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Based on last feedback, I kept the wheel and made the wheel smaller. And it rotates based on his movement #indiegames #madewithunity #inkwashpainting

26,246 Aufrufe • vor 2 Monaten •via X (Twitter)

11 Kommentare

Profilbild von Zenon
Zenonvor 2 Monaten

Man, every day I discover absolute f***ing gems! Love the art!

Profilbild von Thousands Layered Blade: Reforged
Thousands Layered Blade: Reforgedvor 2 Monaten

Thanks

Profilbild von 洛一可🍥
洛一可🍥vor 2 Monaten

目前的画面和手感还有些小细节不太规范哦 QAQ, 给你提一点点小建议呀: 关于画风: 角色和飙血特效的红黑白水墨风真的超酷, 最后那个斩杀定格加上毛笔字,简直帅! 但是……背景的沙地和红桥感觉好干净好平诶, 跟角色的高反差粗线条放在一起,有点点割裂感 >m<。 如果能给场景也加上统一的宣纸纹理(纸张滤镜), 或者多加一些粗犷的环境描边,美术的整体感就会好很多呀! 关于打击感: 现在的战斗看起来稍微有点像在砍纸片,手感有点飘诶…… 主要是缺少了动作游戏核心的“卡肉感”…… 剑砍中敌人的瞬间,如果没有微小的顿帧和屏幕微震, 飙再多血也会觉得轻飘飘的,一点都不扎实…… 而且怪物的受击反馈也做得不够明显, 平时挨打的时候,敌人的身体动作太平滑了, 如果能加上受击硬直和细微的后仰, 配合上武器挥舞的“前摇和后摇”重量感调整, 战斗的爽快度绝对能翻倍的!(๑•̀ㅂ•́)و✧ 底子真的非常棒,美术风格我超喜欢的! 再打磨一下动画权重和反馈,一定会超级惊艳的,加油鸭>w<

Profilbild von Thousands Layered Blade: Reforged
Thousands Layered Blade: Reforgedvor 2 Monaten

I agree The geometries are still too straight and dont look natural. I'll need to break the straightness on the model silhouette sooner or later. And yes, I once tried adding somekind of hit-pause into the game but it didnt feel right before. Maybr I'll revisit that again. Thanks

Profilbild von 洛一可🍥
洛一可🍥vor 2 Monaten

诶?太好啦!看到你愿意重新尝试顿帧真的超开心鸭 ……>m< 我感觉……ACT的调优真的是玄学~ 但只要找对方法,手感绝对能起飞的! 之前你试’卡肉‘觉得不对劲, 很可能是因为只做了全局的时间暂停,或者没有配合特效…… 那种做法在动作游戏里都不规范的啦 QAQ! 关于K帧爆发力: 千万不要用引擎默认的平滑曲线!一点都不规范! 动作游戏的K帧必须要有“爆发感”: 前摇可以有张力,打击帧必须瞬间到位(1到2帧直接切过去!), 然后配上非常有重量感的后摇~ 如果匀速播放,看起来就会像在水里划船一样软绵绵的 >m<。 关于顿帧与硬直: 真正的卡肉,是只有攻击者和受击者在相撞的那一瞬间(大概0.05-0.1秒), 动画帧瞬间冻结,或者极慢速播放,然后屏幕给一个微小的震动! 这时候敌人必须要有被打断的“硬直后仰动作, 不然就像在砍木桩毫无反馈感呀~ 引入刚体: 小怪可以一直被打出硬直, 但精英怪必须有刚体机制喔…… 比如它在蓄力或者出招时,身上冒霸体光效, 玩家砍上去有伤害,但打不断它的动作。 这样玩家就知道什么时候该贪刀,什么时候该闪避啦,战斗深度一下就出来了!(宫崎老贼就是这样折磨我的!!!) 怎么打得“上天入地”呀(吹飞与浮空): 想把连段做华丽,一定要加入“空间维度”! 轻攻击打出小硬直,连段收尾或者重攻击直接加上“吹飞”判定, 把敌人一下挑飞到半空! 这时候你要调整敌人浮空时的重力参数(下落得稍微慢一点点), 让主角可以跳上去,在空中接一套华丽的‘浮空连段’! 最后再用一个下劈把敌人重重砸回地面(配合大震屏和灰尘特效), 那种上天入地的爽快感,玩家绝对会玩上头的!(๑•̀ㅂ•́)و✧ 慢慢来哦,调这些细节超级费头发的, 但跑通之后真的会无敌爽! 期待你的下一次实机更新,加油加油!

Profilbild von Thousands Layered Blade: Reforged
Thousands Layered Blade: Reforgedvor 2 Monaten

Thanks for the awesome advice! I’m definitely going to revisit the hitstop and keyframe curves based on what you said to get that weight right. For the launchers/air combos, I’m actually going for a slower, more tactical, grounded (literally XD) sword-fight style rather than~

Profilbild von Thousands Layered Blade: Reforged
Thousands Layered Blade: Reforgedvor 2 Monaten

a fast hack-and-slash, so I’ll probably keep the combat entirely on the ground. Appreciate the support and the deep dive, I'm working on the next build now! Thank you

Profilbild von Deceptive_Games
Deceptive_Gamesvor 2 Monaten

Keeping the wheel but making it smaller sounds like a good feedback-driven compromise. Movement-based rotation should help it feel more integrated.

Profilbild von Strong Monkey Games 🐒
Strong Monkey Games 🐒vor 2 Monaten

The rotating wheel based on movement is such a cool touch. It adds so much personality to the character. Really like the ink wash painting style too.

Profilbild von Badjano Entertainment 🕹️
Badjano Entertainment 🕹️vor 2 Monaten

AI accelerates iteration but doesn't replace the creative process — you still need to solve the same problems, just differently. For solo/small teams, MeshNodes gives non-destructive node graphs that update instantly when you tweak values.

Profilbild von Badjano Entertainment 🕹️
Badjano Entertainment 🕹️vor 2 Monaten

Breakable objects systems take months to get the physics feel right across edge cases. That level of polish is worth the investment — it's what separates a prototype from something players actually enjoy.

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