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Improving Melee Combat and Weapon Upgrading in my Voxel Game
Wishlist Lay of the Land on Steam: store.steampowered.com/app/27...
Support development and play the game early: / tooley1998
G’day everyone. I’ve been working on improving melee combat. I have made some big improvements to weapon animations. Weapon animations now have much more impact, feel way better to use and look better.
I have added a new weapon type: The Hammer. These heavy weapons can be used to break down walls and other objects. They also pack a punch.
Also, I have improved weapon upgrading. You can now give weapons the same magical abilities that you can give magic spells and you can make some crazy combinations.
linktr.ee/tooley1998
Пікірлер: 211
Hey everyone I just wanted to say a huge thank you for all the new subscribers and support recently it's been really motivating. I also want to make a correction. I accidentally left the radius that the hammer breaks voxels too high when I recorded this. I was testing something and I forgot to change it back oops 😬. It will be smaller in the game.
@nay2d2
Жыл бұрын
looks really cool, but still think that when you do game testing players will be very annoyed if they accidently break a build that they were making when they meant to break cob webs, other than that everythings looking super cool, very inspirational and hope to achieve a similar feel in my game im working on
@m1losk1
Жыл бұрын
@@nay2d2 im guessing that would be the purpose of specialized tools, machetes or knives for clearing out specifically foliage, leaves, or webbing, but nothing solid like blocks. or axes for wood and not stone.. you get the point
@wanderer.archives
Жыл бұрын
I can't wait till this is playable! This is some of the most incredible gameplay I've seen recently! Great job and I hope you keep creating awesome mechanics.
@jony1710
Жыл бұрын
I kinda like the idea that hammers are super destructive and can knock down walls when storming buildings. You could have swords and axes be really effective at clearing out cobwebs and foliage. I think that might make the weapons have nice variety.
@romansemkin9752
Жыл бұрын
слушаешь музыку и сразу представляешь мир властелин колец. нужен мод на властелин колец и будет море хайпа
i think increasing the speed off all weapon animations would make them look (and hopefully feel) waaay more responsive
@--Emirhan--
Жыл бұрын
I agree with you
@niil047
Жыл бұрын
also there's a bit too much easing, it just accelerates so slowly
@rane7784
Жыл бұрын
right? I know it's a big weapon but that doesn't mean the entire swing animation is slow. The starting swing part should only be the fast one.
@ChuckSploder
Жыл бұрын
I don't want to poke them or boop them, I want to stab them and bash them
@user-tq3gq9rp8w
Жыл бұрын
Just one name.... *PAINT THE TOWN RED*
I kinda wish some enemies were out of destructible voxels too. But I do feel like it would introduce inconsistency or unnecesary brutality into the combat. Voxel destruction on death comes to mind, which could balance both of these drawbacks.
@mrfhd6227
2 ай бұрын
Late, but I think destructable enimies could work for larger enimies or bosses.
@LukasZnojemsky-ho7jl
2 ай бұрын
@@mrfhd6227 I think that would make bosses look weaker than normal enemies.
@mrfhd6227
2 ай бұрын
@@LukasZnojemsky-ho7jl Very well, then perhaps a system like paint the town red, where enemies are visibly damaged by your attacks, but can’t fully have anything important be destroyed until you have reduced them to 0 hp. And if it feeling unnecessarily violent is a concern, then perhaps having it as a setting could work, allowing people to turn it on or off if they choose.
coming along incredibly well
it worries me how easy it is to just break the environment in this game, it feels like it would be extremely annoying (both the fact that just swinging your weapon could be a disaster in your house, but also the fact that there's an enemy that literally throws bombs). Hopefully there will be some QoL feature that allows us to deal with this properly.
@LukasZnojemsky-ho7jl
Жыл бұрын
I actually think its cool. But I am almost certain at this point there should be a switch in options to turn combat destruction off.
