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First real look at my sword fighting hobby project - Responsive, accurate, freeform combat using physics that are fun, not frustrating, with intuitive controls that are easy to learn, hard to master. A lot of physics based sword fighting games have come out lately but IMO none strike that...

22,065 次观看 • 4 个月前 •via X (Twitter)

30 条评论

Ryan Muoio 的头像
Ryan Muoio4 个月前

This is very satisfying to watch.

Caleb Longmire 的头像
Caleb Longmire4 个月前

Even more satisfying to play!

Lukas Brkovic Leighton 的头像
Lukas Brkovic Leighton4 个月前

Been waiting for a game like this for years

Caleb Longmire 的头像
Caleb Longmire4 个月前

Same :D

WHiTE-SHiRO 的头像
WHiTE-SHiRO4 个月前

Wow, cool! That's really good! I'm doing something pretty similar. Are you using control rig physics + fullbodyIK in your systems?

Caleb Longmire 的头像
Caleb Longmire4 个月前

Physics yes, but not with control rig. No IK or anything yet, perhaps I can use that in the future for subtle assistance in blocks or certain strikes.

WHiTE-SHiRO 的头像
WHiTE-SHiRO4 个月前

I tried adding the Physical Animation Component to my setup, but it conflicts with the CtrlRig physics. So we can probably only use one or the other. (Likely race conditions or a different setup required; I didn’t look deeply.) BTW, for the leading foot (left forward vs. right forward), I started learning HEMA just to figure out sword fighting footwork. It really helps—100% recommend.

Caleb Longmire 的头像
Caleb Longmire4 个月前

Footwork is definitely something I've studied. I want to have independent control over movement and swinging, which means no full body animations, so I definitely have work to do to make them look unified during gameplay...but I have ideas! And HEMA is certainly an inspiration but not something I want to adhere to 100%. Due to the nature of controlling a character abstractly, trying to perfectly replicate historical techniques while still using physics and freeform control is a fools errand. Rather, I want to convey the FEELING of sword combat through movement, timing, and being able to put your sword where you want.

Rodrigo 的头像
Rodrigo4 个月前

I think I watched this like 30 times without even noticing. I curious how you handle when the sword gets block, because I can see that with no contact it does the full swing, do you just stop the montage on the contact and blend back with some physics or is it a got block anim?

Caleb Longmire 的头像
Caleb Longmire4 个月前

Great question, I'm still working out exactly what I should do. For now, the montage continues but I swap to a weaker physics profile which helps to keep the sword at the blocked position. I did try swapping to a "blocked" version of the attack, which worked, but that means doubling my animation set. Might be worth it but also want to see if I can achieve it via some other means first. I have just tested parries and do think I'll need some extra anims for that to sell the knockback, and I also want to implement sweeps and traps, so we'll see. It's a delicate balance of how much should be done with just physics or with animation.

Chosker 的头像
Chosker4 个月前

Looking nice

Dave at DeepThink Labs 的头像
Dave at DeepThink Labs4 个月前

This looks great so far!

LithiumKid 的头像
LithiumKid4 个月前

Looks great!

Vladimir Cazacu | 𝕧𝕠𝕝𝕠𝕕▿ 的头像
Vladimir Cazacu | 𝕧𝕠𝕝𝕠𝕕▿4 个月前

Any tips on getting the ragdoll to feel weighty? And any insight into your ragdoll setup would be nice. Cheers, loving what you're cooking. Put up a steam page so people can wishlist if you intend to make it into a game.

Brian Jordan 的头像
Brian Jordan4 个月前

Looks really nice! Joining physics + animation + masterable controls is truly an art

Christofer 的头像
Christofer4 个月前

The follow through (motion back to stance after landing the hit?) looks really satisfying, which I feel a lot of animation struggles with

Caleb Longmire 的头像
Caleb Longmire4 个月前

Ha, happy to hear it. These are all very rough anims whipped up quickly in @cascadeur3d. As time goes on I will work on proper stance variations (left vs right foot forward), transitions between them, and unique attack anims for each.

Nat 的头像
Nat4 个月前

Lot of For Honor vibes from this one.

Digital Drip 的头像
Digital Drip4 个月前

Similar controls to kcd2? Looks great btw

Caleb Longmire 的头像
Caleb Longmire4 个月前

Nope, closest comparison would be chivalry for attacks and mount and blade for defense but more analog, allowing you to flow through the defense poses rather than being stuck in one. And no hard lock on system.

Digital Drip 的头像
Digital Drip4 个月前

🔥

Patrik 的头像
Patrik4 个月前

I would play something like Chivalry, just little less chaotic

bk 的头像
bk4 个月前

where is blood and cut out pieces?

bigbossbro08 的头像
bigbossbro084 个月前

I remember using ALSV4 to pull this *almost*. Player animation worked but never hit animation.

play primordio on steam! 的头像
play primordio on steam!4 个月前

Alright when's the playtest. Do you have servers?

RemRemRemRe 的头像
RemRemRemRe3 个月前

It's freaking awesome!🤯How could it be possible that you have time to start the coolest side project while tackling so many overwhelmingly hard industry problems. I'm on my knees.🫡

Naxospade 的头像
Naxospade4 个月前

Looks really cool! Are you controlling the sword during defense or is it more of a "hold button to defend" situation?

Caleb Longmire 的头像
Caleb Longmire4 个月前

Controlling it with the mouse! Holding right mouse starts blocking and then dragging it in different directions changes the poses. At the end, I drag it up and then to the left to slip past the attack for a counter.

Mike 的头像
Mike4 个月前

Love the idea, always wanted to make such thing, and what you do is so close to it, really want you to have a good progress on that!

Numbah404 的头像
Numbah4044 个月前

Looks awesome bro!

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