What does a combat designer do? Look and feel is just one part, but a very important part. Here's the "After" of a new ability. Check the replies for the before
#gamedev #indiegamedev #indiegames #combatdesign #wrestling #beatemup #madewithunreal #unreal
#gamedev #indiegamedev #indiegames #combatdesign #wrestling #beatemup #madewithunreal #unreal
Hi everyone!
This is the latest Devlog showing off the progress from the last weeks. More combat and camera system improvements! Check it out!
https://www.youtube.com/watch?v=5oi8Wb3iJgU
#gamedev #gamedevelopment #gamedesign #combatdesign #madewithunreal #ue5 #unrealengine5 #indiegame #indiedev
#indiedev #indiegame #UnrealEngine5 #UE5 #madewithunreal #combatdesign #gamedesign #gamedevelopment #gamedev
Another nice touch in #Steelrising is that game's active reload mechanic will subtly cheat to make sure you always get a minimum reward. The general rule is that when you run out of stamina, you have a window to press triangle and get some of it back. You get more if you respond earlier, interpolating down to nothing if you miss the window entirely. But, if you look at the stamina bar at the bottom right of this gif, you'll see it jump to a minimum value after a late reload.
Just finished #Steelrising and want to call out some neat stuff they did in combat, starting with how enemy parries are handled.
When your attack is deflected, there's an easily-recognizable visual effect where your attack should have hit and a sharp ding sound. Then, as your character recoils and the enemy winds up to counter attack, the game slows down and puts a low-pass filter over the audio. It all screams, "Stop mashing and take a defensive action now!"
"The Volstruckers" from the new Welcome to Wildemount album has inspired a new #gamedesign side project: I want to try create and choreograph a boss battle with Astrid and Eadwulf. I've never done #cinematics or 3D #combatdesign before, so this will be a good chance to create a new portfolio piece and branch out into some lesser-used skillets.
#gamedev #wildemount #criticalrole #combatdesign #cinematics #gamedesign
RT @jasondeheras@twitter.com
What’s the purpose of a boss? Depends on the game, but usually bosses serve as a skill test, provide a sense of mastery, a set piece or a genuinely hard challenge. But, secretly, some are the ILLUSION of challenge. Let’s look at God of War’s first boss. #gamedesign #combatdesign
🐦🔗: https://twitter.com/jasondeheras/status/1360495860824436738