grenades, or grenade launcher. Alternatively, she could use some kind of auto-deplorable sentry machine (easy to make boring game-play here), set up in hard to reach spots. Alternatively, the theme could go more towards espionage, so her mission is to deploy magnetic cameras in mission-critical areas to give the rest of the team vision. Or go more towards the Mirrors Edge game...
@aaronplays_11 ай бұрын
I think your problem might have been already solved by Ghostrunner and Severed Steel.
@noer-tap11 ай бұрын
The game looks so much more smooth & I’m excited to see what else is in the works!
@untapped877611 ай бұрын
You should 100% call the homing attack in this game the "Pounce" attack.
@cy4n_knight_q811 ай бұрын
PAWnce
@philiphunt-bull581711 ай бұрын
RAWR X3
@TheTickyTickyTicky11 ай бұрын
uwu
@chloewebb552611 ай бұрын
And she could have animaiton frames curling her up into a semi-balled-up pose with her "hind legs" forward, with one a bit more forward than the other for style. That way it doesn't just feel like a sonic Spin attack from that Sonic 2.5D game made in the GZDoom - which is an awesome game and everything, but I feel like she needs to keep it cat-like and stylish
@marfit7711 ай бұрын
I think then it would make sense for her to do a mid air jump via thrusters or something and use the enemy as some sort of springboard in the animation
@sevdev11 ай бұрын
Each day we get closer to Sonic.
@mino00011 ай бұрын
fr
@apollogeist851311 ай бұрын
Convergent evolution. All movement-based platformers approach Sonic at infinity.
@Robyamdam11 ай бұрын
if it ain't broke
@monalystt11 ай бұрын
I knew I wasn't the only one who thinks that
@benjoe199311 ай бұрын
Yeah, was thinking the same. Though just looking at it and how much consideration went into rebound output and momentum preservation, he put more thought into it than most of the 3D Sonic game designers :D
@CloverCrage11 ай бұрын
So I wonder how much longer will it take for Raymond to realize he's just making a Sonic game with an OC :D
@Luluskuy11 ай бұрын
😆
@trustytrojan11 ай бұрын
yeah but better than sonic fr
@ultimaxkom872811 ай бұрын
@@trustytrojan RIP
@Gracosef11 ай бұрын
3D Sonic if it was actually good
@launcherx204411 ай бұрын
@@Gracosef I bet you've never touched a 3d sonic game
@orangeiris6411 ай бұрын
This is quickly becoming the 3d Sonic game I've always wanted
@SpeedyGwen11 ай бұрын
exactly !
@alfonshedstrom985911 ай бұрын
First comes Pizza Tower which is better at being a 2D Sonic game than a 2D Sonic game, and now Project Feline is better at being a 3D sonic game than 3D sonic games
@ragnose111 ай бұрын
try sparks 3
@thirdeye44011 ай бұрын
@@alfonshedstrom9859 Pizza Tower plays nothing like a Sonic game, just because it's speed based doesn't mean that it is Sonic or it's comparable.
@SwerveStarEx10 ай бұрын
@@alfonshedstrom9859 TBH Pizza Tower is closer to Wario Land 4 but with the addition of a momentum system. At this point comparing it to an existing game is doing it a disservice.
@Trekiros11 ай бұрын
Since Gabi spends so much time wallrunning, my first instinct would be, this is where the enemies should be as well - stuck to the walls
@makavoxel11 ай бұрын
Yep I had same thought. Good call.
@darksunrise95711 ай бұрын
Problem with that being that she can't climb up or down walls. So if you want to hit an enemy on a wall, you have to make sure to hit the wall at the exact right height from the start of the wall run. An alternative would be to add a feature where she can lock on and climb/descend to the enemy's height, but that might break verticality limits.
@michaelfloodine11 ай бұрын
if you wanted action arenas but don't want combat "stuck to the ground" could always put combat focused sections in a downward slide loop, walls and floors Hanna Barbara animating while you slide around bonking baddies. Sure would probably add some coding to the enemy logic to fight when freefall/sliding but it'd be how you beat em up battle in motion.
