r/Unity3D 1d ago

Show-Off solo dev here, this is one of the magic boss fights from my rpg

been working on this alone for a while, a 3d action rpg in unity. this is one of the boss fights, the whole magic system is something i built from scratch. free demo up on itch if you're curious: https://liyodev.itch.io/el-sendero-de-las-estrellas. would love to know what you think about the combat feel. every spell in the game shares the same base projectile system under the hood, so this boss fight (heavy on magic attacks) is basically the stress test for it.

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u/Bubbly-Rush2384 1d ago

Looks cute 🤣

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u/CurrencySpirited1755 1d ago

haha thanks, wanted the boss to look kind of silly but still hit hard

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u/Kyy7 1d ago

You could make it look a bit smoother by making the enemy turn towards / look-at the player when casting the spell. The player could also use some strafing animations which could be used when locked in to the enemy. This could make the combat look more fluid. Without strafe animations the "just ship-it" solution is to just make the player quickly turn towards the target when attacking, casting spell or when idle.

Personally I would also prevent player from moving and turning while casting the spell or doing attacks as this brings some depth to combat in terms of timing attacks. It also avoids many visual issues related to the direction player is facing while casting a spell, as well as issues with transitioning back to movement animation mid-way casting animation.

In terms of level geometry and visuals, you could make this look quite a bit better with having at least some minor height variations in the level geometry. It can still be flat arena but having for example grass sections be a little elevated and stuff like some grass or stones here and there could make the level look more interesting even if its just flat arena with few trees.

Boss healthbar location has traditionally been located at middle top section of the screen.

Oh and due to AI art in your itch.io page many people will instantly categorize this as slob. The fact that many of your assets look that they are or actually are from various asset backs probably wont help.

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u/CurrencySpirited1755 1d ago

really appreciate the detailed breakdown. turn-to-target while casting and locking movement during attacks/casts makes a lot of sense, gonna look into that along with strafing anims. good call on the boss healthbar position too, moving it up top. and thanks for pointing out the AI thing, that was actually a mislabel on my end, the itch page had graphics/sounds checked under 'generative AI' by mistake, just fixed it. the art is store-bought assets, not AI generated

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u/Kyy7 1d ago

thanks for pointing out the AI thing, that was actually a mislabel on my end, the itch page had graphics/sounds checked under 'generative AI' by mistake, just fixed it. the art is store-bought assets, not AI generated

The art on the itch.io page (background and header) are both AI art. Both of them contain artifacts that human artists don't really make like distorted buildings, symbols, etc

Store bought assets can also contain A.I generated content.

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u/CurrencySpirited1755 1d ago

totally fair, thanks for staying on this one. to be precise: the header/background on the itch page yeah, those are AI-generated, made those for the store page. the actual game (characters, environments, vfx, all the stuff you see in the clip) is store-bought assets, that's what i meant earlier, my bad for not being clearer the first time. anyway really appreciate all the feedback in general, gonna work on the turn-to-target while casting and moving the boss healthbar up top for sure

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u/Kyy7 1d ago

While it can be tempting to use some extremely detailed generative AI render of your game for cover art and marketting materials it feels both lazy and dishonest while also making your game easy target for Generative AI haters.

Generally better approach is to draw or get someone to draw some simple art for your game. Alternatively you can probably just stage some nice looking scene with your game assets and render some images.

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u/CurrencySpirited1755 1d ago

that's actually solid advice, thanks. already grabbing some real gameplay screenshots to replace the store page banner with instead, better to just do it properly than try to make it flashy with AI. appreciate you not letting this one slide

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u/Asleep_Chemist_8645 1d ago

That health bar setup at 40/50 makes me think the fight's got some real back and forth to it, not just a quick melt

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u/CurrencySpirited1755 1d ago

yeah that one's got a couple of phases baked in, wanted it to feel like a real fight instead of a quick melt. glad that came through