It doesn't matter how old you are you will always be learning unreal engine noone can learn everything as well as remember everything about every feature and plugin. Go slow you have time on your side young friend.
Wow! There is so much more you've done since your first devlog in very short period of time! You really inspire me keep on making games! As always I wish you all the best!
I've watched countless devlogs and yours are by far the most insightful. Your experience shows and it's a breath of fresh air to actually see people knowing what they talk about and not just hobbyists repeating the same talking points. I will be tuning in for every video and hope you guys succeed!
@@evanmcmanus5668 the magic part is actually nice idea. i am already having ideas about how the convert system will work. like the soft feints or the hard feints or bashes. problem is the spacing how will that work ?
Not only is this the best devlog I've seen, it's also my favourite game genre and at a time where I'm making my own 2D souls-like. Couldn't be more perfect! So good to learn the little tips to make combat feel more intuitive. Keep them coming. I'll be following this project closely!
Awesome video! Really appreciate the in depth insights to your design decisions. I am making a similar project for my final year project this year so the bits of gold about motion warping is really helpful! Always useful to know those secrets that can take you to the next level
You didn't mention the detail that in my mind always set the soulslike combat systems apart: animation commitment, versus the arcady ability to cancel attacks at any points in most other games. Also wondering what your plan is regarding taking such a large part time project, it seems the 2 of you could spend years on it full time, let alone after hours. Anyway you've inspired me to spend some money and buy quality assets for my passion project and it feels more "real" now :) I've also caught up on your other videos and massive congrats on your mobile game success!
A design principles video or series of videos would be awesome. Especially considering you all have a AAA background. I think it would be really helpful to the indie dev community as a whole. It would really help people get started thinking like a high-level game designer.
Been looking forward to this video!! Please could you make some videos whoing your work flow including how you decide what order to make assets/design your level
movement animations and movement speed are also incredibly crucial in game design as it can change a game from feeling like a bad indie game into an amazing AAA experience
I was JUST thinking I wanted the second video in this series then you posted. That's crazy. P.S let me know if you need a soundtrack artist because that's what I do :)
Fluidity imo is everything for a melee centric video game, motion matching in rolls and dodges are everything for me. In MY opinion Sekiro has better combat feel then elden ring, i hate how rigid u feel at times in ER. Assasins Creed Origins and Rise of the ronin are good games for reference.
Whenever you do get to it, I really want to see how you handle BALANCING. I find it to be difficult, sometimes complicated but also very necessary and rewarding.😅
As far as I know, there's no motion warping in dark souls\bloodborne\elden ring. Being able to position yourself is, in those games, part of the challenge, and some weapons also do more damage if you hit the enemy with a particular part of the weapon.So - if I'm not mistaken - the statement that every game with good combat implements it is wrong, and I don't think that it's an essential component in a game with good combat - even if many games do in fact implement it.
"Adding motion warping will help you stand out from other candidates when applying", buddy i applied in sumo and cdrp and with gas, common ui, gameplay messaging and state tree, but i still haven't landed the job 😂
Damn, this looks like this game will be super high quality. So, you're going to sell it? Since you're both employed in a studio are you even allowed to sell your own games or does a non-compete clause prevent you from doing so?
Your animations are extremely important. Unfortunately that 70 dollars you spent leaves your knight looking like he's flailing his sword around. You are on the right path on how to handle those animations in engine but you have to create a set of rules for the ebb and flow of combat. Does the knight commit to each swing, or will you allow animation cancelling. How fast or slow will each swing be? Will there be a focus on dodge, roll or positioning? Will there be blocking, parrying, guard breaks, guard counters? You've already implemented a form of movement type attack with the player moving forward each swing they take. You can take it a step further with special moves and so on. For that good feeling combat, you need game juice. You need crunchy feeling hits, freeze frames, sparks, blood sprays, and more. The world needs to respond to every action the player makes. Do more comparisons between Bayonetta, God of War, Devil May Cry, and more. The best way to improve is to replicate something until you can create something you're happy with.
Love your devlogs ❤ thank you for sharing your progress. For a newbie in game design / development, which books would you recommend? I am currently reading „level Up“ by Scott A. Rogers
Hey, it's cool that you're both working on a project together. 🙂👍 - Now don't take this the wrong way... I mean it as criticism (from an intent to be helpful): Your animations look too "floaty"/ slidy (the animation pack you bought is *terrible) the movement and attacks fail to convey a sense of *weight/ mass (the "tempo" of the animations are too 'robotic'/ artificial.). 🤔 "Souls style" (including Ghost of Tsushima) combat is pretty good (probably the best in the industry, but it has some *Jank too "mainly snapping to position."), God of War: Ragnarök (although stunning visual fidelity) has *bad "floaty AAA combat" ... Souls vs GoW "are not the same Design style" (GoW is closer to something like Fortnite where focus isn't placed *on the combat; it's placed on the *action/ the spectacle of "seeing the *game do something cool," vs "*you successfuly doing something challenging" which *is cool.). 🤔 An "ok"/ decent example of "typical AAA designers" attempting to keep their focus on the *action, but while also attempting to replicate the feeling of challenge that a Soulsborn has... would probably be something like For Honor (it's a little bit floaty/ sliddy/ lacking mass = more "gamy beat'em up" feeling than a Souls game, and they *over rely on camera bob/ shake to try and sell the weight of their animations... but it's still better than other AAA examples like GoW). - Good Luck! 😉
I will say, I hope the souls like elements aren’t too strong. Not every action game needs to have souls mechanics to it. Games like that are a dime a dozen at this point. It’s not a selling point for me. That being said, still excited to see it.
Hello Rafal. Do you intend to count hours worked on this project? So we could have a idea how it would cost a game if your and her skills. You said 230 dollar but i bet its way more.