@lingeringforce626411 ай бұрын
mine was, put them in the air, make enemies into bridges to cross gaps or turn corrners, turning what was a speed bump into a corner cut
@Trekiros11 ай бұрын
@@lingeringforce6264 Ohh, that's good. Reminds me of flying koopas in mario - making the enemies part of the platforming and part of the movement, rather than just obstacles. Love that.
@RandomProduct11 ай бұрын
In regards to player control, it might be helpful to have Gabi target the nearest target *that her controls are pointing towards*. If you're trying to go to the left, but the nearest enemy is to the right, attacking the enemy to the right might feel like the player doesn't have the control they want
@EmiWi11 ай бұрын
maybe it only prioritises the enemy that's further way on the left if you are actively pressing a key toward that direction as you press the attack key
@ConcavePgons11 ай бұрын
It would also be nice for it to consider if the enemy is visible onscreen too.
@lilucario234211 ай бұрын
This, 100%. And maybe even a homing reticle so the player always knows which enemy is targeted? coughsoniccough
@kveller55511 ай бұрын
Something like that would go a long way. I remember getting extremely pissed off at Genshin Impact characters using their strongest attacks against the small goon next to me (that wasn't even on screen) and not the big guy I was actually looking at.
@MrSofazocker11 ай бұрын
Yep, that's how they did it in Arkham Knight. Raymond, apparently doesn't do any research, judging from him raw dogging everything in Blueprints, and him being oblivious he's making a Sonic game with an OC. Oh btw. Akham Knight have a GDC talk about their "sticky" animations. It'S exactly what hes trying to build here... but fails miserably. He could literally just implement proven research papers on the topic and be done with it... but hows got time for that am I right? It's more fun to reinvent the wheel.
@Pufftarot11 ай бұрын
The genre of this game is slowly becoming "Sonic-like"
@BlueShellshock11 ай бұрын
Hey, if Freedom Planet can make a 2D Sonic callback, then Project Feline can be a 3D Sonic callback.
@orangeslash166710 ай бұрын
@@BlueShellshock It says on Steam that it's a collect-a-ton, so it might more closer to Banjo Kazooie or Mario Sunshine????
@bomberman929610 ай бұрын
@@BlueShellshock spark 3
@mistyLmistake11 ай бұрын
The magnetic shoes should be the thing pulling Gabi into the enemy
@Romashka_Sov11 ай бұрын
Oooh, and it can be an upgradable thing players get in the start of the game!
@Dogan_TM11 ай бұрын
I'd thought of them having like... idk, thrusters to justify her dashing. Dive kicking around and all that.
@ED-gw9rg11 ай бұрын
It can be a whole combat kick too!
@Leekodot1511 ай бұрын
Funnily enough, I have an OC of my own whose homing attack of his own actually comes from a magnetic strike. ...Admittedly, I based him off the shield abilities in the fangame I imagine him being in (SRB2) but hey.
@timeless828511 ай бұрын
This would be cool, and the color or intensity of the lights on the shoes could change to reflect the change in magnetism.
@janmagtoast11 ай бұрын
It's crazy how someone can make a sonic like homing attack without mentioning sonic once. It really fits in with the gameflow though, I must say that
@MrSofazocker11 ай бұрын
Yeah, it's nearly as if he thinks its his own idea, or wants people to think it was.. lmao this series is just funny to watch, been here for like 2 years at least... still pretty much at the same point. (Mind you he started over 5 years ago with this game)
@janmagtoast11 ай бұрын
@@MrSofazocker yeah same, i've been here since the start of the remake. perfectionism is a curse. but also if he has fun doing this and can survive on the money he makes, sure why not.
@AG-cd2it10 ай бұрын
@@MrSofazocker Game dev isn't easy, and people are allowed to take inspiration from existing ideas. Basically everything humans create is derivative in some way. And for all you know, he did think of this move on his own.
@minganmorissette11 ай бұрын
I feel like a kind of dive kick or kicking dash animation would look really nice for the homing attack, instead of a sonic-esque ball. You could even make it look like she's jumping off enemies when she bounces off them. I think it would make sense for her to use her legs considering that's her cybernetically enhanced part.
@Ryuufu11 ай бұрын
Have you considered adding a momentum requirement for the dash attack? It looks really cool when you did from sliding on a wall, and such, but looked kinda cheap when just moving on ground and spamming jump and dash. It would promote building momentum to be able to defeat enemies, i think. Anyways, great job, looks great.
