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Mumin
Приєднався 12 лип 2011
Is GOTHIC REMAKE combat system SATISFYING?
More analysis of Gothic Remake combat, this time with more on camera movement and with comparison to other games.
Sources:
ua-cam.com/video/_oOZG5-tqpA/v-deo.html
www.gamestar.de/spiele/gothic-remake,bilder,14207.html
www.gamestar.de/videos/gothic-remake-der-namenlose-held-kaempft-gegen-neue-monster-und-wird-immer-besser,133749.html
www.gamestar.de/videos/grafikvergleich-das-gothic-remake-verleiht-legendaeren-orte-des-minentals-neuen-glanz,133763.html
ua-cam.com/video/P-oEDuUQ804/v-deo.html
ua-cam.com/video/DEazmMypJBI/v-deo.html
Sources:
ua-cam.com/video/_oOZG5-tqpA/v-deo.html
www.gamestar.de/spiele/gothic-remake,bilder,14207.html
www.gamestar.de/videos/gothic-remake-der-namenlose-held-kaempft-gegen-neue-monster-und-wird-immer-besser,133749.html
www.gamestar.de/videos/grafikvergleich-das-gothic-remake-verleiht-legendaeren-orte-des-minentals-neuen-glanz,133763.html
ua-cam.com/video/P-oEDuUQ804/v-deo.html
ua-cam.com/video/DEazmMypJBI/v-deo.html
Переглядів: 1 900
Відео
Gothic Remake - combat system feedback
Переглядів 52114 днів тому
Some stuff from Gothica Remake was shown yesterday, let's talk about whether the combat can still be saved and how it looks. Sources: www.gamestar.de/spiele/gothic-remake,bilder,14207.html www.gamestar.de/videos/gothic-remake-der-namenlose-held-kaempft-gegen-neue-monster-und-wird-immer-besser,133749.html www.gamestar.de/videos/grafikvergleich-das-gothic-remake-verleiht-legendaeren-orte-des-mine...
Czy da się jeszcze URATOWAĆ walkę w Gothic Remake?
Переглядів 1,2 тис.14 днів тому
Pokazano wczoraj trochę rzeczy z Gothica Remake, pogadamy sobie o tym, czy walkę da się jeszcze uratować i jak to z tym wygląda. Źródła: Grafiki: www.gamestar.de/spiele/gothic-remake,bilder,14207.html Walka: www.gamestar.de/videos/gothic-remake-der-namenlose-held-kaempft-gegen-neue-monster-und-wird-immer-besser,133749.html Krajobrazy i postaci: www.gamestar.de/videos/grafikvergleich-das-gothic-...
Adding BOSS and FLYING TERMINAL to my game? - Devlog
Переглядів 2303 роки тому
I added many small things and a big one - the boss. You can find me also on: Twitter: GameDevMumin Punch sound: soundbible.com/2069-Realistic-Punch.html Boss fight music at the beginning: 🔻 "Makai Symphony - Dragon Castle" is under a Creative Commons license (CC BY-SA 3.0). Muzyka promowana przez BreakingCopyright: bit.ly/b-dragon-castle 🔺
Roguelike with SHELLLESS TURTLE - Tortle Shooter Devlog
Переглядів 2473 роки тому
First devlog announcing new series of videos where I show how I make progress in making my own platformer roguelike! In this video I show general idea of the game, what I want to achieve and why I decided to create roguelike. But overall - it's more an annoucement than actual devlog. Stay tuned, because there will be more! You can find me also on: Twitter: GameDevMumin
Totally agree about the animations. As far we've seen it's really cool everything, just everything. I think they need to fix just the "hook" animations during the fight and we have the masterpiece of games!
It will be good if they remake gothic in elex engine.
