You may not need this, but if you want some inspiration on how to add horror elements into an action game, I suggest taking a look at how Bloodborne did it. It's not a Hack 'N' Slash, and the horror elements aren't like a traditional horror game, but I think it did leave a creepy atmosphere which is pretty cool. Wish you the best with this game!
Yeah it is admittedly an ambitious game with an ambitious deadline, but it is the deadline I need psychologically so that I am not still adding new features in 2027. (I hope that makes sense.) I tend to work a lot better on games when I have a finite deadline, it forces me to focus on what's really important. Thank you so much for the comment, it is greatly appreciated.
Good luck! Please, keep making devlogs there is so much value in devs sharing their experiences. As an aspiring dev trying to finish my first small game and get over scope creep, seeing others work through these problems helps so much!
5:00 looks kinda like black myth wukong😂😂 Dude I can't belive how much of similarities I have with you😂 I've recently been reading the level up book, I'm a diehard fan of capcom (dmc, re) and the classic gow games (never got to play bionetta though), and I made a hack'n slash just a week ago, without even knowing you existed😂😂
Hahaha it kinda does doesnt it. What can I say, we both have excellent tastes in books and games. Awesome that you made a hack n slash! I have your video in another tab and cant wait to see what you made!
A potential problem with tying collision to animations: if it moves very fast, it could miss. People often encounter this when trying to implement projectiles, but given the genre, you'll probably have at least some very quick swings. Possible solutions i saw recommended: looking ahead of the movement with a raycast, or increasing physics ticks per second.
@@gatorsoup not sure if it’s worth it to try and fix it preemptively: it’s somewhat tricky. But if you notice your fast swings miss with some consistency, that’s the direction to dig. Anyway, I enjoyed the devlog and looking forward to the next installments :)
It`s cool that you making a horror hack & slash game. I have some questions: Does your game have similarities to the 2010`s HnS game splatterhouse? Will it be on consoles? How long do you want the game to be? Will you consider the ability to change the character`s outfit? Will your game have one-off action sequences? (air diving, driving, using a torrent, chase sequences) Will you consider to be able to replay the story chapters from the main menu? Will the game have platforming? Will you consider adding button config?
Hey! Ty for the questions, I will do my best to answer them. (Please note I am still early in development so some of this info may change as development continues.) Q: Does your game have similarities to the 2010`s HnS game splatterhouse? A: I only just heard about Splatterhouse and though it was a retro game series from the NES/SNES Era. I will have to checkout the 2010 splatterhouse and get back to you. Q: Will it be on consoles? A: As of now, it is just planned for PC, but if i were to secure funding or a publishing deal it would be really cool to bring the game to consoles. Q: How long do you want the game to be? A: Right now I have only a vague objective for time and that is at a minimum 6 hours. Q: Will you consider the ability to change the character`s outfit? A: It is 100% being considered and is on the feature wishlist. Q: Will your game have one-off action sequences? (air diving, driving, using a torrent, chase sequences) A: I honestly am still debating this. Q: Will you consider to be able to replay the story chapters from the main menu? A: Yes, as of right now the plan is to let you replay chapters. Q: Will the game have platforming? A: Yes, some light platforming is expected. Q: Will you consider adding button config? A: 100% Thank you for the questions, I think I answered all of them.
@@gatorsoup Thanks for answering my questions, I hope you are able to make it available for consoles. Just to give you some tips/ideas: One of the things I think that is important is that the character has to look sick, just like what the developer of Stellar Blade said, he think it`s important for the back of the character looks better than the front since that`s what you will see the most. Me personally if I don`t like the way the character looks that will put me off the game no matter how good the game is (and there are other ppl that think that way too). Also make the weapons you use look sick too. When it comes to bosses, I think they should be different on how you deal with them, from hacking and slashing, dodging and parry to using the environment/ enemy's attacks against the enemy. While having high graphics is good and all I think having an art style to a game is better than having amazing graphics (Soulstice being an example). I think it would be cool if you add things in the extra section like enemy logs, viewing cutscens, selecting music to listen to, this could be collectables in the game you have to find. Pacing is important, if you can change the gameplay up sometimes that would give the gameplay more ways to play, example switching camera perspectives, using guns, playing a different character, driving a car etc. Since you are making a horror HnS game Splatterhouse would be a good source of inspiration, for monster designs you can look up an anime called Claymore. I know you said that you want the game to be complete before the end of 2025, If I had to make an educated guess I'd say your game would come out in 2029 due to how long games take to make.
I think you should check out God hand. It's not only a fantastic videogame but every bit of the design philosophies of that game could serve as a great inspiration. Especially when it comes to enemy designs (not asthetically) and how the player percives/approaches combat due to enemy design. I thank the algorithm for recommending this video. I hope your project is a relatively smooth process. Be the best Gator dev and... yeah i done have Clever gator puns. :(
As someone that just got into character action games(I've been playing the Devil May Cry HD Collection to be more precise!) this video came at the right time! The prototype looks pretty solid so far! Impressiive really. Also I would like to say that you REALLY should take the first DMC game since I think it falls perfectly in the "horror hack 'n' slash" description. The game as great combat and something about exploring that castle just hits right, that game got LOADS of atmosphere! I'll definely keep an eye on your devlogs, seems genuinely promissing!
Thank you for the kind words! I hope you are enjoying the DMC HD Collection. I love the DMC games and have been playing them a lot recently. Devil May Cry is definitely a huge inspiration.
Interesting project. I'm actually working on a devlog right now, so the formatting of this was really helpful! About state machines, im the kind of dev to not get something until i program it myself, so i bounced off of unity's stste machine, but your explanation really made me want to implement one in my next project lol
Thank you very much! I am glad you found the video helpful. I totally get what you mean I had to do a lot of state machine prototyping before i felt like I could use it for this, but I am really happy I did. I look forward to seeing your devlog!
Good luck with the project! Base mechanics are looking pretty solid and the video format is perfect suits you really well! Excited to see more devlogs and where the game goes :3
Amazing devlog GatorSoup! I want to wish you the best of luck on Occultation, as someone who also loves character action games, and will definitely be keeping up with your progress. I've been meaning to get into game development so this might be the push I needed.