@Palochii11 ай бұрын
Yea it does look kinda awkward when it's coming off a slow run up to the enemy, it would probably be less jarring if the dash speed was affected by her momentum too (or distance? Whatever feels better). Maybe I got it wrong on this and that's already how it works, but defeating enemies should probably also reward the player by giving more speed off rebound instead of just returning to the previous one, otherwise people will still avoid enemies anyway since it's a game about going speedy instead of killing enemies.
@MrSofazocker11 ай бұрын
@@Palochii Well, if an enemy moves as fast as Gabis dash, you'll be a homing missle tracking the thing for 5 seconds in the air, lmao. A dash is a dash.. It goes in a straight line. If the target moves, you should shoot in the direction where the target will be, when the dash is finished. But oh no, then you would have to calculate the ballistics and deal with quaternions, oh no!..
@AnglesSol11 ай бұрын
It would be cool to have multiple poses each time she attacks. One is her in a ball, another one is a pounce, another a kick and just make them cycle randomly.
@pacifico499911 ай бұрын
Have a combo, like first is her in a ball, then a kick, then a kick with the other leg
@lonelylama522211 ай бұрын
A ball? So just sonic then?
@AnglesSol11 ай бұрын
@@lonelylama5222 Not a literal ball, just curling up into one like in the video, but yes.
@MrSofazocker11 ай бұрын
@@pacifico4999 Raymond is probably to brain dead to implement Input buffers hence combos wont be a thing. lmao
@szlafrok464811 ай бұрын
Overall great work as always, however I think you should also add an attack that utilises slide movement. For example, if you slide under an enemy it kills him. It goes with the flow of the gameplay, utilises player's movement and doesn't slow us down, while being rewarding. I think it would be simply satysfying to slide through a group of enemies, blowing them up while maintaining momentum and the combo.
@RaymondCripps11 ай бұрын
Forgot to mention it, but the slide does indeed damage enemies!
@fetrigon11 ай бұрын
Hello, love your work! I would HEAVILY recommend referencing the game Sanabi when it comes to integrating combat with momentum based platforming!
@szlafrok464811 ай бұрын
@@RaymondCrippsthat's super cool! Keep up the good work man, your game looks absolutely amazing!
@justastream852211 ай бұрын
Can't help but admire the lighting of unreal, even your placeholder level looks gorgeous.
@robinfloof10 ай бұрын
That is among unreal engine's many strong suits, their graphical engine is amazing even with minimal work
@Kooczsi8 ай бұрын
the bad thing is that unreal takes up a lot of space compared to other game engines, even including projects themselves@@robinfloof
@robinfloof8 ай бұрын
@@Kooczsi that is definitely true, however in some cases it's a price to pay for good graphics
@LavenderRex770511 ай бұрын
You making it so that the homing attack doesn't just make you lose your flow and instead carries your velocity basically fixes the issue sonic adventure has with it's homing attack. Great stuff!
@KyuuDev11 ай бұрын
It would be cool if her attacks were spin dash-like but instead there are boosters in her legs so she can focus more on her kicks or maybe something like gravity rush were she hones in on an opponent and uses her momentum to deal more damage
@Claritism11 ай бұрын
Literally what I was thinking.
@psyonide139411 ай бұрын
The preserved momentum from before the homing attack solves my biggest gripe with Sonic. This game looks so sick.
@ZeroTheorie11 ай бұрын
Man's reinvented 3D Sonic, no way (seriously though, I was losing my shit watching you slowly rebuild 3D Sonic combat almost beat for beat while seemingly being unaware of it)
@krevetka974411 ай бұрын
My first thought when you said about combat was "Blade Kitten" right away. Because Gabi and Kit share the vibe! Food for thought: *Right now Gabi is the only actively moving thing in the game* So the obvious step would be adding enemies which run/fly and actively chase you while you're platforming to set the gameplay in motion and bring life to the levels. Proactive enemies is what begs to be added in my opinion. Teaching them to wall run would be extremely tediouis due to all the pathfinding work, its impact on gameplay is way too unpredictable and it will generate countless bugs 100%, so it's off the table. Simple flight would be enough. Helicopter enemies? Jet-drones? Rockets maybe? *Same lack of motion goes for the environment* Flying cars passing by, construction cranes moving containers, elevators going up and down. Anything really. Platforming requires MOAR platforms :D *"Push and Pull" or "Rope and Stick" logic* Grab and throw, push and pull, dive and rise. Roller coasters are fun for a reason. Right now the only way of interaction with enemies is the homing attack as the first step. Naturally, this makes player gravitate towards any enemies they see (aka pull yourself towards, rope-type of interaction). Making some things dangerous for this behaviour will add the opposite emotion (avoid something, jump out of explosions, dash from attacks, save your fluffy little ass via pushing things away, stick-type of interaction). P. S. Make sure you make the game YOU like. All our feedback and suggestions are just that. Players don't know what they want most of the time and just beg for feature creep. Don't fall in that pit. This game is beautiful already. Follow your vision and it will be gorgeous.