Also one of my problem is just the distance the Monster is thrown away after being attacked, like why? A little knockback should be present like when hit with a hammer or something but not such as the one when Hes attacking the Fire Waran, Honestly I am really hyped for this remake but i think There should be an option for Mods and some enthusiastic proffesional fans could pump up the combat and animation so its SATISYING bc rn im really worried its not gonna be and its a HUGE thing when playing an rpg
1 thing about comparing the movement from witcher 3. Absolutely the most abyssmal thing about it is the fact that Geralt has to wind up his walking, like he starts slow and its hard to stop in a place youd want to stop, even the old Gothic had better movement, or any of the Dark Souls games, It looks a bit worse but it FEELS much much smoother
gothic 1 was 100% time good then this REmake gothic 1 was all about u expernice a stroy makeu feel like u there this Remake make it feel like a game to much "System in your face"
Have we heard any talk about when they think it will be done? Summer? winter? 2025?
@@geraltgrey-mane695 They AIM to release it in first half of 2025, but there is no official release date so it may be different ;P
I fully agree !
Worst part of fighting animation for me was archery. Bow limbs was just static and only string stretching is looking so stupid
I really love how real it looks when he kills the goblin
Unreal Engine, prepare of a stutter fest.
So maybe it's going to be more like God of War than Witcher 3 or Dark Souls? I much prefer GoW combat. The "sliding" by the player and enemies to close distances is an important part of the combat in GoW.
Haha... many aspect of The Witcher 3 is come from Gothic 2.
Haha, I think Gothic had a lot of mechanics that were impressive when it was released. Unluckily clunky controls didn't let it be popular enough (as Morrowind for example). That's why I really don't want remake to repeat that fate too :P
@@DarthBeliarek I just hope that remake will give the player to mod and fix the game freely like in gothic saga.
I see that your videos in Polish get more views! So maybe keep doing them in Polish. Better for you!
I guess I will just split to two channels, as I see different possibilities for content on both :D Thanks for coming also to my polish content. I made my 2 devlogs from the game I was developing 3 years ago public, if you wanna check too :D
god after watching this i think the guy who edit this short combat mess it up, because the mastered stance 1handed sword you show here look just like trained stance 1handed sword in the demo. will be any different between them at all?
Thank you for another video. This is really helpful. I wish you make more content on your channel! About camera distance and position. Afaik it will be possible to put the camera further and put it also in the middle on release.
@timurkhodyrev yo i love this game, i just want to say it's normal to get hit alot when you are unexperienced fighter, but when you learn 1h and 2h better you should have that spacing of predictibility of hits and how to play as this guy mentioned. I know this is the developer idea too, but it should feel great and you should tacticly take out any enemy without getting hit too much to make sense how 1 man defeated any challenge while also mentaining a high mechanic of the combat. Props to everyone loving gothic !
One more thing about AI - while not stupid it should also be predictible. Attacks should be telegraphed well, so player has time to dodge or decide to attack and get better once they learn enemies movement patterns.
Bro is stating FACTS
Gdyby fani i gracze mieliby stworzyć system walki do Gothica, to albo gra jeszcze by nie wyszła przez najbliższe 30 lat, albo odjebali największą manianę na świecie...kurwa, już teraz system walki jest o niebo lepszy od playable teasera, lepszy od tego co było na PGA, a i tak mało, od kiedy system walki w klasycznym gothicu był najlepszy ? On nie był najlepszy, ale miał to czego w innych grach nie było i dawał więcej satysfakcji niż walka w wiedźminie 3...to że zaczynamy od mułowatych ataków, a w miarę postępu postaci walka ulega zmianie i robi się na koniec przyjemna, a teraz już od 2 poziomu walki było widać lepszą płynność walki...weźcie się popukajcie w te makówki
Może jestem mało wymagający, ale jak dla mnie walka wygląda wystarczająco dobrze. Widać postęp względem dema z Nyrasem
6:58 wyglada na to, że ten poślizg wynika z tego, że pomiedzy bezim a potworkiem jest roznica wysokości terenu + duzy knockback, skrypt ataku aktywuje sie bo widzi ze potworek jest jakimś cudem w zasięgu ataku przez co wykonuje animacje, i przyciąga beziego do stworka, no wyglada to komicznie, w walce z gobline jest ten sam problem różnica wysokości terenu goblin stoi wyżej niż bezi tak samo jest przy walce z jaszczurem, wtedy występuje to ślizganie
the problem is some time it doesnt happen haha. if you see the demo back then, the character hits with normal pace and he misses the 2nd strike because the creature get knock back too far. so maybe the problem is the enimies lock on mechanic. very bad coding. probably ruin the game for me, hope they fix it.