@jpting_
Жыл бұрын
It looks like the hammer is specifically a destructive weapon type, I don’t recall the content of all the update videos, but I don’t think any other weapons interact with terrain in that way? So I think for the most part, player made bases should be relatively safe. It would be neat if the terrain “remembered” what it looked like before destruction, so (given you have the materials) you could repair the terrain.
@GoblinModeVR
Жыл бұрын
Agreed. Creepers feel fair in Minecraft because the blocks are generally easy to put back into place, and because they have to get close before they explode. A bomb throwing enemy does not, and a small-voxel world engine like the one Tooley is making is unlikely to be anywhere near as easy to recreate a natural look in or replace broken player blocks
@Gr0nal
Жыл бұрын
The feature is quite cool... maybe adding mechanics to reliably stop mobs entering player built structures would be the solution. Either physical or magical security measures. With the magic system, perhaps an expensive to cast but permanent ward spell.
@RichieRicardo801
Жыл бұрын
Lots of games have a repair tool that magically restores the world.
Looks good , as people said , the "breaking walls" feature looks good on paper but can be easily annoying , being able to disable it might be a good option ! Also I feel like the hammer has more knockback than the sword which is good, I think you can crank it up even a tad bit more to be honest like up to 30% and the hammer would feel really powerfull and it would compensate slow attack speed as usual , great work !
@kaiakairos
Жыл бұрын
maybe instead of a disable option, perhaps weapons and tools should be split into two separate categories where dedicated weapons aren't able to damage the environment. And ye, increasing the weapon speed but lowering the damage would probably feel a lot better and retain the balance
Apart from walking ofc. I put the video a 1.75x speed and the animations looked pretty fluid that way. Theyre good but like weirdly slow, give it a try:P
woah this showed up in my recommended QUICK! I really love the work you're doing, thanks for documenting your journey :D
i love it so much! it's really coming together amazingly from what i can tell! you've done an amazing job Tooley! something I just want to say is i wonder how hiding from enemies works, like i remember from an earlier devlog (i forgot which whoops) you shot an enemy from behind and it turned around and then started pursuing you, and im wondering about the capabilities of it! of course i don't expect any answers, i just mean like a few things that im thinking of was maybe it works like it'll turn around where it got hurt and look for the attacker maybe? or maybe you can hide if you are being pursued at the moment, like if you stay out of sight enough? just a few things i had on my mind on it, thank you for putting out these devlogs for us and working so hard on your game!
@Tooley1998
Жыл бұрын
Enemies will hear you and look for you if they hear you. If you hit them from behind they will turn around and look for you. If they are pursuing you and they lose sight of you they will go to where they last saw you and look for you from there. I hope that answers your questions 🙂
It's interesting how you and John Lin both have similarly styled voxel games, but have such different features. Sounds great.
@viper_exe_
Жыл бұрын
indeed
@DreadKyller
Жыл бұрын
Not sure I agree about the same style. John Lin's engine looks quite different due to how he shades the voxels, in John's engine the voxels look the same color regardless of which face you're seeing, if you imagine each voxel as a cube, in Lin's engine the top, front, and side face for example are the same color, as if the entire voxel shares a common normal and is lit the same. This is because the engine is ray-traced and Lin seems to have decided to shade the pixel based on the position of the hit voxel itself instead of the position on the voxel the ray hits, thus there's no distinction between hitting a side or the top in the shading. In this engine the voxels have distinct lighting colors for each side of the voxel. I don't know whether this engine is raytraced or meshed, either way the way it's shaded makes each face of the voxel shaded differently, making them look more like cubes than in Lins where they look more like billboarded flat shapes of various kinds from hexagons to squares depending on angle. This difference in shading choice makes each engine feel pretty different to me at least, neither of them are better or worse than the other in graphics, just different.
I love the collateral damage weapons can do. Large heavy pieces of metal are dangerous to swing around!
I only now realise you might have a 3d noita-like engine slowly cooking alongside your game! I would love to see a game that combines the insanity of noita with the opennes of 3d.