@kukukachu11 ай бұрын
My advice to you is to check out Spark the Electric Jester 3, but also look into the speed running techniques. I believe you'll learn that beating levels faster can in fact be fun. Breaking the game is half the fun, especially when the game begs you to break it.
@elfrangofrito11 ай бұрын
I personally really dislike Spark 3's combat. The attacks and combos are well made, but they completely delete all of your momentum, so the combat moves are completely unviable to use during platforming. Every time I have to fight enemies, I feel like I'm suddenly playing a different game. The combat and platforming are mutually exclusive in execution.
@kukukachu11 ай бұрын
I could see that argument, but what about locking on to the smaller enemies?@@elfrangofrito
@elfrangofrito11 ай бұрын
@@kukukachu The Jester Dash works pretty much the same way as the homing attack in most Sonic games, and Project Feline's homing attack doesn't seem to do anything very different from Spark 3
@kukukachu11 ай бұрын
you didn't check out the advanced techniques did you?@@elfrangofrito
@elfrangofrito11 ай бұрын
@@kukukachu I'm not sure of what you're talking about
@Wonderhound11 ай бұрын
Like the combat reminds me alot of the Gravity Rush games
@DarenKajiWolf11 ай бұрын
AND Sonic
@Josh-hl8jl11 ай бұрын
There's not a lot of games that focus on fast movement action games like sonic. Glad to see this game is slowly becoming sonic.
@omeganappie11 ай бұрын
I think giving Gabi a sidearm isn't a terrible idea. That way she can clear out enemies from a distance with the press of a button without compromising any of her speed. All you'd need to do is keep the homing properties, but turn it into a projectile
@thetidelines-h5i11 ай бұрын
Seeing the homing attack made think of the fluid motions practiced by the Spidermen in Insomniac's games. The entire time I was just imagining Gabi doing flips, tricks, pounces, twirls, airborne poses and whatever randomly-cycled eccentric gymnastics after pulling off a homing attack and rebounding or just jumping into the air. Personally? I'd like to see something like that get implemented, but boy do I know that'd be a real pain to get through. Incredible work as always, Raymond!
@RedzeeTV11 ай бұрын
Perhaps a fairly sized circle crosshair that you aim at targets you want to dash at. When in range of a target, the crosshair changes colour or bightens. This adds higher player control and skill ceiling.
@boomkruncher325zzshred511 ай бұрын
That looks really cool, I can also see it possible to include a “super pounce” where if you build up a momentum “gauge” (determined by X time spent at whatever max momentum is), you could home in on an enemy, grab them, then go into a bullet-time to blast off the enemy’s back in a straight-line super dash, with much higher momentum than normal. You’d have a brief second or half-second to aim where you go, but I can see skilled players blasting past stuff regular/first time players would have to work through normally. Gabbi’s a cat, give her a Pounce!
@lievenpetersen11 ай бұрын
I think the reticle mechanic some people are suggesting is really just a sign that choosing the closest target can be un-intuitive. I personally would expect to attack the target that is closest to my view vector. Maybe even excluding targets that are outside a certain cone.
@TheDoomLordd11 ай бұрын
Sonic's Homing attack but with better consideration to preserving movement and making it a feature that supports the overal movement!
@aluzion26168 ай бұрын
Bro invented Homing attack from Sonic The Hegehog !
@lawnmower1611 ай бұрын
Man, the video is ending and I'm legit sad it's over. I would love to see more devlogs, and i can't wait to play the game!