As somebody who also tried on and off to make a game like that in Godot (A more low-poly affair inspired by the N64), I must say that I'm impressed! Initially, I dismissed the state machine approch for my player probably because I didn't want the main code of the player to relly on auxiliary scripts and having as little clutter as possible in the side table of the player scene (the one listing the stuff in the scene). Watching your video made me realise that "Oh, the combos would be more responsive and implementable if I used a state machine!" For the 3 Cs, I had at least the Camera and Character figured out to some extent: -Camera: More of a contextual affair, some areas have a fixed camera who just doesn't move, others have the camera following the player as they move (fixed to their origin point or following the player), and some areas use the player-controled camera. In that last case, you can only rotate the camera left and right; on the N64, its equivalent to the left and right C buttons (I've in mind that the C up would be the interaction/taunt button and the C down would be the second attack button). -Character(and the plot to some extent): A lady with a bunch of stiches on her body, bassically a ghoul of sorts. She uses an axe (closer in size and style to a normal wood-axe than something worthy of Soul Calibur, at least in its base form) and is more on the clumsy/cartoonesque side. All I'll say about the plot is that it's "couple vacation gone wrong", first act is about saving your scientist boyfriend, then the rest of the game is you two unraveling the plot of the bad guys. The rival is a nun using guns and more "holy" based powers. -Controls: Probably one of my biggest hurdles, mostly implimenting combos. At least I know that I want a taunt, "z-targueting", blocking as the defensive action, and for the attacks to drag the player forward, or to put it in better terms; the stuff that makes "walkless" challenges (for exemple; ua-cam.com/video/AMkNPJzto9Y/v-deo.html) possible. The closest I got from this system was to have a raycast who detects an enemy or a wall, then it brings you to it like a grapple. I did also experiment with another version of this on another project where the raycast is basically teleporting the player to the spot the attack ended. I also had in mind a "overheat" mechanic for the guns where their melee attack value is stronger when you overheat them. Good luck! [Becomes 108th sub]
Thank you very much! yeah the whole combo combat system in a single script just wasn't going to work for me. In early prototypes it had routinely been a headache, and so a state machine seemed like a good alternative for exactly the reasons you have mentioned. I spent a lot of time researching and learned that its actually relatively common practice for these kind of games (which helped me decide to give it a shot). Regarding the three Cs: Sounds like you have a strong camera concept, that is great! I went through sooo many iterations in early prototypes, trying everything from first person, and top down, all the way to fixed cameras before I landed on this more standard 3rd person camera. Honestly, I don't think we as devs talk enough about how much work goes into finding the right camera for a project. Your character/plot sounds pretty cool! I also have a lady planned as my protagonist, but i don't want to get too deep into character stuff yet. haha that's a future devlog. As for controls and the character moveset specifically, yeah it can def be hard to nail down. My move set is still early on so I just really wanted a core set down so that I could start thinking about controls. I have lots of Ideas and big mechanics that I hopefully get to share in the next devlog. Sounds like you have a cool game on your hands. Thank you so much for the lengthy comment, I really enjoyed reading it, and thank you for the sub!
I feel like you risk to end up with a lot of states if you use it to manage contextual inputs. Like having some state used only for some combo or attacks. I might be wrong but beware of this risk. If that is the rout you plan to take you may want to look at State Charts (there are really good plugins for it), it allow to easily manage a high number of States. Anyway I can't wait to see the next Devlogs !
Howdy! Yeah I have also been thinking a lot about state management and worry about ending up with too many states. I have started thinking about what kind of preemptive solutions I have at my disposal and I was leaning towards a system of Nested State Machines, but that also runs some risks. I will totally check out State Charts, thanks for the tip, and thank you for the comment!
Love your style of devlogging. I'm a Unity dev so my setup is a little different, but I'm also making a character action game (no devlog yet...) and I also opted for a state-machine-controlled player character. I'm surprised at how similar our setups are, but you've definitely given me the idea of attaching my parry-window to my animation. Right now it's controlled by state-logic, leveraging Unity's Time libraries, but my concept partly revolves around dynamically changing your moveset, including defensive options, so attaching the parry to my animation may be better in the long-term for designing. I hope you find my comment pleasant, and I hope it helps push you through the algorithm. You're a fantastically entertaining dev, and I can't wait to see more. Subscribing!!
Thank you so much for the comment(it was very pleasant and greatly appreciated.) Yay for fellow character action game devs! It is really cool to know that you also opted for a state-machine controlled player character. Your game sounds super cool and I love the idea of a dynamic combat toolkit! I mentioned it in the video, i have this mechanic called radiance which will also involve creating a more dynamic combat move-set based on tiers(future video stuff) so having the parry be attached to the animations seemed like a good consistent solution. It is a solution that I think is simple enough not to break, but flexible enough that I do not have to worry too much. I did not mention it in the video because time but for my parry to work, the enemy attack also has to be in a parry window as well, I am doing it that way to prevent the parry from being too easy, but I am not sure if I will keep it. Thank you soo much for the wonderful comment and good luck with your game, I look forward to seeing it. (we really need more character action games!!)
@@gatorsoup agreed, more character action games all-around. I can't wait to see the radiance system in action. One last thing I wanted to ask: how are you finding the time to balance development on the game with producing devlog videos? I'm quickly pushing towards a state where I can actually produce a devlog for my project, but I only have maybe 10hr a week to work on it. I'm making progress when I can but I'm afraid creating a devlog will be too much. How do you plan to manage it, and what tools are you using? Thanks in advance!
@@tamerxero Hey sorry for the delay. I am happy to answer! So I do game dev full time and I will not lie, at first the balance between devlog and game was really hard. I attribute the initial lack of balance to this largely to this being my first devlog of this type though. when I started the devlog production, I had 7 months of game notes to cover, running up until the end of May. I ended up spending most of June on the devlog (those lil gators don't draw themselves haha), with a significant amount of time spent learning video editing and script writing. I will say it was 1000% worth it, I had a ton of fun making the devlog, and I think future devlogs will be a lot easier to produce now that I know more or less what I want. As for how I am managing it going forward, I have already started on the next devlog while working in tandem on the game. I literally sat down said "okay what do I need to do for the game, and how can I explain it in a way that is fun". I wrote my monthly objectives and wrote a rough script idea. As I've been work on the game, I have been writing a bunch of notes that I am going to use to guide the scripts down the road. I also have been stockpiling footage and flagging specific pieces of footage since the start of June. My toolset is made up of Clipchamp(free version), Krita, OBS, and Audacity. As I said earlier it was definitely worth the effort and work, and I am hoping to have a better balance going forward. I can't really give advice as I am still very new at this and I am sure I will have to keep adjusting and tweaking as I find better workflows but I had a lot of fun making the devlog. I think the big thing I have already learned was to just enjoy the process, devlogs are a great part of game development, and can be thought of as a time to pause and reflect on the game and it's progress(really takes the edge off when working on the videos). I hope you find this helpful and I look forward to seeing your game and your devlogs(give it a shot, and enjoy the process)
@@gatorsoup man, thanks for the answer. I really appreciate the advice! I'm making sure notifications are on, you're quickly becoming one of if not my favorite indie dev on this platform for your politeness and informative replies. I just joined MechJam V, so I'm gonna take the advice and do a devlog/postmortem for the project when I complete it. Keep up the good work, I'll be waiting for the next video, and I hope you start a discord channel for this project, I'll be one of the first to join!
@@tamerxero Aw thank you! I am trying and it is greatly appreciated. I genuinely really enjoyed your questions and comments! Hell yeah on the MechJam V plan! Good luck and have a great time. As for the discord, funny story😅, I actually already made one but I forgot to mention it in the video haha. Link is in the description if you are interested! (rn it is nice and small so you are more than welcome to hop on)
From one dev making a character action game to another I wish you the best of luck! If you're gonna move to making your own animations, I'd recommend Cascadeur for speeding up the animation process!
