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  • Hack n Slash (WIP) Looking for feedback

Hi Godot community, I've been working on a hack n slash combat system for a while and I wanted some early feedback on it. Feedback on anything is welcome, but there isn't any sound yet. There's 3 weapons, sword, gauntlet, halberd (has barely any attacks right now). I uploaded a video here:

Apologies for the low frame rate, I haven't really done any optimization yet and I recorded this on a low spec laptop.

Right now my combat system has the following capabilities that I tried to show in the video. Combo/attack canceling via double tap on any directional keys Auto aim towards nearest enemy as long as player isn't holding down a directional key air attacks and air juggling

Stuff that's yet to be added but I want to add: Weapon swapping between attacks - haven't fully streamlined this between weapons yet but this is in the works Dash attacks for each weapon Still missing a number of particle effects, animations and attacks, especially on halberd. Some attacks need tweaking related to air time. Scene slowdown on certain attacks when they hit. Still thinking about how to handle camera

Thanks very much for your help.

I can tell you’ve put some real work into this and it does look cool. That being said, as a person who doesn’t ever touch this sort of game, I don’t see anything amazing that would draw me in as a different genre gamer. What cool quirk does your game have that a AAA studio wouldn’t dare try and do? I’m all about that violence against plants tho, I mean, what have plants ever done for me?

@Erich_L said: I can tell you’ve put some real work into this and it does look cool. That being said, as a person who doesn’t ever touch this sort of game, I don’t see anything amazing that would draw me in as a different genre gamer. What cool quirk does your game have that a AAA studio wouldn’t dare try and do? I’m all about that violence against plants tho, I mean, what have plants ever done for me?

Thanks for the feedback! I'm aiming for a hybrid between action game elements and a light hearted story via visual novel dialogue with a focus on characters. I have a few ideas for a few small peaceful minigames as well but that's only if I have the time.

Looking really good. As far as camera handling goes, the camera should try to achieve an optimal viewpoint while attacking. player doesnt need to control the camera during attack combos. It's very rare for a player to try to do both simultaneously. Have the camera focus on a point halfway between the player and the current enemy.

4 days later

Hey that reminds me of the combat from Kingdom Hearts I and 2- I likez it!

13 days later

@friendMaster2000 said: Looking really good. As far as camera handling goes, the camera should try to achieve an optimal viewpoint while attacking. player doesnt need to control the camera during attack combos. It's very rare for a player to try to do both simultaneously. Have the camera focus on a point halfway between the player and the current enemy.

Thanks alot for your feedback and suggestions, I implemented a dynamic fixed camera for now, but I just saw the part about the point halfway so I'm going to go back and add that to the system. I think it would lower the rotation interpolation too which would be great since its a bit fast in its current iteration.

Here is the fixed camera in its current state, which only focuses on the player.

@jbskaggs said:

Hey that reminds me of the combat from Kingdom Hearts I and 2- I likez it!

Thanks! Right now its more like the offbrand budget version lol but I'm relentlessly iterating on it.

More updates: I've also updated the look of the environment a little, before there were no shadows so everything felt eyebleedingly bright, I've added some more shadows although the canyon walls don't seem to cast one on the floor for some reason.

An interior in progress:

More canyon stuff:

Other smaller stuff I've done is add particle effect movement trails to gauntlet, spear has some more animations now, weapon swapping supports different idle/run animations, slight pause on hit, the video shows a little bit of how the player can skip over parts of a combo by weapon swapping. I think there's more to build on there too.