Adding a combat system to my indie game [DEVLOG] — Transcript
Full transcript
- 0:01[Music]
- 0:02hi in the last video I showed you how I
- 0:04implemented the game world for my indie
- 0:06game this time I want to make the world
- 0:08feel a little bit more Alive by adding
- 0:09mobs and a combat system I also
- 0:12implemented and fixed some things that
- 0:13people mentioned in the comments but
- 0:15before we get started you can now
- 0:16wishlist isore which is the working
- 0:18title at the moment on Steam so if you
- 0:20really want to support this project
- 0:21check out the link in the description
- 0:23and wishlist isore and steam now that
- 0:25would be a great help thanks in the
- 0:27comments of the last video a lot of
- 0:28people were triggered by the overlap
- 0:30Shadows I was planning on fixing that
- 0:32later on in the game but since it got
- 0:33mentioned so much I decided to fix it
- 0:35right away to fix this I use the
- 0:38rendering layer of the object which is
- 0:39calculated by adding the X grid position
- 0:41to the y- grid position now I apply a
- 0:44mask on every shadow that gets casted
- 0:46and if two Shadows overlap I only render
- 0:48either the higher or lower layer shadow
- 0:50in the overlapping
- 0:51area this works well except when two
- 0:54Shadows of the same rendering layer
- 0:55overlap but I do think that it looks
- 0:57good for now and I'll leave it up for
- 0:59later to find a solution for that too
- 1:02another thing that a lot of people
- 1:03commented on the last video was that
- 1:05they didn't like the grid lines I
- 1:07personally am not sure if I like to look
- 1:08more with or without them so I'm just
- 1:10going to let you decide in the comments
- 1:12which look you prefer some other things
- 1:14that I did was animating the player with
- 1:16my very poor animation skills I also
- 1:19added a bit more variety to the nature
- 1:21by adding some sand old tree trunks and
- 1:23some ruins but now that we talked enough
- 1:25about other features let's get to the
- 1:27topic of the video in my last video I
- 1:29had already implemented M the first mob
- 1:31but the problem was that I did that
- 1:32without really thinking about how I
- 1:33wanted to implement the rest of the
- 1:35combat system and at the same time the
- 1:37slimes were a little buggy sometimes
- 1:39what I wanted though is kind of a
- 1:41building kit so that I can implement the
- 1:43rest of the mobs without having to code
- 1:45every single time so I scraped the old
- 1:46slimes and reimplemented them I wrote
- 1:48this creature script for example that
- 1:50moves a creature to a desired
- 1:51destination or Target by The Chosen way
- 1:53of movement for testing I added two mobs
- 1:56blue slime and a floating skeleton skull
- 1:58if the player dies at the moment he gets
- 2:00reset to the pillar and the inventory he
- 2:02was carrying around gets erased now I
- 2:05basically had a simple but working
- 2:06combat system but since nothing really
- 2:08happened when you hit the mobs except
- 2:09when killing them it didn't really feel
- 2:11rewarding so the next step was adding
- 2:14feedback the first change I made was
- 2:16giving the mobs knock back this already
- 2:18made a huge difference to before but it
- 2:20still didn't feel as satisfying as I
- 2:22wanted and also having to run behind the
- 2:24mob every time you hit it became quite
- 2:26annoying after some time to avoid that I
- 2:28implemented a three- hit combo this
- 2:30means that the mob only receives knock
- 2:32back when hit three times in a row in a
- 2:34certain amount of time and additionally
- 2:36the third strike deals more damage to
- 2:38still increase the feeling of feedback I
- 2:39added a camera Shake every time the mob
- 2:41receives knock back and I pause the game
- 2:43time a little on each hit to even give
- 2:45it more impact now hitting the mop felt
- 2:48responsive and satisfying and it not
- 2:50flying away on every strike added a nice
- 2:51level of difficulty to the combat since
- 2:54fighting is not the main component of my
- 2:55game I could have just left there and
- 2:56started adding new Mobs but I wanted the
- 2:58player to have more than just just a
- 3:00simple option of hitting the mobs
- 3:01specifically I wanted to make the way
- 3:03you move around during combat a bit more
- 3:05diverse so I came up with a dash the
- 3:08dash works so that you dash up to three
- 3:09cells into the direction that you're
- 3:11currently looking at by pressing the
- 3:12space bar but it's really unsatisfying
- 3:15when dashing into a mob and just getting
- 3:17damage so I added that dashing into an
- 3:19object triggers a hit and in combination
- 3:22that the mobs don't fly away on the
- 3:23first hit the dash felt really nice for
- 3:26approaching mobs and or getting away
- 3:27from them now that was happy with the
- 3:29comments system the only thing left was
- 3:31spawning the mobs for that I chose a
- 3:33pretty simple approach the spawning
- 3:34system just spawns mobs around the
- 3:36player and as further away the player
- 3:38gets from the center the mobs become
- 3:40stronger and more the idea is to keep
- 3:42the player in a closer area first and
- 3:44exploring and exploiting local resources
- 3:46before reaching further territory and
- 3:48expanding the map at the end I'm happy
- 3:50with how the combat system turned out
- 3:52it's still pretty simple but for now
- 3:54it's more than enough of course I will
- 3:56be adding a lot more stuff or change
- 3:58things over time feel free to tell tell
- 3:59me in the comments how you think that it
- 4:01turned out also maybe consider
- 4:03subscribing and leaving a like since you
- 4:05already made it so far either way I hope
- 4:07you have a great day and see you in the
- 4:08next one
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