Yay for another character action game dev! Thank you for the kind words, I am going to be making my own animations so ty for the tip. I will take a look at Cascadeur when I get closer to that part of the process.
the gator pgn is the CUTEST!! Kept me engaged throughout because he's so well drawn and adorable. Loved when it was blushing/flustered. On a side note, the game sounds amazing. I will excitedly keep up with each milestone you reach in making this :)
Really promising game! I had a question, though... Is the game trying to be scary? Or uses horror inspired aesthetics only? Cause feeling good while doing sick combos sound like not that horrifying 😅
Thank you for the comment and the question! I am happy to answer. The game will have a horror inspired aesthetic with a cosmic-ish/body horror elements depending on the chapter of the game. The world is inherently twisted and warped and there will be segments where the player is disempowered in non combat sections because you are correct doing sick combos and beating up baddies is not exactly the disempowerment you find in survival horror. However, combat is always about the catharsis of doing sick combos and feeling empowered. A good example of what I am going for game-feel wise would be Batman: Arkham Asylum(mild spoilers), where combat sections feel great and powerful, but when scarecrow is messing with your mind it is very creepy and unsettling. Another example would be Alice: Madness Returns I hope this clears things up. There is going to be a dedicated video about this in the nearish future.
For Character Story development, definitely figure out their motivation for the game. Are they lacking something? Or, are they fulfilling a role they feel born to do? Try to have their motivation be thematic to whatever experience you want the player to explore. Nobody panic, I'm about to pull a rabbit from this hat. 🪄🎩 The apprentice made master experience. Your character is a magicians apprentice. She felt called to be a magican since times of yore, and now having found a real bonafide master, the great Sardine, she can finally start her way. Except she keeps getting chored with the lame tasks. Still she keeps to it, captivated by Sardines magicks. He does teach her, and she learns quick, but its just one set of combos... uhg. But after one show, he does open up to her, that the source of all this is locked away inside a box, inside his trunk, when he thinks shes ready, he'll open it. So you have the player break in, because shes ready to be a master now! Except... Again, this is where you can explore this idea further. Are there more combos inside the box? Are there new enemies that run amok that further contextualize the combo sets? 🤷🏻♂️ I dunno its your game. My perspective is, that no matter the idea, fully explore the why of the character's motivation (do they lack or do they yearn), and this will keep your scope narrowed because thematically you wouldnt give a magicians apprentice a butcher's combo set. They arent motivated by the same things. If you want to read more about characterization, i recommend David Corbett's Art of Character and the Character Compass. Cheers!
Awesome comment! Very insightful and helpful. I totally get what you are saying and I really appreciate the example. I will def keep that in mind as I continue to flesh out the protagonist and their motivations and how that plays into how they play, and what engaging looks like as them. Thank you again!
So you had the same idea me (graphics designer) and my teammate (programmer) had 3 years ago, making a game ourselves. Gonna keep an eye on your project as well, looks like a promising start!
@@gatorsoup I hope you take a look at the more recent comments, I think I've rant too much but horror hack'n'slash is a very intersing idea that I'd like to go in-depth about, hope the game development'll go well.
i have an idea on hoe to implement a fixed camera without it being super jarring. instead of the camera just teleporting to the new location when the trigger is detected, make on a "rail" you can say. If the character comes near a door the camera will begin to zoom in behind the character and follow them into the new room where it then takes a new fixed position. this i think solves your problem. Also you can make the camera while its in a fixed position wiggle around and follow the character slightly so its allways kinda in focus.
I find concept of a horror hack'n'slash game very intriguing, but what you're making sound like a hack'n'slash game with horror elements. Horror games put you in a vulnerable position, using all kinds of methods to not just cause fear, but to disturb the human's brain on a psychological level, while hack'n'slash games are nearly the opposite, having you play as a very capable war machine with countless tools in your disposal to wreak havoc on your foes no matter how horrifying they are, essentially giving the player ways to make their own power fantasy if they're creative and hard working enough. I love these two genres, so I wish to mix them, a seemingly impossible task. I saw some action games on the market that tried similar things over the years but none have done it "right" in my opinions: We have the Soulborne series, that put the player in a destroyed, hostile world where there are sadness, tragedies and monstrosities all around the corner while giving the players countless weapons and means to better themself and advance. Yes the settings are horrifying and the player character can be a badass if you play it right but the genre isn't really hack'n'slash and the horror elements are kind of underminded when you can kill gods left and right once you level up and git gud, not to mention most of the horror don't seem personal, they're the results of the surrounding world and you're just living in it. Bloodborne is especially guilty of this, the game has many cosmic horror story elements but at it's core it is NOT a cosmic horror story, at all. The closest that I found that somewhat scratch that itch is Resident evil 4 Remake, it's not hack'n'slash but you're still playing as a very capable badass who's in a horrifying position. Leon is very skilled, yes, but he's still flesh and blood and his tools and resources are very limited, there're danger in every corners and enemies always come in droves so if he's not being a badass for even one moment or make one wrong choice then he's dead. He has many weapons but they have to be used wisely, he's in enemy territory so the chance of getting blindsided is real thus tension never dissapear, he's making jokes not because he's cocky but to try and lighten up the situation for himself because he's just a well trained human being hunted by literral monters and abominations human mind can't imagine. I feel like this can be used for a horror hack'n'slash game, since because you're a badass, the horror doesn't mainly come from the monsters and the jumpscares (though they can still be factors of it), but from the situation itself, where threats and dangers are always present whether physical or not. There might be other ways to make horror hack'n'slash game, but this is the one I know and liked the most.
Howdy, thank you for the comment, I really enjoyed reading it, and it is greatly appreciated! (honest, Reading it made me really happy, and I love a lot of the points you made) I answered a similar comment a few days ago so please forgive me if I reuse some of my examples. You hit it the nail on the head with "since because you're a badass, the horror doesn't mainly come from the monsters and the jumpscares (though they can still be factors of it), but from the situation itself, where threats and dangers are always present whether physical or not. There might be other ways to make horror hack'n'slash game, but this is the one I know and liked the most." At a fundamental level, much of horror relies on disempowerment and hack n slash relies on providing you with the opportunity to exercise power/skill, and while these two thing seem diametrically opposed it is not necessarily so. My thinking for the game right now is that there will be sections where the player is a great capable warrior i.e. where they have room to exercise their skill and power, and this will make the sections where they become disempowered that much scarier. Because, never having power and facing monsters is scary, having power and it not mattering anymore is is terrifying. A great example of this in another game is Batman Arkham Asylum(mild spoilers), where the combat sections make you feel awesome because you are Batman, but then the Scarecrow sections and Killer Croc sections are genuinely scary because it does not matter that you are Batman anymore. Furthermore, what makes horror bearable/great is eventually the hero wins and we get this wave of catharsis and empowerment which in my game will be exemplified by the hack n slash elements. I love that you used Resident Evil 4 as an example because I think about that game a lot haha (also a fav of mine) It's basically like you said with Leon, he has to keep being a badass to survive, he is capable, and quips to make sense of his situation, and if he were to falter it would be over, so what would happen if it became clear that his being a badass didn't matter anymore, and that what he faces in that moment does not care? This balancing act/ tug of war between being capable, and it not mattering is exactly what I am going for with my game. The world will be full of tension always and the player will have to keep being a badass to make it through but there are going to be moments where it feels like being a badass is not enough. Ultimately it this still very early on in development and a lot of this is theoretical and may change, but right now I have loads of scary ideas for the game and I am excited to make them a reality. Thank you for the comment, I really enjoyed reading it, and love how it made me think about my project. p.s. sorry for any typos, I just woke up.