To have this game running at good frame rates while each voxel having physics is so crazy
I hope it wasn't asked or shown before: How are you writing your engine? Which language do you use? C? C++? Rust? C# maybe? And what graphics API do you use? OpenGL? DirectX? Vulkan? I'm asking because maybe I will try to write my own engine just for fun and I'm looking for some examples how others tackle this.
@julianrachele757
Жыл бұрын
He's using Unreal Engine
I had been discussing some days ago how I would improve Minecraft's combat and it seems like I had thought of a similar way of improving it as you have made your melee combat to be, I'm happy to see that there's a game like this being made, I'll be following this project now because of it.
This is really cool! I'll definitely be following your progress!
This is awesome, i would recommend blocking, parying, and doging. It helps make melee combat faster paced as well as more exciting
Love what I’m seeing. If you bring everything your doing together correctly this could be something amazing. Keep up the good work!
love the animations, I can't get over how good the fire animations look.
This game looks so great. Please keep working on it, theres so much Potential here
Reminds me a lot of Dark & Darker's combat, pretty fun once you get used to it.
this looks like a really fun game, hopefully you don't give up and actually finish it!
Its crazy how far this Project has gone! I can still remember the beginnings lol Keep it up my man!
This looks sick, I love voxel games
You're knocking this out of the park!
Love all the progress youve been making! After seeing various windowless structures in your videos i must ask, do you plan on adding glass?
This is getting fire! Great Work
Looks wonderful! You might want to check out Clone Drone in The Danger Zone, it's a game with an entirely voxel-based combat system. Also, it's fun.
Love how different swings have different hit boxes! Looks like its combo based to get specific swings out? There's this 20 year old game that lets you control swing path based on WASD, if you move forward when pressing an attack that's an overhead if you move: right while pressing attack thats a right swing right and forward is downward right swing right and back is right upward swing back and press attack is a thrust moving left will do the mirrored action of right Another thing is aiming your mouse will further control your swing because the swing is usually locked to your POV, so turning your aim 360 in the middle of your swing will hit everything you see your weapon hit when you spin. Or say your enemy is in front of you you can turn to the side the swing starts from to hit your target as early as possible. This works incredibly well with slow swinging weapons because after initiating the attack you can still freely move in any direction allowing your swing to continue while you strafe in an opposite or different direction if you like. This could help people playing that would either want to target a specific pillar with a side swing and drop a falling physics based item from the top, or it can help in a tight space for someone that doesnt want to damage maybe their own house and control their swing in a very naturally intuitive swing. Swinging in the same direction of your movement pretty natural and easy to learn, which is how Jedi Knight Jedi Academy did this and still has servers playing 20 years after launch. Me and many other players who remember that game would love to see this type of control implemented in a game like this if it were possible! Movement based attacks really deepen combat, and if you would like to see further references there should be Jedi Knight Jedi Academy combat guides for visual reference. Amazing stuff Tooley!
Incredible. Looks super exciting. I do think speeding up the animations, as well as giving slightly more generous attack hitboxes, would make the combat feel a bit more responsive. At 2:00 when you stabbed at the skeleton, the sword went right through the enemy's model but didn't count as a hit.
I think it would be a good idea to make it that you can slowly charge geavy weopons like the hammer and then realease them for a fast attack. That would require some tactic and it would still be realistic while making the combat feel more responsive and fun. I hope you still read this comment after 3 months and take that into consideration. also: The game looks great!
Great progress! This game _needs_ to make it to public release whatever it takes. Maybe some game studio would be interested in acquiring you and the game to take it to completion (i.e. to be the next Minecraft) :)
I really think enemies should be voxel-based and destructible! Making it so certain parts are required for them to live or function, or that they are destroyed once a percentage of their structure integrity is crossed, would be amazing. It could open up strategies like destroying arms to disarm or legs to slow down, and headstrikes. On that note, I do believe making weapons physics-based like many VR games could benefit the feel of things, even on a PC the striking and deflecting of two swords could be a great strategy and feel, and it allows for VR porting, check how BoneWorks does it. Lastly, as many have mentioned, making the environment stronger and harder to break based on the material and bonded layers behind where you are trying to strike, and different materials differently susceptible to different weapons. If it can be physics-based, that would be even better, and it could simplify future integrations if it worked with hardness and bonded environment vs power of swing with a multiplier on the tool itself against some of the calculated values.