3:00 to dla ciebie wyglada ok? przecież w tym uniku on dosłownie ślizga sie do tyłu widać to po prawej nodze
Tak, jest tam lekki poślizg, aczkolwiek zaraz po nim wszystkie 3 kroki wyglądają dosyć poprawnie i mają ciężar. O wiele gorzej wygląda to moim zdaniem 4 sekundy wcześniej jak tak krzyżuje nogi XD Montuję na dzisiaj kolejny film z porównaniem do innych gier, skupię się jeszcze na tym ślizganiu też przy chodzeniu oraz na pracy kamery. (po angielsku, bo chce żeby dotarł do twórców, mój poprzedni po angielsku widział community manager i przekazał feedback, ale może po polsku też coś przygotuję podobnego).
“I mean I want simple steps not.. nie wiem, I don’t know sliding” xD ❤ 4:00
i wonder if they are even aware of that , funny is sometime it works normal sometime it doesnt.
Naprawa tego ślizgania się podczas zadawania ciosu to jest drobnostka. Najwazniejsze że same ciosy przypominają to co znamy z oryginału.. W oryginale bezimienny zdecydowanie za szybko zabijał potwory. W Remake o wiele lepiej to wygląda i będzie trzeba sie napocić żeby dojsć do starego obozu . Bezi w orginale bez wytrenowania chlastał te ścierwojady prawo lewo jak na adepcie tylke że adept trzyma już w jednej ręce ale prędkośc podobna i to było słabe. Natomiast w mistrzu musza dodac ten kombos ktory zaczyna sie frontem z góry a kończy obrotem postaci i dwoma szybkimi ciosami lewo prawo.
Thank you for recording a video to demonstrate everything! That is really helpful! Think about making your own channel about games =) I think you can be really organic in it!
walking during combat is a minor thing and can be improved however - untrained level - I like in Remake, it's good, because in original Gothic nameless hero swings sword too fast, - trained level - you didn't show how fighting with two-handed sword looks like on this level, you showed one-handed - master level - where is combo with character rotation by 360 degrees? And for the end. Implement Acrobatics, or "long jumps with roll" because that's what always distinguished Gothic from other games
@@jnkowalski3568 yeah i also wonder at mastered level character access new combos?
really hope u guys fix it and update more clips about combat.
Apart from sliding there are also few other things that could be adjusted - mainly camera work. Fingers crossed for Alkimia, I hope they deliver with combat and animations as much as they are delivering with everything else so far.
Co do walki to mam te same odczucia, ale lokacje nieszczególnie oddają tego gothica
przecież to te same lokacje co w oryginale XDDD
@Kratosik188 może w zamyśle, przeniesione do gry nie koniecznie do mnie przemawiają jak na przykład wieża Xardasa, już mniejsza o tereny dookoła ale sama wieża jest zbyt przekombinowana i nie pasuje do gothica + jest gigantyczna - nie mam pojęcia co oni chcą tam zrobić
@grgrgrgrrrrrr Akurat zgodzę się tylko co do wnętrza Wieży Xardasa, ale uważam, że cała reszta jest świetnie przeniesiona.