@@gatorsoup Thanks a lot ! From what you said, it'd seem the game will be very promisng. Though I expect it'd be no easy task, since all of the stuffs I mentioned sound good on paper, yet they've been practiced many times throughout video games history and only very few have hit the mark. Nonetheless, I'll be looking forward to the game, good luck.
oh 100%! It is such an integral part and I've been learning as much as I can. I have been reading books and practicing 3D animation. Thank you for the comment, it is always appreciated!
@@gatorsoup Np, and good luck with your project, I always thought it would be interesting to mix genres, im one of the few that somehow loves both stylish action and a game like bloodborne lmfao, and that shit is basically a horror action RPG, so your idea could totally work, hell id say DMC1 being based off of a RE prototype already warrants some creepy vibes to it, that and some parts of the castle and enemies.
@@mlt_sk Ty! Indeed, I am always pointing to DMC1, Bloodborne, and Arkham Asylum. I have been replaying DMC1 again (initially for the video but I got hooked haha) and you can really see the RE influence in certain sections.
@@gatorsoup np! oh yeah i forgot about Arkham Asylum, that game has amazing atmosphere and creepy vibes, definitely a rare thing in games to mix some sort of action combat and horror that i would love to see more.
bro please play the original Splatterhouse trilogy. The first ever horror action game franchise, and the best. You will be inspired for your whole life!
Be careful how you design your parry mechanics, too many modern games simply adopt the souls series admittedly shallow parry and riposte system that rewards passive gameplay (lookin at you RE4 remake). But I’m pretty anticipated to see further development and I wish you all the best!
Thank you for the feedback, I completely agree. I have been thinking a lot about the block/parry system because character action games rely on an aggressive playstyle and a block system that inhibits that could cause a loss in momentum. Many character action games have you time an attack to parry rather than block and maybe I will try that, but I think I have found a novel solution and I hope to show it off in the next devlog. Regardless, there will be loooots of playtesting down the road to ensure the parry system fights in well with the players combat move set.
I guess, also, it's not a good idea anymore because of tech (the delay between input and the input registering is higher now than it used to be in the days of CRT monitors) but making the parry timing strict may be worth it. A lot of the games with generous parry windows, even ones where the parry system is the entire point of the game, will decide to arbitrarily shut off that defensive ability by making moves it doesn't defend against. They're probably afraid it's "too OP" or something. Either way it comes off as extreme insecurity on the part of the developers.
Hey! If you ever want help for cultural analysis and inspiration id be happy to help! I adore this era of European history so if you ever need any info id be sure to share.
Hey sorry for the delay in my reply. I have been hella busy. That is really nice of you, I will totally keep that in mind. If you want, you can join the discord, that is where cultural analysis discussions will likely occur down the road!
I'm gonna be honest with you. Dec 2025 is almost unrealistic. You said you don't want to be adding features in 2027, but in a game like this, even being short on playtime, I'd say at the very least July 2026.
Howdy! Sorry for the delay, I have been very busy. I appreciate the honesty, and I do not necessarily disagree, and I am taking your feedback to heart. I do want to make clear, this is not a release date though, it is just a deadline for having the content done or close to done. It is a very tight deadline but I think it is a deadline that I need right now for scope purposes. Far to often with passion projects, devs can get stuck in a never ending cycle of adding things and never finishing the project. My hope is by having this deadline, I will force myself to avoid bloat and unnecessary content. Now ultimately there is a decent chance that I will push it back into 2026, but if that happens I promise it wont be a thing you learn about in December 2025, and it will be something I am very public about in these devlogs over the course of development. I really appreciate your comment and your feedback.
Hey man, good luck with the project, I am really interested in what you are going to make, is there a way to communicate with you directly and privately?
Hey that is a great question. So right now, I have not really planned that far ahead, however at a passing thought level, I would probably upgrade my player state machine to be a Hierarchal state machine where I could use sub states that would also be state machines with the new weapon moves. By having sub-state machines I would hopefully avoid state clutter while also keeping each weapon move set nicely centralized. This is just a guess though, because I am not that far yet, for all I know this could be a terrible solution. I hope this answers your question for now!
You may not need this, but if you want some inspiration on how to add horror elements into an action game, I suggest taking a look at how Bloodborne did it. It's not a Hack 'N' Slash, and the horror elements aren't like a traditional horror game, but I think it did leave a creepy atmosphere which is pretty cool. Wish you the best with this game!
That is a great suggestion, I will def do that. I haven't played bloodborne in years. ty!
I had to stop playing many times because the atmosphere really made me nervous, even scared.
I love it
I recommend killer 7 🤓
@@Chaogardenx the sign of a good spooky game
@@kloa4219 I have not played it but I will definitely give it a look!
Completed before the end of 2025? Good luck with that!
Seriously, though, it's an ambitious project and will take lots of time and effort.
Yeah it is admittedly an ambitious game with an ambitious deadline, but it is the deadline I need psychologically so that I am not still adding new features in 2027. (I hope that makes sense.) I tend to work a lot better on games when I have a finite deadline, it forces me to focus on what's really important. Thank you so much for the comment, it is greatly appreciated.
Good luck! Please, keep making devlogs there is so much value in devs sharing their experiences. As an aspiring dev trying to finish my first small game and get over scope creep, seeing others work through these problems helps so much!
Thank you! I will keep making devlogs. I agree i have always found it helpful when devs share their experiences. Good luck with your projects!
duuuude I wish you the best of luck
I love character action games and this concept looks sick
Looking forward to see more of it
yay, thank you I am glad you like it so far!
Great, lets see if we get past the first devlog.
This was randomly recommended to me and I think this idea is super cool. I look forward to learning more about it as you go along!
thank you so much! haha we love a good random rec. I am really happy you like the idea!
Just in time, this sounds like 70% of concept that I wish to make one day, good luck with it! Excited to see how you'll bring it to life!
Ty very much. Good luck with your project as well!
5:00 looks kinda like black myth wukong😂😂
Dude I can't belive how much of similarities I have with you😂 I've recently been reading the level up book, I'm a diehard fan of capcom (dmc, re) and the classic gow games (never got to play bionetta though), and I made a hack'n slash just a week ago, without even knowing you existed😂😂
Hahaha it kinda does doesnt it.
What can I say, we both have excellent tastes in books and games. Awesome that you made a hack n slash! I have your video in another tab and cant wait to see what you made!
A potential problem with tying collision to animations: if it moves very fast, it could miss. People often encounter this when trying to implement projectiles, but given the genre, you'll probably have at least some very quick swings.
Possible solutions i saw recommended: looking ahead of the movement with a raycast, or increasing physics ticks per second.
