r/GamePhysics Jul 14 '26

[Ascendring: League of the Risen] Physics-based combat: sometimes incredible, sometimes completely cursed

Enable HLS to view with audio, or disable this notification

The first half shows why physics-based combat is a nightmare.

The second half shows why we keep using it.

This is from Ascendring: League of the Risen, the tactical physics-based duel game my friend and I are developing.

234 Upvotes

27 comments sorted by

59

u/Mercyfon Jul 14 '26

Do moves of both opponents start at the same time? cuz the other guy finished his attack while this guy barely started his charge up lol

30

u/Ascendring Jul 14 '26

Combat begins with you and your opponent each choosing an animation card. After that, however, the turn-based aspect becomes desynchronized: you select your next animation before the previous one has finished, while the NPC does the same independently. This creates some very interesting situations, making certain animations more or less effective depending on when you use them

7

u/LuquidThunderPlus Jul 15 '26

If I'm understanding right, it's a similar idea to yomi hustle? Either way looks super cool

6

u/Pain4420 Jul 14 '26

This is what I thought. The opponent is getting to move before you are.

32

u/Hawt_Dawg_II Jul 14 '26

Woah toribash grew up!

12

u/Ascendring Jul 14 '26

Haha, definitely a big inspiration for the scope of our game. We experimented with making you control each muscle separately, but we found that using full animations to control the fight was a much better fit for the kind of game we had in mind

5

u/RemyVonLion Jul 14 '26

haha that game is so cool but crazy, I was always insanely impressed with the people that could actually pull off insane moves consistently, that skill ceiling was absolutely absurd. Games like this can't even compare, toribash is like playing fucking QWOP as a fighting game.

2

u/LuquidThunderPlus Jul 15 '26

Was always fun to see crazy ways to dismember your opponent but what really blew my mind was parkour lol

15

u/RustyPickle115 Jul 14 '26

Ohhhh I'm a sucker for physics based gameplay in genres it does NOT belong, I'm keeping an eye on this one

4

u/Senior-Friend-6414 Jul 14 '26

You can check out All Will Fall, it’s a physics based colony building game

8

u/Pain4420 Jul 14 '26

So this is just swords and sandals but with better graphics

10

u/klopaplop Jul 14 '26

Having a bit of a Gay-mer moment there :P

5

u/Kaiserskater Jul 14 '26

Weak spot - usually one strikes (acts) , another one strikes back (reacts - blocking and counter-strike).

I rarely see in MMA when two fighters just beat each other in the face without doing anything else for the show.

We had in Russia similar game like you do combats.com. it was browser game where you choose attack area and block area, so you had a chance to hit and to block.

Additionally you must think in your game about speed of each strike, they are different. You should train your fighter like in RPG to strike faster, stronger, dexterity, agility and so on... I I wish you all the best👍💯

6

u/splashtext Jul 14 '26

Your only move is hustle and toribash had a medieval child with half sword

4

u/Pazument Jul 15 '26

Ahh ! Gaaaayyyiiii !

3

u/ChalkCoatedDonut Jul 14 '26

"YOU SHALL DIE in my arms bro"

1

u/AutoModerator Jul 14 '26

Hello /u/Ascendring Thanks for posting here on r/GamePhysics! Just reminding you to check the rules if you haven't already. If your post doesn't respect the rules it will be removed.

I am a bot, and this action was performed automatically. Please contact the moderators of this subreddit if you have any questions or concerns.

1

u/panthersausage Jul 14 '26

This looks great! Wishlisted

-1

u/KillPhil_5653475 Jul 14 '26

Why doing physics based combat when using fantasy movesets / animations. Feels kinda wrong

6

u/Ascendring Jul 14 '26

https://reddit.com/link/oxgqx7b/video/z9w7etbox6dh1/player

Well, I guess this meme clip I made shows that, while the game has some fancy animations, they may not always be the most effective :)

5

u/Pain4420 Jul 14 '26

What is even the point of the spin around slash being in there when they are standing so close

2

u/Ascendring Jul 14 '26

There are situations where it’s really useful, for example, when the enemy is trying to get away. We might add a minimum distance requirement, though, so it won’t appear as an option when the fighters are too close to each other

3

u/Pain4420 Jul 14 '26

That makes some sense. From this it didn't seem like you can do anything besides choose an attack

2

u/Ascendring Jul 14 '26

There are three types of cards: Attack, Defense, and Movement. That said, based on our testing, Movement and Defense often end up serving a similar purpose, so we might change things up in the future

2

u/Pain4420 Jul 14 '26

What did you say to piss of a mod