@zerosight897611 ай бұрын
I haven't seen these videos in a while, and I'm lucky I did. Still looks as good as when I first saw it. Keep up the work!
@Overground1711 ай бұрын
Homing attack is a great addition, but I think there should definitely be a bit more combat-movement mechanics to set it apart from being just another sonic clone. Some potential ideas: - A fast-fall/slam attack that could lead into either a slide or rebounding jump - An uppercut from slide that gives you burst vertical movement from the ground - Follow-up/alternate attacks as the homing attack lands, such as inputting jump to kick and enemy downward and gain more height, inputting crouch/slide to "ride" an enemy down like a skateboard (also potential for an enemy jump explosion? or rail interaction where you cut an enemy in half and continue riding the rail), or neither for the standard homing attack - "Hijacking" a flying enemy to use as a glider and jumping off/discarding them shortly after
@mintycups11 ай бұрын
You should really consider adding a reticle to the target of the attack when it's in range, so the player can tell when something is being targeted and what is being targeted.
@JetSetDman11 ай бұрын
this video randomly popped up in my recommendations and as sonebody who fucking ADORES movement games, i was hooked in a matter of seconds. super excited to see how this shapes up in the future!
@CaptainMolis11 ай бұрын
I don't know if you implement this because you dint mention it but the homing attack should priotise enemies that are close to the center of the screen so you can have better control on which enemie or object you home into, otherwise having more than one enemy in on area would turn the fighting into a hassle again if people want to go fast
@RedzeeTV11 ай бұрын
Yeah you could have a crosshair on screen thats a circular region, and it changes colour or brightens when you are in range of a target
@soundrogue447211 ай бұрын
It needs to be more like a Sonic game with it's system yeah.
@BreadBeardFGC10 ай бұрын
Not necessarily true. If the game has a lot of turning and you play it with a controller, you would much prefer the target to be related to your movement stick for quicker targeting, rather than drag the camera around
@SadTown9911 ай бұрын
Easily one of the best Devlogs I’ve ever seen… & this is a lot of work, really hoping this game does great in sales cuz it deserves it 👏
@Lugmillord11 ай бұрын
The combat always looked out of place. Now THIS looks simply amazing. The momentum gameplay is really coming together. The speedrun community will love the schmoovement (and find a trilion exploits - that's unavoidable, but fine). As a programmer, I really like that you showed how difficult the coding process can be and how to deal with bugs.
@ananaskuskus10 ай бұрын
Awesome work! Also i think you should change homing animation in future. Like mid air kick or something. I love those grafics and feel of speed and will be waiting for release. (Oh and will be super cool if you will add duplicating player afterimage effect on higher speeds or when homing).
@wewserlethaldude911 ай бұрын
I swear, I was going to start a gamedev project with your very same mechanics! I shall follow your development eagerly~
@ScoutOW211 ай бұрын
For lock on system of the grind rails. Get all actors of class in the scene, collect all their spline point World Vectors into an array, then find the closest Vector to you out of that array. And lock onto that value. When in range it should auto connect.
@ArnoldsKtm11 ай бұрын
Everything else aside, your editing has improved immensely!
@NotIMPOSSABLANK11 ай бұрын
I'm already imagining some speedrun strat that involves launching a box and using the homing attack to follow the box for 5 seconds to sequence break or something
@WubWinter11 ай бұрын
This game really looks promising! I've so glad youtube actually recommended me this as I was interested as soon as I saw the title! I hope you have amazing progress with making Project Feline Raymond! I just know that I will love this game when it is released to the public!!!
@raidev_11 ай бұрын
i wanna see a boss fight eventually that uses these mechanics
@OmniscientWarrior11 ай бұрын
So long as Gabby doesn't honking rocket launcher snipe and fire herself with a sword to kill a target across the map. Also her attack doesn't just follow the target perfectly regardless of the path they took for her to hit them with a spin attack.
@Tuntor68911 ай бұрын
It’s like a 3D Sonic game but you can actually go fast and have a lot more freedom
@ExiletheJedi11 ай бұрын
So a sonic fan game then?
@samprice130211 ай бұрын
If you want that check out Spark the Electric Jester 3
@HolyHadou11 ай бұрын
I have had your game wishlisted for the longest time and here I am finding this channel. Dude, thank you.