Thank you for the feedback/tip, it is very much appreciated. That is good to know, I will definitely look into you suggested solution!
@@gatorsoup not sure if it’s worth it to try and fix it preemptively: it’s somewhat tricky. But if you notice your fast swings miss with some consistency, that’s the direction to dig.
Anyway, I enjoyed the devlog and looking forward to the next installments :)
Good Luck. Hope u learn and have fun in this project.
Thank you very much. Lots of learning and fun so far haha.
It`s cool that you making a horror hack & slash game.
I have some questions:
Does your game have similarities to the 2010`s HnS game splatterhouse?
Will it be on consoles?
How long do you want the game to be?
Will you consider the ability to change the character`s outfit?
Will your game have one-off action sequences? (air diving, driving, using a torrent, chase sequences)
Will you consider to be able to replay the story chapters from the main menu?
Will the game have platforming?
Will you consider adding button config?
Hey! Ty for the questions, I will do my best to answer them. (Please note I am still early in development so some of this info may change as development continues.)
Q: Does your game have similarities to the 2010`s HnS game splatterhouse?
A: I only just heard about Splatterhouse and though it was a retro game series from the NES/SNES Era. I will have to checkout the 2010 splatterhouse and get back to you.
Q: Will it be on consoles?
A: As of now, it is just planned for PC, but if i were to secure funding or a publishing deal it would be really cool to bring the game to consoles.
Q: How long do you want the game to be?
A: Right now I have only a vague objective for time and that is at a minimum 6 hours.
Q: Will you consider the ability to change the character`s outfit?
A: It is 100% being considered and is on the feature wishlist.
Q: Will your game have one-off action sequences? (air diving, driving, using a torrent, chase sequences)
A: I honestly am still debating this.
Q: Will you consider to be able to replay the story chapters from the main menu?
A: Yes, as of right now the plan is to let you replay chapters.
Q: Will the game have platforming?
A: Yes, some light platforming is expected.
Q: Will you consider adding button config?
A: 100%
Thank you for the questions, I think I answered all of them.
@@gatorsoup Thanks for answering my questions, I hope you are able to make it available for consoles.
Just to give you some tips/ideas:
One of the things I think that is important is that the character has to look sick, just like what the developer of Stellar Blade said, he think it`s important for the back of the character looks better than the front since that`s what you will see the most. Me personally if I don`t like the way the character looks that will put me off the game no matter how good the game is (and there are other ppl that think that way too).
Also make the weapons you use look sick too.
When it comes to bosses, I think they should be different on how you deal with them, from hacking and slashing, dodging and parry to using the environment/ enemy's attacks against the enemy.
While having high graphics is good and all I think having an art style to a game is better than having amazing graphics (Soulstice being an example).
I think it would be cool if you add things in the extra section like enemy logs, viewing cutscens, selecting music to listen to, this could be collectables in the game you have to find.
Pacing is important, if you can change the gameplay up sometimes that would give the gameplay more ways to play, example switching camera perspectives, using guns, playing a different character, driving a car etc.
Since you are making a horror HnS game Splatterhouse would be a good source of inspiration, for monster designs you can look up an anime called Claymore.
I know you said that you want the game to be complete before the end of 2025, If I had to make an educated guess I'd say your game would come out in 2029 due to how long games take to make.
As a novice who has also been trying to make a H&S, I can't wait to be inspired by how you'll implement everything. Godspeed.
Ty and good luck to you as well!
I think you should check out God hand. It's not only a fantastic videogame but every bit of the design philosophies of that game could serve as a great inspiration. Especially when it comes to enemy designs (not asthetically) and how the player percives/approaches combat due to enemy design.
I thank the algorithm for recommending this video. I hope your project is a relatively smooth process. Be the best Gator dev and... yeah i done have Clever gator puns. :(
God Hand, I will check it out! Thank you for the kind words!
As someone that just got into character action games(I've been playing the Devil May Cry HD Collection to be more precise!) this video came at the right time!
The prototype looks pretty solid so far! Impressiive really.
Also I would like to say that you REALLY should take the first DMC game since I think it falls perfectly in the "horror hack 'n' slash" description. The game as great combat and something about exploring that castle just hits right, that game got LOADS of atmosphere!
I'll definely keep an eye on your devlogs, seems genuinely promissing!
Thank you for the kind words! I hope you are enjoying the DMC HD Collection. I love the DMC games and have been playing them a lot recently. Devil May Cry is definitely a huge inspiration.
Interesting project. I'm actually working on a devlog right now, so the formatting of this was really helpful!
About state machines, im the kind of dev to not get something until i program it myself, so i bounced off of unity's stste machine, but your explanation really made me want to implement one in my next project lol
Thank you very much! I am glad you found the video helpful. I totally get what you mean I had to do a lot of state machine prototyping before i felt like I could use it for this, but I am really happy I did. I look forward to seeing your devlog!
Good luck with the project! Base mechanics are looking pretty solid and the video format is perfect suits you really well! Excited to see more devlogs and where the game goes :3
Thank you so much. I am glad you liked what you saw!
Amazing devlog GatorSoup! I want to wish you the best of luck on Occultation, as someone who also loves character action games, and will definitely be keeping up with your progress. I've been meaning to get into game development so this might be the push I needed.
ty so much. I am glad you enjoyed the devlog. and also, go for it! game dev can be really rewarding and fun.
As somebody who also tried on and off to make a game like that in Godot (A more low-poly affair inspired by the N64), I must say that I'm impressed!
Initially, I dismissed the state machine approch for my player probably because I didn't want the main code of the player to relly on auxiliary scripts and having as little clutter as possible in the side table of the player scene (the one listing the stuff in the scene). Watching your video made me realise that "Oh, the combos would be more responsive and implementable if I used a state machine!"
For the 3 Cs, I had at least the Camera and Character figured out to some extent:
-Camera: More of a contextual affair, some areas have a fixed camera who just doesn't move, others have the camera following the player as they move (fixed to their origin point or following the player), and some areas use the player-controled camera. In that last case, you can only rotate the camera left and right; on the N64, its equivalent to the left and right C buttons (I've in mind that the C up would be the interaction/taunt button and the C down would be the second attack button).
-Character(and the plot to some extent): A lady with a bunch of stiches on her body, bassically a ghoul of sorts. She uses an axe (closer in size and style to a normal wood-axe than something worthy of Soul Calibur, at least in its base form) and is more on the clumsy/cartoonesque side. All I'll say about the plot is that it's "couple vacation gone wrong", first act is about saving your scientist boyfriend, then the rest of the game is you two unraveling the plot of the bad guys. The rival is a nun using guns and more "holy" based powers.
-Controls: Probably one of my biggest hurdles, mostly implimenting combos. At least I know that I want a taunt, "z-targueting", blocking as the defensive action, and for the attacks to drag the player forward, or to put it in better terms; the stuff that makes "walkless" challenges (for exemple; ua-cam.com/video/AMkNPJzto9Y/v-deo.html) possible. The closest I got from this system was to have a raycast who detects an enemy or a wall, then it brings you to it like a grapple. I did also experiment with another version of this on another project where the raycast is basically teleporting the player to the spot the attack ended. I also had in mind a "overheat" mechanic for the guns where their melee attack value is stronger when you overheat them.
