Testing out the New Melee Weapons in my Voxel Game
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- Опубліковано 17 жов 2024
- Wishlist Lay of the Land on Steam: store.steampow...
Support development and play the game early: / tooley1998
G’day everyone. Ive added some melee weapons to the game. You can now choose from a variety of weapons to use against your foes. Each weapon has its own unique set of strengths and weaknesses. For example, longswords have a long reach but a slower attack speed. The rapier has a short reach but fast attack speed etc. All melee weapons can be dual wielded so you can use any combination you want it’s up to you.
Ive got some more really cool stuff coming soon so stay tuned 😊 and also if you want more regular updates be sure to follow my twitter:
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Wishlist Lay of the Land on Steam :) store.steampowered.com/app/2776090
Support development and play the game early: www.patreon.com/Tooley1998
Good job, it looks like a simple but solid combat system. However, until you opened the menu at 1:48 I didn't notice that Broardsword and Longsword were different weapons. They are too similar in all aspects. And for the rapier, I expected a stab motion, not a slash.
It looks great!
You should make their eyes stop glowing when they die.
Add the b l o o d . Make it so that enemies can get hit on the ground. with B l o o d . Add bones. Make it so you can dig into their voxel bodies. This idea comes from paint the town red. But don't overdo it like PTTR. Just please add some blood and bones. It just feels like your whacking them with a stick. All i gotta say here. G'day.
I agree
Looks like the attack is tied to an animation, will weapons have faster or slower animations? And will the time before and after the hit be separately variable? Would be col to have fast swinging weapons with low recovery time vs more balanced options.
that poor first guy was just vibing, living his best life.
I just found your channel today. The work you're putting into this game is incredible! I can't wait to see it progress!
Absolutely amazing to see the progress, please don't give up on the game like so many devs have done🙏
I hope you don't me giving some constructive criticism, but in my opinion your combat system is very 'minecrafty' and that's not a compliment.
Minecraft combat is honestly quite repetitive and although it gets more complex with things like bows, lava buckets and placing blocks etc. I would recommend you do a little experimenting to find something that has a little bit of a better feel to it, maybe add dodging or a block mechanic. It seems in some cases where you hit an enemy just as it's leaping forward it gets knocked back and therefore can't hit you, which is actually pretty neat maybe the timing just needs to be a little more generous on this though?
btw this is an awesome project and I really look forward to seeing where you take it!
You forgot to put "mind" also I agree
I get why you made them fall to the side but i think it would look a lot better if they didn't, especially with the arms clipping through the ground. Love the project tho :)
Since the corpses of enemies do not disappear after death (I guess animals do not either), I wonder if this game will have a semi-realistic animal and monster resource acquisition mechanic.
For example, to get materials from a deer, first the skin (leather or velvet) is extracted from its corpse, using a knife or the sword, then the meat, and finally the bones in case they are used to fertilize or do alchemy or something .
While, in each interaction, the corpse will change (after removing the skin it will be open or semi-empty (no need for gore), and after the meat the skeleton will remain).
Or the player could also remove the meat and the skin at the same time, so there is no need for an intermediate model between the whole animal and the skeleton.
I am right?
It looks like the corpses disappear after a bit and have a chance to drop loot but Vintage Story does something like that if you haven't heard of it
Yo! I hope to see this game explode in popularity when you're done
Great job, but the rapier actually should have the most range, it is much longer than the longsword. Rapiers are long and heavy weapons, they are just well balanced at the hilt so they are easy to move around and thrust. It does not make sense that the rapier is shorter than the longsword or that the longsword is slow.
This game looks amazing in detail. Can't wait to play it!!
hi i really like the work you have done on this so far, what engine are you using? is this in java jlwgl?
he mentioned in some video comment that it is in unreal with a voxel plugin
Great progress man, keep it up, we need more people like you.
Very cool duel wielding! Do you dynamically mirror the animations, or do you have to make separate animations for both hands?
Instantly Subscribed!
looks good and i might instantly guy this game whenever is avalible xD
seems you might became next gen Notch for this sandbox gaming comunity,and i hope you dont get tempted by Major Corporation like him since i kinda sad with Minecraft state today
i like the death animation but i think them clipping into the ground slightly could be fixed that way you can have fake dead enemies like in elden ring games
you should add an indicator for the monster's health like visible wounds or smth
The inventory window would be much more comfortable if you add some shortcuts to the top slots on mouse over. Maybe Shift + Q/E
Very cool, but its still a little hard to tell when you hit something (visually)
Try making the enemies turn destructible when killed, that'd be pretty cool. Also blocking, there being a not stat based difference between types of swords.
This game has a really unique style!
wow dude i would love to play this
looking great!
i wish you add sword blocking
7/10 keep it up man!
Hi from Colombia: what is boxel's library the cubes are very small
I realy want to play this Game!
Is this actual voxel tech? Or polygon?
Can you tell me how many voxels your character is in the height?
Poor Minecraft. It had such a nice run.
No amount of ray tracing will save it at this point
How does the computer keep up with loading the chunks? CyubeVR VR has 0,5m blocks and loads chunks only quite slowly
Look at Vintage Story.
You can set a World Height of 1586 Blocks and your View Distance also to 1586 Blocks and the World Generates Chunks like speed.
+ The Game Runs butterly smooth lol
Are you using the Voxel Plugin?
I Want to play your game, is beautiful
Attack on titan?!
SAGAOO SUSAGAOOO
I really think there is an amazing opportunity here to make enemies that actually are impacted by your hits and lose voxels upon impact. Also, I strongly believe the enemies should explode into their voxels similar to the falling trees but more kinetic, instead of this lame animations copied straight from Minecraft.
You should call the game craftmine
The environments are awfully similar to teardown and cubeworld
ummm. source code?
You don't have a name for the game yet any ideas for it
its cool that you are adding melee weapons to your game but I feel like its too basic. the strengths and weaknesses to each specific weapon is good but the click hit combat is just not it 4 me.
lovely