@darkener321011 ай бұрын
Man slowly realizes why the sonic games were extremely meh platformers while accidentally reinventing them over several years
@josephallen397811 ай бұрын
I haven't seen anyone mention it but your thumbnails recently have been looking great!
@ItsFayko11 ай бұрын
It is honestly so cool getting an early look into a game that is for sure going to be a big deal
@gligar4511 ай бұрын
Possibly annother avenue for momentum based combat would be some kind of slide kick. Like when attacking on the ground with enough momentum, you will slide across the ground delivering a low attack, possibly bleeding off a little momentum so you can't just slide all the time. Could also be used to make the parkour more varied by having low obstacles you have to slide under.
@FugaceFugite11 ай бұрын
The target picking function could be improved by calculating a score for each possible target based on multiple factors like distance or the angle between the camera's view vector and the direction to the target, and picking the one with the highest score (or at random among all the top scoring ones if there is a tie). You can then add weights to each score source to customize what influence each factor has, and you can even use curves to turn the raw factor into a score and get a huge amount of control. This method is also great for its modularity, as it is quite easy to add or remove factors, or have different factors for different target types. And because the only thing that matters is the relative score between each target, it also means that this type of picking function can adapt to any situation seamlessly.
@Plexi.T11 ай бұрын
Watching dev videos like yours are so satisfying man. To see how afellow game developers overcome annoying problems in order to refine and pefect their project is truly inspiring. Definitely earned a sub from me.
@innenkosnarukami245011 ай бұрын
I have never heard of Project Feline before, simply got recommended this video out of nowhere. Your genuine passion for making this game and the transparency with the process behind developing this new combat system has completely sold me on following this game towards it's completion. The game actually seeming pretty promising helps too, of course.
@niknaxgod11 ай бұрын
Looks great! I personally believe this type of game would greatly benefit from sillier moves in cambat as well as the movement. Im thinking more jumping, backflips, dashes and stuff like that. Make her more different animations for everything and make them wilder bc shes a catgirl after all. I am hyped for your finished product!
@winterphilosophy39009 ай бұрын
For the kick to be center stage in combat you could emphasize each time an enemy dies with a random still picture of her kick, so we get to see it in 2d. Her beautiful kicks deserve some love. ❤
@LemonRush777711 ай бұрын
Cloudbuilt is a similar game that I personally feel that shows how combat can sometimes be a detriment to the flow of a game like this (though sometimes they also get the flow right, depends on the segment). Check it out if you never played it.
@leegorin73744 ай бұрын
When you showed them homing in, you had them kicking a box and following. That looked fun
@dreamteckstudio11 ай бұрын
Homing attacks are the way to go! I can relate all too well with all the hurdles around that but great job! PF is looking better and better!
@matthewschoen982711 ай бұрын
Glad to see the development s in this is still going strong. Two recommendations. 1. I feel like the forward dash pose should be something like a dive kick, not curled up into a ball. 2. Look into the wall grab/rebound mod for BRC. It's a fantastic way to recover from a mistake and preserve momentum off of walls.
@AmeHart11 ай бұрын
Yeah !!!! I remember commenting some many dev logs ago about how stiff the movement was in regards to the animations. Now everything is starting to come together !! Keep up the great work. This is inspiring stuff.
@burgerpolice119310 ай бұрын
Ay this is actually really cool, havent seen a indie dev sharing development like this before and you seem pretty on top of getting a good product, respect, hope it comes out legendary cause i love fast games and this seems to be real promising
@tierghan543311 ай бұрын
This is literally the homing dash that sonic has, by any means. Homing in mid air as a main attack, an air dash if no targets are visible, and even the way you handled momentum. Not a bad thing by all means, rather it’s a good addition.
@benedict696211 ай бұрын
If you're looking to make this more unique from sonic, what comes to mind is repositioning enemies. Break cameras, purposely get seen, or physically push them without killing them, in order to move enemies to places where you needed platforms to progress.