Good luck!
[Becomes 108th sub]
Thank you very much! yeah the whole combo combat system in a single script just wasn't going to work for me. In early prototypes it had routinely been a headache, and so a state machine seemed like a good alternative for exactly the reasons you have mentioned. I spent a lot of time researching and learned that its actually relatively common practice for these kind of games (which helped me decide to give it a shot).
Regarding the three Cs:
Sounds like you have a strong camera concept, that is great! I went through sooo many iterations in early prototypes, trying everything from first person, and top down, all the way to fixed cameras before I landed on this more standard 3rd person camera. Honestly, I don't think we as devs talk enough about how much work goes into finding the right camera for a project.
Your character/plot sounds pretty cool! I also have a lady planned as my protagonist, but i don't want to get too deep into character stuff yet. haha that's a future devlog.
As for controls and the character moveset specifically, yeah it can def be hard to nail down. My move set is still early on so I just really wanted a core set down so that I could start thinking about controls. I have lots of Ideas and big mechanics that I hopefully get to share in the next devlog. Sounds like you have a cool game on your hands.
Thank you so much for the lengthy comment, I really enjoyed reading it, and thank you for the sub!
Looks and sounds very good! Good luck to you :)
Thank you very much!
I feel like you risk to end up with a lot of states if you use it to manage contextual inputs. Like having some state used only for some combo or attacks. I might be wrong but beware of this risk. If that is the rout you plan to take you may want to look at State Charts (there are really good plugins for it), it allow to easily manage a high number of States.
Anyway I can't wait to see the next Devlogs !
Howdy! Yeah I have also been thinking a lot about state management and worry about ending up with too many states. I have started thinking about what kind of preemptive solutions I have at my disposal and I was leaning towards a system of Nested State Machines, but that also runs some risks. I will totally check out State Charts, thanks for the tip, and thank you for the comment!
@@gatorsoup Hope you will find a solution that is not to complex to manage !
Love your style of devlogging. I'm a Unity dev so my setup is a little different, but I'm also making a character action game (no devlog yet...) and I also opted for a state-machine-controlled player character. I'm surprised at how similar our setups are, but you've definitely given me the idea of attaching my parry-window to my animation. Right now it's controlled by state-logic, leveraging Unity's Time libraries, but my concept partly revolves around dynamically changing your moveset, including defensive options, so attaching the parry to my animation may be better in the long-term for designing.
I hope you find my comment pleasant, and I hope it helps push you through the algorithm. You're a fantastically entertaining dev, and I can't wait to see more. Subscribing!!
Thank you so much for the comment(it was very pleasant and greatly appreciated.)
Yay for fellow character action game devs!
It is really cool to know that you also opted for a state-machine controlled player character. Your game sounds super cool and I love the idea of a dynamic combat toolkit! I mentioned it in the video, i have this mechanic called radiance which will also involve creating a more dynamic combat move-set based on tiers(future video stuff) so having the parry be attached to the animations seemed like a good consistent solution. It is a solution that I think is simple enough not to break, but flexible enough that I do not have to worry too much. I did not mention it in the video because time but for my parry to work, the enemy attack also has to be in a parry window as well, I am doing it that way to prevent the parry from being too easy, but I am not sure if I will keep it.
Thank you soo much for the wonderful comment and good luck with your game, I look forward to seeing it. (we really need more character action games!!)
@@gatorsoup agreed, more character action games all-around. I can't wait to see the radiance system in action. One last thing I wanted to ask: how are you finding the time to balance development on the game with producing devlog videos? I'm quickly pushing towards a state where I can actually produce a devlog for my project, but I only have maybe 10hr a week to work on it. I'm making progress when I can but I'm afraid creating a devlog will be too much. How do you plan to manage it, and what tools are you using? Thanks in advance!
@@tamerxero Hey sorry for the delay. I am happy to answer! So I do game dev full time and I will not lie, at first the balance between devlog and game was really hard. I attribute the initial lack of balance to this largely to this being my first devlog of this type though.
when I started the devlog production, I had 7 months of game notes to cover, running up until the end of May. I ended up spending most of June on the devlog (those lil gators don't draw themselves haha), with a significant amount of time spent learning video editing and script writing.
I will say it was 1000% worth it, I had a ton of fun making the devlog, and I think future devlogs will be a lot easier to produce now that I know more or less what I want.
As for how I am managing it going forward, I have already started on the next devlog while working in tandem on the game. I literally sat down said "okay what do I need to do for the game, and how can I explain it in a way that is fun". I wrote my monthly objectives and wrote a rough script idea. As I've been work on the game, I have been writing a bunch of notes that I am going to use to guide the scripts down the road. I also have been stockpiling footage and flagging specific pieces of footage since the start of June. My toolset is made up of Clipchamp(free version), Krita, OBS, and Audacity.
As I said earlier it was definitely worth the effort and work, and I am hoping to have a better balance going forward. I can't really give advice as I am still very new at this and I am sure I will have to keep adjusting and tweaking as I find better workflows but I had a lot of fun making the devlog.
I think the big thing I have already learned was to just enjoy the process, devlogs are a great part of game development, and can be thought of as a time to pause and reflect on the game and it's progress(really takes the edge off when working on the videos).
I hope you find this helpful and I look forward to seeing your game and your devlogs(give it a shot, and enjoy the process)
@@gatorsoup man, thanks for the answer. I really appreciate the advice! I'm making sure notifications are on, you're quickly becoming one of if not my favorite indie dev on this platform for your politeness and informative replies. I just joined MechJam V, so I'm gonna take the advice and do a devlog/postmortem for the project when I complete it. Keep up the good work, I'll be waiting for the next video, and I hope you start a discord channel for this project, I'll be one of the first to join!
@@tamerxero Aw thank you! I am trying and it is greatly appreciated. I genuinely really enjoyed your questions and comments! Hell yeah on the MechJam V plan! Good luck and have a great time. As for the discord, funny story😅, I actually already made one but I forgot to mention it in the video haha. Link is in the description if you are interested!
(rn it is nice and small so you are more than welcome to hop on)
cant really suggest anything but am excited for the future of this project, its very interesting! goodluck brah
Thank you very much!
This somehow came into my feed and I immediately subbed to your channel
I can't wait to see what kinda game you'll create, have fun making it!
Yay, thank you for the sub, I am very excited about working on the game as well. Thank you!
I hope you can finish this project man, I wish you good luck and I'm sure that when it's finished it will be incredible
Thank you for the kind words. I am really enjoying work on this project.
This was awesome!! Keep going!!🔥‼️‼️‼️
Ty so much!
From one dev making a character action game to another I wish you the best of luck! If you're gonna move to making your own animations, I'd recommend Cascadeur for speeding up the animation process!
Yay for another character action game dev! Thank you for the kind words, I am going to be making my own animations so ty for the tip. I will take a look at Cascadeur when I get closer to that part of the process.
the gator pgn is the CUTEST!! Kept me engaged throughout because he's so well drawn and adorable. Loved when it was blushing/flustered.
