I've Overhauled Combat in my Voxel Game

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Published 2024-08-02
Wishlist Lay of the Land on Steam
store.steampowered.com/app/2776090

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Patreon: www.patreon.com/Tooley1998
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Hey everyone,

The combat update is here. I've spent the last month overhauling the combat in the game as well as adding farming, more food, artifacts, armour, better visuals and more.

Combat/Movement Improvements

There have been many improvements to movement and combat. The player can now crouch to make it harder for enemies to hear/see them. You can now swim in water. In combat you can now use a dodge to avoid attacks and there is now a stamina system (sprinting and dodging use and require stamina).

Certain items such as weapons now have durability and will break when durability reaches zero. Items can be repaired at an anvil.

Also the entire game has been rebalanced around the new combat systems.

Artifacts

You can now find various ancient artifacts around the world. Each artifact has a unique function that enhances your combat abilities.

Armour

You can now use armour to reduce the damage you take from enemies helping you survive.

Food

Eating different foods now also give temporary buffs. E.g tomato increases max health, lean meat increases heath, mana and stamina regen rate etc.

Farming

Farming has been added to the game. You can now plant different seeds that will grow and produce food which you can harvest.

Visuals

The game now uses a full PBR pipeline for the materials in the game. Each material now has color, specular, metallic, roughness and normal maps. Also many textures have been adjusted/had their colors tweaked.

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All Comments (21)
  • @RiverReeves23
    The plants growing is a very nice touch. You know, since you are doing everything in voxels. You have the opportunity to do things other games can't. If every voxel can potentially be effected by gravity, deformation, wind, heat, cold, water, explosions... what are some things you simply can't do in polygon games? Snow that builds up on the ground. Smoke rises and runs along the roof. Realistic fluid dynamics. Lava flow. Water erosion. Rocks that move when you step on them. Sand dunes that deform, and erode with wind. Maybe the player could create dams to change the flow of water, to then pass some sort of obstacle? Setting stuff on fire and having voxel flames spread through anything flammable would be cool. Snow avalanches or cave ins. Man... there is so much emergent gameplay possibilities.
  • duuude this looks so cool! the only note I have is that while I love the ragdoll animations for enemies, I think the skeletons would work better if they broke into their component limbs rather than remaining a single entity, since presumably whatever magic was animating the skeleton has stopped.
  • Since the last time I watched a video showing the combat of this game, I can clearly see that flexibility in terms of animation and speed has increased. I would recommend now highlighting the difficulty in other aspects, such as: - Having skeletons walk in random patterns around the ruins. - Making scorpions move in groups of 2 or 3, not necessarily too close together; you can do this by having 2 follow 1, and the leader walk randomly through the plains. - Emphasizing the presence of an air elemental, as a solitary and mystical being with overwhelming strength, that could drop some magical material for making wands. - Considering implementing Minecraft's mechanic where creatures spawn at night; the difference is that in Minecraft, it's very easy to defeat them. Your game will highlight the fear of going out at night; it won't be easy, whether it's normal creatures or some kind of special nocturnal monster. In terms of exploration, you could consider creating certain NPC settlements, with merchants using trade routes between points. I recommend implementing a recruitment system so that the player can enjoy company on their journeys.
  • here are a few ideas: big animals usually move very slowly, u could slow down their animations (except for walking maybe) Enemies could walk around a little instead of staring at the wall, or atleast move their heads. more dynamic animation to the shield and your wand, it's just stiff... But overall, I already wishlisted, because the game looks amazing, and i love the concept. Keep going!
  • Perhaps, when dodging, the camera should angle in the direction of the dodge. Or maybe a slight motion blur? I recently discovered your game developing logs and I am in love with this game. I added it to my Steam wishlist. Keep up the amazing work. :)
  • @ReeceRacc
    May I suggest separating horizontal and vertical attacks as light and heavy attacks on different buttons? Would make aiming where you want to hit on the voxels easier as well. Looking amazing so far though!
  • @kittysnail
    This game just gets better and better, it's so awesome
  • @notime2583
    i like that, the impact is much more responsive of when you hit the enemy, great job dude!
  • @stevedoetsch
    Hello! Game looks great! Please make enemy attack with behaviors based on personality, current health, time of day, etc. Just straight attack, attack, attack has been done to death. Hit trading is uninteresting. Valheim has a boar that runs in circles, then charges, then circles again. Other games have enemies that attack only when provoked. Other games have enemies that hunt at night, run away when low health, etc. Thanks for sharing your work!
  • @ZoofyZoof
    I'm very excited for this game, but I have a few criticisms if you're willing to hear them. 1. I think it would look better if blunt weapons stopped on contact with the enemy rather than swiping through them like a sword. I'm not saying it's guaranteed to look better, but I think it's nice to experiment at least. 2. I think that the bow n' arrow covers too much of the screen. You may want to consider making it smaller, or tweaking the animation a bit. Hold it a bit sideways, maybe? I know that's less realistic, but that is quite a big line down the near-middle of the screen blocking vision. 3. In the equipment menu, I think the player graphic should be less realistic looking. In my opinion, it clashes with the art-style of game. It's supposed to be blocky, voxel-y, and then you just have silhouette of a very realistic looking man. Sure it's pixelated, but still. Things I would like to see in the game: -Handheld Lanterns -Crossbows maybe?
  • combat improvements = nice farming = cool different effects of food = awesome artifacts = awesome You're adding nice content, man !
  • A little detail I think would be cool, (but also hard to add) is having the enemies get broken up when you fight them, like skeletons getting pieces knocked off by your hammer.
  • This looks very cool! Would be nice if you'd gave your enemies the ability to hear player because it seems for now that they are completely deaf.
  • @E-Z-O
    PBR materials in a voxel game!? Amazing!
  • One of the few voxel games I'm actually looking forward to. Most voxel games seem to just be half-baked tech demos with no real story or gameplay progression.
  • @JudeCranberry
    I think a small change that would add a ton of immersion is simply making a more Voxel-esque red effect overlay when you take damage rather than a red vignette
  • @mrwillis6790
    So hyped! I love the new dodge mechanic and the fact that different foods give you different buffs. Suggestion: Tie in progression with building. Stuff like forges, smithies, magic summoning circles, and cauldrons for cooking or even magic potions would helo give the player an excuse to build something cool.