@chloewebb552611 ай бұрын
The homing/pouncing attack has given me so many ideas for animations. Plus with that code down, you have the auto-lock and home-in that can be used for other attacks or special abilities to keep combat engaging throughout the entire game. This game reminds me of everything I loved about games from my teenage years, like Jet Grind Radio on Dreamcast, or that kinda cool kinda shitty Rockstar Game on PS2 called Oni, and really, just platformers that were marketed for "cool" people back in 98-2002, and I'm totally here for it. Honestly, it's giving me a lot of inspiration in my own art/designs. This game feels like it needs a little Gabi prequel comics or tiny slice-of-life bits with prequel material hidden inside. I'd 100% buy that.
@ultrasquid57911 ай бұрын
You should take some inspiration from the "Book of Life" card from Neon White, and allow the player a mich larger targeting range but force them to aim directly at their target. This would not only fix the rail targeting problem you have, but would also open the door for a lot of cool speedrun routes, which would fit right in with a game like this.
@KiaAzad11 ай бұрын
You can add multiple attack types with a well timed key input upon impact. - A flip kick to the head that launches Gaby upwards while conserving the horizontal momentum. - A grab stand where Gaby grabs the enemy and jumps upwards from it. (perfect for vertical tight spots) - A bounce where gabby connects feet first and bounces back to the direction that she came from. - A hand grab to throw the enemy at a boss or a switch. Not all of enemies have to be drones though, wall crawlers that try to intercept and block Gaby when she's grinding on the walls or guardrails would be a good way to spice up the main game mechanic.
@__Rizzler__11 ай бұрын
looks like your projects are coming to a completion. it was a nice journey. you taught me soo much.
@RRaiho11 ай бұрын
The very first thing that came to my mind when i saw gabby with its new homing ability, were enemies with parkour abilities like gabby. Enemies that chase gabby in parkour style, and try to dash at gabby (Mid Air) to distrupt her momentum, kick her down etc. (Damage based on momentum ? ) I dont know how much you planned for the combat, or how deep the combat should be focused on, but i think prioritizing between running away and attacking enemies while keeping the momentum could add an extra depth to the gameplay. Maybe even enemies that have the ability to utilize the momentum factor like gabby and some dont. Well done so far, cant wait to see more !
@Asurilm11 ай бұрын
First of all, I've been following thistle project since the beginning, and I love how it's turning out. This feels Sonic-like (I say that as a compliment), with all the momentum carrying into each single one of your attacks. I love it!
@Kojkakill11 ай бұрын
My brain thought of having a grappling hook that keeps your momentum but also serves as an attack
@EmmaMtH11 ай бұрын
The amount of aerial mobility this adds feels like it's calling for a dedicated "the floor is lava" level
@diegofreire614411 ай бұрын
A really cool way to give even more control of Gabi's movement to the player would be to let him control where his momentum goes after her aerial attack, for example, holding forward, Gabi preserves her momentum forwardas it's shown on the video but, if the player holds jump, then instead of going forward she lauches herself upwards! Sideways and backwards should also be an option, that way you could create some even more awesome platforming with this mechanic!
@MommysGoodPuppy11 ай бұрын
the momentum carry on the attack looks absolutely beautiful
@danielarochovlogs199511 ай бұрын
Been following you for awhile now. The game looks like it's coming along good. And I'm really enjoying how smooth this new fighting mechanic looks. It's unique in it's own way and I especially like the flow of how gabi's wall sliding feels. It looks graceful and like a ton of fun
@f11bot11 ай бұрын
that hooming attack LOOKS SO MUCH FUN! It just makes you wanna make a mega combo attack, super satisfying!!
@somerandomboneguy320711 ай бұрын
its crazy how he was able to develop the game with only 1 hand...
@Austin-kt7ky11 ай бұрын
I really like that you went with a cat design. Fits really well with the jumping and running gameplay.
@headphones_guy77711 ай бұрын
It's like a hybrid mix of Titanfall 2 and 3D Sonic, I love it
@Avaruusmurkku11 ай бұрын
Rebounding off a wall backwards like a spring in order to change your direction of movement would be cool.
@biigsmokee11 ай бұрын
some sort of goo gun that she can shoot that shoots either bouncy or slidy goo like in Portal 2, then the momentum isn't killed when she drops down, and you can add momentum/velocity based combat as well
@robooz11 ай бұрын
Nicee! This is exactly what I've been hoping to see from the combat system! I think that these improvements will definitely keep a lot more of the flow and momentum that the game encourages.