On a side note, the game sounds amazing. I will excitedly keep up with each milestone you reach in making this :)
aw ty. I am glad you found him engaging and that you enjoyed the video.
@@gatorsoup yeah im interested in game dev so I eat content like this up
@@tysorex same! I love game dev channels.
Awesome! One could make the argument that the newer Musou games could be considered Character Action games as well!😄
Thank you! I am not familiar with those games, I will have to check them out!
We're all rooting for you. Good luck!
Thank you very much!
Your lil gator avatar is the cutest
Ty kindly! I love this lil gator avatar as well.
Really promising game! I had a question, though... Is the game trying to be scary? Or uses horror inspired aesthetics only? Cause feeling good while doing sick combos sound like not that horrifying 😅
Thank you for the comment and the question! I am happy to answer.
The game will have a horror inspired aesthetic with a cosmic-ish/body horror elements depending on the chapter of the game. The world is inherently twisted and warped and there will be segments where the player is disempowered in non combat sections because you are correct doing sick combos and beating up baddies is not exactly the disempowerment you find in survival horror. However, combat is always about the catharsis of doing sick combos and feeling empowered. A good example of what I am going for game-feel wise would be Batman: Arkham Asylum(mild spoilers), where combat sections feel great and powerful, but when scarecrow is messing with your mind it is very creepy and unsettling. Another example would be Alice: Madness Returns
I hope this clears things up. There is going to be a dedicated video about this in the nearish future.
@@gatorsoup You are right! Those games were awesome at both action and horror. You really know your stuff. I'll be watching your videos for sure!
Looking forward to follow this 😄
yay ty!
Great concept man
good luck
Thank you for the kind words.
This sounds really interesting, looking forward to see what you come up with!
thank you!
For Character Story development, definitely figure out their motivation for the game. Are they lacking something? Or, are they fulfilling a role they feel born to do?
Try to have their motivation be thematic to whatever experience you want the player to explore.
Nobody panic, I'm about to pull a rabbit from this hat. 🪄🎩
The apprentice made master experience.
Your character is a magicians apprentice. She felt called to be a magican since times of yore, and now having found a real bonafide master, the great Sardine, she can finally start her way. Except she keeps getting chored with the lame tasks. Still she keeps to it, captivated by Sardines magicks. He does teach her, and she learns quick, but its just one set of combos... uhg. But after one show, he does open up to her, that the source of all this is locked away inside a box, inside his trunk, when he thinks shes ready, he'll open it.
So you have the player break in, because shes ready to be a master now!
Except...
Again, this is where you can explore this idea further. Are there more combos inside the box? Are there new enemies that run amok that further contextualize the combo sets?
🤷🏻♂️ I dunno its your game. My perspective is, that no matter the idea, fully explore the why of the character's motivation (do they lack or do they yearn), and this will keep your scope narrowed because thematically you wouldnt give a magicians apprentice a butcher's combo set. They arent motivated by the same things.
If you want to read more about characterization, i recommend David Corbett's Art of Character and the Character Compass. Cheers!
Awesome comment! Very insightful and helpful. I totally get what you are saying and I really appreciate the example. I will def keep that in mind as I continue to flesh out the protagonist and their motivations and how that plays into how they play, and what engaging looks like as them. Thank you again!
So you had the same idea me (graphics designer) and my teammate (programmer) had 3 years ago, making a game ourselves.
Gonna keep an eye on your project as well, looks like a promising start!
Haha that's pretty cool! Ty, and good luck with your project as well! I look forward to seeing your game down the road!
@@gatorsoup I hope you take a look at the more recent comments, I think I've rant too much but horror hack'n'slash is a very intersing idea that I'd like to go in-depth about, hope the game development'll go well.
i have an idea on hoe to implement a fixed camera without it being super jarring. instead of the camera just teleporting to the new location when the trigger is detected, make on a "rail" you can say. If the character comes near a door the camera will begin to zoom in behind the character and follow them into the new room where it then takes a new fixed position. this i think solves your problem. Also you can make the camera while its in a fixed position wiggle around and follow the character slightly so its allways kinda in focus.
Hey ty for the suggestion, that is a good idea! I may look into that sort of solution for some specific segments of the game(no spoilers rn tho haha)
I find concept of a horror hack'n'slash game very intriguing, but what you're making sound like a hack'n'slash game with horror elements. Horror games put you in a vulnerable position, using all kinds of methods to not just cause fear, but to disturb the human's brain on a psychological level, while hack'n'slash games are nearly the opposite, having you play as a very capable war machine with countless tools in your disposal to wreak havoc on your foes no matter how horrifying they are, essentially giving the player ways to make their own power fantasy if they're creative and hard working enough.
I love these two genres, so I wish to mix them, a seemingly impossible task. I saw some action games on the market that tried similar things over the years but none have done it "right" in my opinions: We have the Soulborne series, that put the player in a destroyed, hostile world where there are sadness, tragedies and monstrosities all around the corner while giving the players countless weapons and means to better themself and advance. Yes the settings are horrifying and the player character can be a badass if you play it right but the genre isn't really hack'n'slash and the horror elements are kind of underminded when you can kill gods left and right once you level up and git gud, not to mention most of the horror don't seem personal, they're the results of the surrounding world and you're just living in it. Bloodborne is especially guilty of this, the game has many cosmic horror story elements but at it's core it is NOT a cosmic horror story, at all.
The closest that I found that somewhat scratch that itch is Resident evil 4 Remake, it's not hack'n'slash but you're still playing as a very capable badass who's in a horrifying position. Leon is very skilled, yes, but he's still flesh and blood and his tools and resources are very limited, there're danger in every corners and enemies always come in droves so if he's not being a badass for even one moment or make one wrong choice then he's dead. He has many weapons but they have to be used wisely, he's in enemy territory so the chance of getting blindsided is real thus tension never dissapear, he's making jokes not because he's cocky but to try and lighten up the situation for himself because he's just a well trained human being hunted by literral monters and abominations human mind can't imagine. I feel like this can be used for a horror hack'n'slash game, since because you're a badass, the horror doesn't mainly come from the monsters and the jumpscares (though they can still be factors of it), but from the situation itself, where threats and dangers are always present whether physical or not. There might be other ways to make horror hack'n'slash game, but this is the one I know and liked the most.
Howdy, thank you for the comment, I really enjoyed reading it, and it is greatly appreciated! (honest, Reading it made me really happy, and I love a lot of the points you made)
I answered a similar comment a few days ago so please forgive me if I reuse some of my examples.
You hit it the nail on the head with "since because you're a badass, the horror doesn't mainly come from the monsters and the jumpscares (though they can still be factors of it), but from the situation itself, where threats and dangers are always present whether physical or not. There might be other ways to make horror hack'n'slash game, but this is the one I know and liked the most."
