YmtIsk@剣戟ゲーム制作中

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YmtIsk@剣戟ゲーム制作中

YmtIsk@剣戟ゲーム制作中

@YmtIsk

『やみつき』と申します セキロライトなゲームを個人で制作中! 依頼等は受け付けていません Making an easy SEKIRO-lite (indie). I’m not taking commissions #gamedev, #ゲーム制作, #Unity, #Blender Half/Flow

Katılım Kasım 2019
103 Takip Edilen4.4K Takipçiler
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YmtIsk@剣戟ゲーム制作中
#Unity #indiegames 敵がプレイヤーの攻撃を中断して反撃するシステムを導入しました   I’ve added a system where enemies can interrupt the player’s offense and retaliate.
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YmtIsk@剣戟ゲーム制作中
@PurgeTheXeno That sounds interesting, but I’m definitely planning to support mouse and keyboard properly too. I’ve been designing the game with keyboard and mouse in mind from the start. As a side note, that’s actually why the controller D-pad currently isn’t assigned to anything.
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Peanut Butter and Relish
Peanut Butter and Relish@PurgeTheXeno·
@YmtIsk If mouse and keyboard does not work with this, i'll probably use twinstick Gladiator joysticks. I have something i'll be trying out with the thumbsticks.
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YmtIsk@剣戟ゲーム制作中
#Unity #indiegames 敵の攻撃を弾き返して攻守を入れ替えられるようになりました   The player can now deflect enemy attacks and switch offense and defense.
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YmtIsk@剣戟ゲーム制作中
There was a small translation mistake in the video. The correct explanation is: the gauge fills when the player deflects an attack, takes damage, or lands an attack.
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YmtIsk@剣戟ゲーム制作中
When the enemy interrupts the player’s offense and retaliates, the player won’t take damage if they respond correctly. Depending on the attack, that response can be a hold-button parry, a timed parry, a counter, or even a special heavy attack that dodges while attacking. The game is meant to be a “Sekiro-lite” experience, so the defense system is simpler: a light parry handled by holding the button, and a heavier parry that requires timed input. The retaliation is not unavoidable damage — it’s something the player can answer.
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Niles
Niles@ManOfManyPeeps·
@YmtIsk Does that making parrying more viable? Actually,does it cause a hit stun before you can parry? Or are you able to parry right after they retaliate. Im curious...love a parrying mechanic in a game
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YmtIsk@剣戟ゲーム制作中 retweetledi
YmtIsk@剣戟ゲーム制作中
#Unity #indiegames 敵がプレイヤーの攻撃を中断して反撃するシステムを導入しました   I’ve added a system where enemies can interrupt the player’s offense and retaliate.
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AGDSXQM
AGDSXQM@ASHGXQM·
@YmtIsk It looks good. Do you have any plans to write Chinese?
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YmtIsk@剣戟ゲーム制作中
#Unity #indiegames #gamedev #ゲーム制作 #ゲーム開発 新しいカウンターと、敵の新しい攻撃を作りました   I’ve added a new counter technique and a new enemy heavy attack.
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YmtIsk@剣戟ゲーム制作中
ありがとうございます!! 自分はプロではないですから、そこまで体系立てて語れるほどではないんですが、 動きを作るときは、「この動きが力学的にどう見えるか」を意識してます どこで力を溜めて、どこで出して、その反動が次の動きにどう繋がるか、みたいな感じですね 慣性モーメントとかの理解は結構効いてくると思います あとは、かっこいいポーズをしっかり作ることとか、 体の連鎖運動を入れて、動きを少しでも豪華に見せることも意識してます リグを自分で多少触れるとやりやすくて、回転軸を増やしたりIKを足したりすることもあります それと、作業効率を上げるために、BlenderにPythonで機能を足すこともあります 今はAIで叩き台を用意しやすいので、大量のアニメーションに一括で処理をかける、みたいなことも結構やってますね ただ、自分は1つのアニメーションをひたすら磨き込むというより、 ある程度のラインで区切って、種類を増やす方を優先してます ゲーム全体で見ると、その方が大事なことも多いので
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YmtIsk@剣戟ゲーム制作中 retweetledi
YmtIsk@剣戟ゲーム制作中
#gamedev ボスキャラクターの攻撃パターンを作り始めました   I’ve started working on the boss character’s attack patterns.
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YmtIsk@剣戟ゲーム制作中
Thanks, I wasn’t familiar with KH2’s revenge value system, so I looked into it a bit. The idea of offense and defense clearly shifting back and forth is definitely appealing. I was originally thinking of a system where that shift happens after deflecting a certain number of attacks, especially light attacks, but your comment also made me think it could be interesting if taking hits contributes to that buildup as well. Either way, I do want to avoid enemies simply taking damage forever without meaningfully pushing back, so that part is something I’m still exploring.
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SlashTechSamurai (Commission's open)
@YmtIsk thanks for the clarification the clip gave me sekiro vibe, and I wasn't particularly enjoying that. Games like Kingdom hearts 2 where the enemies have a revenge value & will respond with a retaliatory attack that can be predicted & countered keeping the combat fast & fun.
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YmtIsk@剣戟ゲーム制作中
Thanks for the suggestion. I agree with that general idea. That kind of interaction is already partly in the system. If you throw out a heavy attack carelessly, it can already be parried and punished. I’m also working on another system where repeated light-attack parries can clearly shift the offense and defense. If you keep deflecting light attacks, you can interrupt the enemy’s offense and create a chance to attack back — though it won’t lead to as strong a punish as parrying a heavy attack. And if the enemy triggers that system first, it doesn’t mean the player is guaranteed to get hit — with the fastest possible defense, you should still be able to protect yourself. I want this to work for both the player and the enemy, and that thin gauge on the left side of the screen is part of the setup for it.
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enzo carcamo
enzo carcamo@enzocarcamo4·
@YmtIsk Trata de hacer que el jefe cada cierto tiempo trate de hacerte parry, para que no sea una esponja de golpes
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YmtIsk@剣戟ゲーム制作中
It’s not meant to be a strictly turn-based exchange. For newer players, the basic flow will probably be to defend properly, wait for a clear opening, and then counterattack. That will likely be the safest approach even for skilled players on a first run. But as you get used to the enemy, you start to notice earlier openings — like moments where you can insert a heavy attack before the enemy’s sequence fully develops, or even take the initiative right as a light attack begins. As shown in my earlier clips, when the gauge at the bottom right is white, the enemy can’t respond properly, so that gives you a safer chance to interrupt. How much of that opportunity you have depends on the enemy and the current situation. If the player has already spent that resource aggressively, then it may not be available as a safe way to interrupt. So the goal isn’t “you must defend the entire combo before you’re allowed to act.” I want there to be real room for interrupts and taking back momentum — but if you attack carelessly, you can still get stopped, parried, and punished in return.
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SlashTechSamurai (Commission's open)
My question with the system is this. Is this game going to be turned taking? Like the boss performs his combo and you Parry all of his attacks, and then you perform your combo string and then it resets? Or can I actually interrupt the boss while he's performing his combo and extend my combo using clever placement and timing?
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YmtIsk@剣戟ゲーム制作中
@vankil_ It’s a mix of both. Most of the attack trails are hand-placed, while the others are generally procedural. Setting the attack effects by hand makes it easier to fine-tune the hitboxes.
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