You are doing great! Keep going
Love it! Great awesome voxel game!
I think that environmental destruction with weapons like this might be better if it were to crack or splinter the material it hits rather than just instantly removing a large chunk of it, that way you don't accidentally fully destroy something but you also get more satisfying and realistic destruction!
this game is like my dream game, its like if minecraft and teardown were combined into one, i am very excited for this games release and i hope you continue working on it!
@Mistereee
Жыл бұрын
adding to my comment, this game would be a perfect fit for vr so i think it would be really cool if that was also in the game!
Love this so far. The only thing i wish you to improve is animation speed. All actions look like they are being performed underwater. Faster swings and jump would definitely help.
Wow!!! Looks amazing!!!
The monsters need to look a little aggressive and responsive. Just that😃 Keep it up!!
This game looks great so far! Do you plan to add more challenging dungeons? I think it would be great to have some dungeons made out of material you can't break so you're forced to do the platforming/puzzles in them. And I'd love to see the addition of spruce/fir/pine forests, would be my go to base location!
defo gonna want to add a timed block mechanic. something simple like perfect timing gives off a chime and no damage with some stamina restoration then slight damage and stamina reduction if poorly timed. just relying on health items and key mashing would get boring pretty fast. could add shields with a bash mechanic that staggers those in a semi circle radius for crowd control or just give immunity frames when perfect parrying. idk if its already added or some kind of blocking is done but youll be able to throw way more at the player if you do
Great stuff! Maybe speed up the hammer swing, but increase the wind up before the attack and increase the recovery time after the attack.
Consider making it so the enemies (or environment) will be effected by the animation's hit direction. If im swinging my hammer to left, it would be very cool to see enemies knockbacked to a bit left
nice concepts, I'm wishing for a voxel engine for a while, nice to see a game so good, next step in research is reducing size of the voxels hehe. A good fixing, for those complaining about the destruction be annoying, I think it would be great to add a resistance based on material, this way a sword can scratch a wood but not a stone wall, the hammer would make a mark in the wood, but chip away some stone wall. Or even: the resistance is one for all tools, just... more resistance and that's it. That would help create fortresses and keeping enemies away. another point to improve: (I didn't see how's been doing the construction ingame) I think it would be neat to have some basic shape materials ( wood plank, wood log, stone brick) and have a "design window" to build up some structure patterns that can be used anywhere ( a stone wall, a wooden wall with planks, a well made of bricks and wood)
i can't wait for this game to release
Looks awesome. keep at it. Hope you publish something soon.
this game looks so good!
In VR this game may be truely amazing!
I like the hammer taking bigger chunks. I thought voxel collection would be very slow. Good to see it doesn't have to be like that.
Hey looks great! What about adding a particle effect to show that you hit something? Looing forward for your next update!
A little hurt animation for the enemies would improve the meele feel even more in my opnion, but its look great already!
Being able to destroy voxels on enemies would be cool as hell ngl
This game looks perfect for VR
looks great! do all the materials have different strengths? so stone is harder to break than wood? it would be cool if the dead monsters didn't disappear so quickly
this could perfectly be the next minecraft, take your time and make this game into the best possible version it could turn out to be
this is sick! good work. would it be a good idea to add the old minecraft sword right click blocking mecanic? because right now you can't do anything to not get damaged except jump away I gess
cant wait for this game
I’m so amazing each time you post lol
Ragdolls would be nice
you should make them ragdolls, also the hammer kinda glides a bit easily, maybe make a animation for when it hits something and save the gliding for when you make a sword
Its like a combination of teardown, minecraft, and fantasy
@somerandomguywithsomerandomtal
7 ай бұрын
which is amazing
Looking forward to streaming it one day. :)
looks amazing
You should use the physics system to make enemies crumble when you kill them
Great stuff!!