At a fundamental level, much of horror relies on disempowerment and hack n slash relies on providing you with the opportunity to exercise power/skill, and while these two thing seem diametrically opposed it is not necessarily so. My thinking for the game right now is that there will be sections where the player is a great capable warrior i.e. where they have room to exercise their skill and power, and this will make the sections where they become disempowered that much scarier. Because, never having power and facing monsters is scary, having power and it not mattering anymore is is terrifying. A great example of this in another game is Batman Arkham Asylum(mild spoilers), where the combat sections make you feel awesome because you are Batman, but then the Scarecrow sections and Killer Croc sections are genuinely scary because it does not matter that you are Batman anymore.
Furthermore, what makes horror bearable/great is eventually the hero wins and we get this wave of catharsis and empowerment which in my game will be exemplified by the hack n slash elements.
I love that you used Resident Evil 4 as an example because I think about that game a lot haha (also a fav of mine)
It's basically like you said with Leon, he has to keep being a badass to survive, he is capable, and quips to make sense of his situation, and if he were to falter it would be over, so what would happen if it became clear that his being a badass didn't matter anymore, and that what he faces in that moment does not care? This balancing act/ tug of war between being capable, and it not mattering is exactly what I am going for with my game. The world will be full of tension always and the player will have to keep being a badass to make it through but there are going to be moments where it feels like being a badass is not enough.
Ultimately it this still very early on in development and a lot of this is theoretical and may change, but right now I have loads of scary ideas for the game and I am excited to make them a reality.
Thank you for the comment, I really enjoyed reading it, and love how it made me think about my project.
p.s. sorry for any typos, I just woke up.
@@gatorsoup Thanks a lot ! From what you said, it'd seem the game will be very promisng. Though I expect it'd be no easy task, since all of the stuffs I mentioned sound good on paper, yet they've been practiced many times throughout video games history and only very few have hit the mark. Nonetheless, I'll be looking forward to the game, good luck.
Good luck. (:
thank you!
You should play or just check out the Ninja gaiden serious (the 3D remakes ofc) they are my favorite character Hack N slash games
ooh okay I will look into it. I think I played a bit of one of the 360 ones back in the day but I know next to nothing about them.
Lets gooooooooo🎉
Yay!
I highly recommend you learn as much as you can about animation and visual feedback, thats a big deal in stylish action games as im sure you know.
oh 100%! It is such an integral part and I've been learning as much as I can. I have been reading books and practicing 3D animation. Thank you for the comment, it is always appreciated!
@@gatorsoup Np, and good luck with your project, I always thought it would be interesting to mix genres, im one of the few that somehow loves both stylish action and a game like bloodborne lmfao, and that shit is basically a horror action RPG, so your idea could totally work, hell id say DMC1 being based off of a RE prototype already warrants some creepy vibes to it, that and some parts of the castle and enemies.
@@mlt_sk Ty! Indeed, I am always pointing to DMC1, Bloodborne, and Arkham Asylum. I have been replaying DMC1 again (initially for the video but I got hooked haha) and you can really see the RE influence in certain sections.
@@gatorsoup np! oh yeah i forgot about Arkham Asylum, that game has amazing atmosphere and creepy vibes, definitely a rare thing in games to mix some sort of action combat and horror that i would love to see more.
bro please play the original Splatterhouse trilogy. The first ever horror action game franchise, and the best. You will be inspired for your whole life!
I have heard the name but I don't think I have ever played them. I will take a look!
cool
Be careful how you design your parry mechanics, too many modern games simply adopt the souls series admittedly shallow parry and riposte system that rewards passive gameplay (lookin at you RE4 remake). But I’m pretty anticipated to see further development and I wish you all the best!
Thank you for the feedback, I completely agree. I have been thinking a lot about the block/parry system because character action games rely on an aggressive playstyle and a block system that inhibits that could cause a loss in momentum. Many character action games have you time an attack to parry rather than block and maybe I will try that, but I think I have found a novel solution and I hope to show it off in the next devlog. Regardless, there will be loooots of playtesting down the road to ensure the parry system fights in well with the players combat move set.
Party mechanics was confusing lmao
I guess, also, it's not a good idea anymore because of tech (the delay between input and the input registering is higher now than it used to be in the days of CRT monitors) but making the parry timing strict may be worth it. A lot of the games with generous parry windows, even ones where the parry system is the entire point of the game, will decide to arbitrarily shut off that defensive ability by making moves it doesn't defend against. They're probably afraid it's "too OP" or something. Either way it comes off as extreme insecurity on the part of the developers.
Hey! If you ever want help for cultural analysis and inspiration id be happy to help! I adore this era of European history so if you ever need any info id be sure to share.
Hey sorry for the delay in my reply. I have been hella busy. That is really nice of you, I will totally keep that in mind. If you want, you can join the discord, that is where cultural analysis discussions will likely occur down the road!
can i suggest a enemy ai recomendation via f.e.a.r and ninja gaiden are you going to mix some body horror to the game?
Love fear, I will checkout Ninja Gaiden! There will be elements of body horror for sure. Thank you for the comment!
I'm gonna be honest with you. Dec 2025 is almost unrealistic.
You said you don't want to be adding features in 2027, but in a game like this, even being short on playtime, I'd say at the very least July 2026.
Howdy! Sorry for the delay, I have been very busy. I appreciate the honesty, and I do not necessarily disagree, and I am taking your feedback to heart.
I do want to make clear, this is not a release date though, it is just a deadline for having the content done or close to done.
It is a very tight deadline but I think it is a deadline that I need right now for scope purposes. Far to often with passion projects, devs can get stuck in a never ending cycle of adding things and never finishing the project. My hope is by having this deadline, I will force myself to avoid bloat and unnecessary content.
Now ultimately there is a decent chance that I will push it back into 2026, but if that happens I promise it wont be a thing you learn about in December 2025, and it will be something I am very public about in these devlogs over the course of development.
I really appreciate your comment and your feedback.
Hey man, good luck with the project, I am really interested in what you are going to make, is there a way to communicate with you directly and privately?
Howdy, thank you for the kind words! The best way to communicate with me is probs the public discord. The link is in the description.
@@gatorsoup I have tried it and it says that invitation is invalid
@@mimadm4832 oooops my bad. Fixed it. sorry about that
@@gatorsoup thank you man
i hate horror games but ones where i can fight back are fucking awesome
What do you mean? 🤔 This is not even his first game
Than howdy am I making the game for you hahaha. Ty for the comment it made me smile
the discord link doesnt work 😭
Oh darn, I thought it was set to never expire. No matter, I have updated it. Sorry for the inconvenience!
Yall forgotten about ninja guiden????
Yeaaah def a big oversight on my part haha. Gonna go back in play them.
Already having a patreon is so cocky lmao
So how would you handle movesets for weapons? Would you have a weapon with all the nodes for each move, or make a resource for every move?
Hey that is a great question. So right now, I have not really planned that far ahead, however at a passing thought level, I would probably upgrade my player state machine to be a Hierarchal state machine where I could use sub states that would also be state machines with the new weapon moves. By having sub-state machines I would hopefully avoid state clutter while also keeping each weapon move set nicely centralized. This is just a guess though, because I am not that far yet, for all I know this could be a terrible solution.
I hope this answers your question for now!