@@DarthBeliarek Na pewno podobają mi się wszystkie obozy z lekkim niesmakiem na brak niebieskiego oświetlenie w obozie na bagnie, stara cytadela poprawnie rozszerzona, górska forteca - tutaj była duża dowolność bo oryginalna lokacja była po prostu pusta, zawalona wieża to właściwie tylko powierzchnia bo właściwa część lokacji zaczyna się pod wodą, kanion trolli dla mnie jest dziwny - ta sama sytuacja co z cytadelą tylko tutaj poszli w dziwnym kierunku ale nie jest to tragedia, miasto orków to najlepsza lokacja jaką zrobili więc podsumowując jakieś lokacje są - mniej lub bardziej wypełnione ale mnie nie za bardzo niektóre podpasowały pod względem klimatu jaki był w oryginalnej grze w tle z nowym motywem górniczej doliny który szczerze jest strasznie nie równy tzn. do połowy jest to bardzo gothicowy utwór ale potem jakby mieszanka z g2 oraz g3. Aktualny stan gry jak i wizja alkimii mi praktycznie w ogóle nie odpowiada ale to ich gra - oceniać będziemy ostateczny produkt
to mów, że chodzi o konkretne obiekty bo moim zdaniem lokacje są zrobione dobrze, a nawet bardzo dobrze
Keep up the great work, stupid game Experiments sent me. Happy follow Friday
Now this is some real hectic bullet hell! Just as Stupid Game Experiments said in #followfriday . Ya game looks mega detailed and awesome!
Yeah, this is such a bullet hell I am afraid it'll be difficult to beat! I need to release some demo to check what difficulty is for people! Thanks for reaching out!
@@DarthBeliarek I'll eagerly await the slaughter 😬🤣
Love the content. That fountain totally creeps me out for some reason which is great. I'm subbed up and looking forward to more devlogs in the future.
Thank you! I tried to do something similar as Blood Shrine from Enter the Gungeon, but the look turned out totally different and I am pretty happy about it !
@@DarthBeliarek You should be it turned out great. Your boss looks awesome too.
Love the arcade feel of the game and all the particle effects. That opening music reminds me of Dont Dream It’s Over by Crowded House lol
Haha your editing is great! " A little bit of ceiling, a little bit of no ceiling". You deserve more subs
Thank you! I am trying to improve my editing with every video so it is more engaging and less boring ;D
Look mum I'm on TV! Don't know why I wasn't subbed, but I fixed that. Also, I'm guilty of that parent/child enemy thing too :D
LOL I saw that. I was going to highlight it in my latest video, but was crunched on the deadline and spaced on adding it in.
Hello my Twitter friend in trying to conquer the gamedev world! :D Nice to see you here!
Very inspiring my dude. I'm also trying to make a platformer roguelite. Well, you are making it, I'm just trying lol!
Thank you! I have also started with trying and I think I wasted too much time not trying, so you are already better than me :> Keep trying! I wish I was trying last two years at least once a week!
@@DarthBeliarek I wish that was the case! I have and still do waste a crap ton of time not trying!
Our patron blessed us with fresh abominations to slay, ALL HAIL! P.S. Mumin, kiedy sesja?
Mumin, that's cute <3
That is a really cool main character!! Perhaps he can pick up different tutrle shells, and they give different power-ups? (fireshell = more damge, thornshell = damages melee attackers, armorshell = less damage, etc.) Keep it up :D
The game looks amazing and I like the particle effects and the little screen shake. Nice that you're also using Unity, it's really great for making both 2D and 3D games
Yeah, I love how they upgraded Unity for 2D games in recent years :>
Joo I love how this game looks, the colors work great together :D
Game looks super fun!
Thanks! Maybe I will release some demo version so I will know whether it doesn't only look but also feels good :D
Nice devlog, i really enjoyed it :D Also any feedback for my channel would be appreciated, plus if you enjoy the content you can subscribe cause that helps me a lot :)
Name the game >> Turtle Shollter <<
This game has nice graphics and looks pretty fun to play! Cant wait to see whats next for this game.
Thanks for nice word! New video will be live next week, I guess I will show how I made chest animation without much work :D
First comment! Also hyped for the game, can't wait for some speedrun streams