@mayuwu440811 ай бұрын
This dash (or as another comment correctly named it, Pounce) is so Spider-Man: Web of Shadows and I LOVE THAT SO MUCH!!! I hope you take some inspiration from that :3 Seeing how harmonious the combat is with the very core aspect of movement is so satisfying.
@VividAmbitions11 ай бұрын
that one change making this game look so much nicer to play
@ElekiSerket11 ай бұрын
Dude... imagine how wild speedruns will be with these mechanics
@RyanBeardy10 ай бұрын
First time seeing this game, enjoyed the video! Looking forward to the end product!
@TheSupremeSpoon11 ай бұрын
should 100% do a set of random animations that occur when you use the "Pounce" attack.
@LimitBlade61711 ай бұрын
This is exactly the kind of evolution I expected to happen in the Modern 3D Sonic games they we haven't gotten. This looks amazing so far. Keep up the great work.
@stefangames604711 ай бұрын
I really like this video because initially when presented with the jump problem my first thought was that a homing attack would be the obvious answer., and while it was, the implementation of it that the video continues on really shows why its never as simple as choosing the right answer
@icantthinkofagoodname.398311 ай бұрын
i literally just saw this pop up in my recommended videos but it is an instant wishlist there mate
@EsperG211 ай бұрын
Love this! Here's what came to mind for me: Since the player is a cat person, maybe instead of automatically rebounding, when they jump onto enemies they "latch on" (for up to a second or so). That will give the player time to aim and "pounce" onto another enemy (or wall) in succession. This also lends more control / expression to the player.
@starlight_maiden430011 ай бұрын
when it comes to puzzles, an interesting thing that could be considered would be a large circular room that requires momentum and speed to complete it, racing back and forth while maintaining all your speed to rush over switches and levers to trigger pathways to progress. Ideally, you'd be on a timer with each lever once the puzzle starts, being too slow would result in having to start it over. But overall, combining momentum and thinking on your feet. Puzzles built around going fast and maintaining your speed would probably be the best way to implement them. For the homing attack animation, what if it was more like the leggings letting off a boost effect, hands outstretched like a cat pouncing, having a vaulting animation off of the top of the target.
@vadandrumist167011 ай бұрын
The concept for combat with this style of gameplay reminds me of three things: Kingdom Hearts DDD's flowmotion mechanic, Arkham series vaulting over enemies, and Neon White's weapons/power ups. I could see this game having multiple traversal moves, some of which may only be possible when chained or at certain traversal speeds. Scenario: you use that lunge kick to destroy a ground enemy, use the momentum to perform a sweeping attack against the surrounding enemies, and chain the attack into a jump attack which hits an enemy only vulnerable from above and below, and in the brief moment the enemy is in its destruction animation use it to kick off to the nearest wall and resume traversal.
@SaltedMallows11 ай бұрын
It's funny that you originally started going for character action type combat but ended up coming up with the same solution that Sonic Games essentially have been doing for combat for the same reasons. Personally I would like to see this momentum combat with regular character action combat sequences sprinkled between levels so it feels like theres some level of "real fighting" going on.
@haydenap11 ай бұрын
Quite interesting to see this video posted shortly after a recent video by Josh Strife Hayes on Mirrors Edge, perhaps the quintessential movement game. Obviously there are many parallels between Mirror's Edge and your game. I find it very amusing that you've managed to figure out one of the main problems that Josh points out that Mirror's Edge faced. Mechanics which detract from the main experience of the game; movement. I'd say it's definitely worth a watch for you especially since your game is centered around movement. I find Josh's videos like these pretty insightful. Glad to see more progress on this project. Keep up the good work!
@LuriaReimeiko11 ай бұрын
man you make me wanna speedrun this game more and more with each new devlog! have fun with making the game! if you consider suggestions, i'd love seeing a way to cancel dashes or homing attacks to change momentum direction faster!
@StephenHarperRaptagon11 ай бұрын
It is great to see the improvements that happen when you know what kind of game you're making. The moment that he realizes that it's a sonic game he puts in the sonic combat and makes huge progress
@maynore904911 ай бұрын
This was the most reasonable action to take. Congrats on getting there
@Pixels4Games10 ай бұрын
Congrats on the combat overhall, the changes work well and the game improved a lot. ;) - Dan