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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... show more
30 条评论

This is very satisfying to watch.

Even more satisfying to play!

Been waiting for a game like this for years

Same :D

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

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.

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.

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.

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?

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.

Looking nice

This looks great so far!

Looks great!

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.

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

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

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.

Lot of For Honor vibes from this one.

Similar controls to kcd2? Looks great btw

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.

🔥

I would play something like Chivalry, just little less chaotic

where is blood and cut out pieces?

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

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

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.🫡

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

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.

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!

Looks awesome bro!

