Creating a satisfying combat system for my game | Withersworn Devlog

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Published 2024-08-02
What is the most satisfying game combat? How can these systems be improved? Embark on this journey with me as I attempt to lay the foundations to these combat systems.

➤ Wishlist Withersworn - store.steampowered.com/app/2243990/Withersworn/
➤ Try the Test Room Demo - asarge.itch.io/withersworn
➤ Patreon - www.patreon.com/Asarge
➤ Twitter - twitter.com/AndreSargeant
➤ TikTok - www.tiktok.com/@andre_sargeant
➤ Discord - discord.gg/9t58b7YcyM

➤ Music
GameChops
Smash Bros Brawl Coffee Date acoustic lofi remix
   • Smash Bros Brawl ▸ Coffee Date acoust...  
Zelda & Chill III - Hyrule Castle II / Talus / Story Trailer (from Breath of the Wild) / Final Hours / Astral Observatory (from Majoras Mask) / Legend of Lorule (from a Link Between Worlds) / Hyrule Field (from Twilight Princess)
   • Zelda & Chill III  
Withersworn Knight Battle Theme

// Video Description
These past months I've been working on ranged, melee, and enemy systems in search of the best possible combat. I also released a demo so feel free to try it out and give feedback on what direction it should go!

// About
Hi, I'm Andre Sargeant otherwise known as Asarge. I'm currently solo developing the high fantasy, fast mobility action game Withersworn. I also worked as the artist and animator on the pixel action rpg Aethyr. I'm a bit new to learning programming and 3D but will try my best to deliver the greatest game I can!

Software:
Engine - Unity URP 2022 LTS
Programming - Visual Studio Code
3D Modeling - Blender
Textures - Substance Painter 2022
Illustration - Procreate

PC Specs & Hardware:
GPU - NVIDIA GeForce RTX 4070 Ti
CPU - Intel i7-13700K
RAM - 32GB
Mouse: Logitech G502
Keyboard: Logitech G512 SE

Chapters
0:00 - What is the most satisfying combat?
0:50 - Ranged Combat
2:36 - Manifestation (Weapon Swapping)
3:48 - Melee Combat
6:00 - Unarmed Combat
7:11 - Enemy AI
8:12 - Behavior System
9:42 - Hit Feedback
10:52 - Future Combat Updates
11:50 - Demo
12:40 - Patreon
13:04 - Outro

#devlog #indiegame #gamedev #unity

All Comments (21)
  • @00bluecoyote
    So glad someone cares about movement and combat that flows
  • @mr_clean575
    This is insane. Triple AAA studios spend millions of dollars and have large teams that fail to replicate even shadows of some of these systems. Really cool progress!
  • @uHasioorr
    The scope seems insane for a single dev. Dream big dude, dream big and work hard. I wish you perseverance, you'll need tons of it.
  • @b00mr4ng2
    OK, DEVOLVER WHERE THE "F" ARE YOU? YOU NEED TO FINANCE THIS GUYS AND PUBLISH HIS WORLD
  • @3ethanyp.977
    Really hope Iron Pineapple covers this game as it technically qualifies for his "soulslike" series.
  • Good job on having a kid. Hope taking care of him, making the game and uploading videos isn't too stressful
  • @jonei
    This looks absolutely sick my dude. Keep up the good work!
  • @jjiib4782
    withersworn is so sick, and congratulations on the loin goblin, I really enjoy the worldbuilding and I'm exited to see how it will inspire the game as it evolves. I do have one tip as an animator, the manual squashing and stretching of the models as it is does not work to visually communicate the conservation of energy through the body. I cant code so i don't know anything about game dev other than the visual satisfaction of animation. The current stagger is an example you have done of this done right to this regard, however the current stagger and a few other animations with more natural conservation of energy, there is no easy way to fake this, well tuned ragdolls are the only way to accurately simulate the recoil of impact on the body. If you want the combat to feel fast yet tactile (and this is some bullshit hard work to implement and what you have is already super impressive) you need a mix of I.K. Ragdolling, hitstun, hitlag, falling impacts, jumping, etc. i think the best solution here (and im at least partially wrong here) is to have a system to ragdoll the charecter, and blend animations, character controller forces like jumping, and the impacts mentioned earlier onto the ragdoll. you will have to tweak the weight of the animations and forces on the ragdoll of course, it needs to present as stable not showing the ragdolling unless currently in hitstun or hitlag or as part of a landing or forceful jump etc. it always feels amazing in games when the characters and objects all actually collide realistically, but in many games with this mechanic example gta5 the ragdolling takes a lot of control away from the player, for an example of all of this done pretty well I would check out overgrowth which is open source as of two years ago and here ill link a talk the games devs gave about the development of their engine and animation system it is very informative. the link to the video: Animation Bootcamp: An Indie Approach to Procedural Animation https://youtu.be/LNidsMesxSE?si=CwIyUb1_hihLDKP4 Edit>1 after refreshing myself on this video i want to say ragdolling is not the definitive or only way to help with reactivity, it can be and is super satisfying done with keyframes, joint constraints, and secondary physics. Edit>2 another thing about the video, the QnA at the end is semi informative on some more specific questions
  • @Waffle66
    WOWW! CONGRATS FOR BEING A FATHER!!!! that was an unexpected announcement Im just a new viewer and so far the combat you have on your game really intrigues mee! im excited to see how itll go!!
  • I’m so hype for this game 😫 Edit: Okay bruh you sold me when you introduced the lore but those guns have my mouth watering Edit 2: this art style reminds me a lot of RoR2, my favorite game! Edit 3: glazing but the monster designs are really cool lol
  • @BrapStephens
    Holy shit, directing your momentum during attacks and receiving damage... It's the little things that take the game from having moments of insane frustration into something that feels super flow and skillfull, while being fun af. Lots of 00's games like Spiderman and other such adventure titles could learn a lot. Thanks for taking your time cooking this gem. It's gonna be worth it.
  • @Tarkuaf
    This made me fall off my chair, get back on, and fall off again
  • @catcult6831
    Congrats on becoming a father! I look forward to see how the game grows over time
  • I really hope youre able to complete this game in a state youre happy with! ive seen so many promising games like this just up and disappear. also, congratulations on becoming a father!
  • @MrAndrew990
    movement and physics matter way more than devs realize.
  • @lokifoki8071
    This game is looking pretty insane so far, looking forward to testing it out.
  • Jesus, this is so well though-out. I can hardly believe that this will actually be made with all the mechanics and systems in place. Kudos to you, mate.
  • @tamerxero
    I love how detailed you are with explaining your design decisions.
  • @cjjohnson9238
    I can't stress enough how thankful certain people are for you taking combat this seriously. I am one of them. Your inspirations and combinations are perfectly chosen, and I will be impatiently waiting on any and all updates. So happy to see you paying attention to how important enemies and enemy placement is, because I've seen that be a huge thing that stops all potential from being reached in many action games that offer a large toolbelt, with zero incentive to use anything but one tool. Bless you for what you do, I can't wait to see where it ends up. Please MAKE THE GAME LONG/replayable, because I would hate to fall in love and have it be over in the day. You are the man.