Some particle effects shold pop when you hit a wall or a solid object en general with your hammer, to give more a feel to the hit.
Holy that is very impressive! Is your engine a rasterize based approach or was it ray tracing SVO? The fact the PC didnt explode like minecraft with shaders is impressive enough!
This game looks sick!!!
I personally think you should bring the arm back as it adds more immersion, and use it with the animations, maybe speed them up a bit
Hell yeah, this looks so cool! Are you planning to add multiplayer? I understand if not since you are just one person, but i've always wanted to play a teardown-like game with my friends Also, a more minor suggestion, but the inconsistent pixel density with the ui (mainly the font) looks a bit jarring to me
I have some ideas about voxel engines and have been trying to find resources about them for the past few years. I have searched for a lot of information, but have not found anything suitable until I came across the Teardown Game. However, when I asked them, they said their engine cannot be used for commercial licensing. I wonder if, for your research, it can be used to create a game for commercial licensing. Although I am not at that stage yet, I really hope to have a voxel engine that is both destructible and interactive to realize my long-standing game development dream.
Lookin good dood!
This game looks outstanding. Only constructive criticism I have is that weapon floats mid attack. This can be a design choice, but I think the game would look really cool if the weapons were somehow longer or possibly had a hand attached.
wow very cool
i love me a tooley video
Will there be melee blocking? Similar to something like Vermintide 2 perhaps? Other than that the player movement feels 'floaty'- especially on jumping. Otherwise this is fantastic! Cannot wait for an early access build!
Looks awesome! I like that the game has minecraft vibes. What are your plans for the story or lore?
I got an idea, attacks follow cursor moving direction. Keep going your project is very nice !
Would be so cool if u add bosses and special abilities for weapons like a ability in the hammer that throws u in the sky and u do a big smash with the hammer
Maybe you could give us an early release?
Very cool, maybe u can choose how you want to attack with, maybe with left click top down and right click swing but its slower, and sword left swing right straight piercing
If you want a great example of satisfying melee combat i recommend you look at vermintide 2. Also i expected the skeleton to shatter instead of just fall over.
i think that it would be best for all the models to use the same voxel scale
It would be really cool if this game had directional attacks like chivalry and mordhau
Interesting, you can break down a wall in one hit but takes many for enemies. It is way to easy to destroy buildings.
Great job you're doing, and damn you're handsome!
This is really cool. What language do you use to make this?
love it
It looks a bit odd how the weapons just flies around when hitting things. I suggest adding an arm as well
Yo i wonder what this game would look like if it would be "realistic", love this, how did you write the engine?
Ik you're probably gonna add this anyway but you should add particle effects when breaking voxels (for performance on low end PCs you could perhaps add an option to toggle it)
would be nice if u add the voxel destruction to the enimys body too.
i think instead of making enemies disapear when they die, you should make them part of the map or maybe a dynamic voxel object (so it can be destroyed and it would be very fun)
@J4ap0on3es
Жыл бұрын
you sadistic
@darkfllame
Жыл бұрын
@@J4ap0on3es i just play teardown ;)
This looks awesome, coming to Steam anytime soon?
what do you think about implementing better lighting, one of the things that i personally find offputting about voxel games is that lighting is smooth on objects in the world. If that's something you also don't like, are you planning on implementing non-shaded lighting system (similar to when u put 'fast lighting' on in minecraft, the voxels are shaded but with one value rather than a gradient on the individal voxel).
Do you have any plans on putting the system up on unreal engine marketplace? All Current voxel plugins are not the same quality as this and there would definitely sell a lot and could improve your budget for releasing the game. i would buy it immediatly tbh
When would you release like an "alpha" version thing, cuz it looks amazing (i wanna play your game bro, gimmmmmmme link)
Hey, could you add a dodge/hop and a parry mechanic with most weapons? The thing I dislike the most about minecraft combat is that you pretty much always take damage if you choose to melee something, and I think it would add a lot to this games combat.
do you have any ETA for the launch? this game is getting really cool, can't wait for it to arrive