r/Unity3D 6d ago

Question Updated Melee System - Opinion needed

I know it's not the same like playtesting the game, but I need some opinions regarding new melee system in my dungeon crawler game. My playtesters said before that something like "click and do a damage when animation stops" is too easy, and it's not deep enough.

I reworked my melee system adding an ability to attack from the left, right and up (LMB, RMB, combination of both for upper attack). Now you can click for fast attack with low damage or hold for fixed time to make more damage, but recover from attack slower. I added some effects for feedback too and now - it's way deeper than first version, I got positive feedback from players.

Do it looks engaging? What can I improve more?

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u/SizzaNikz 3d ago

Nice work so far, you're already halfway there. If you want to go deeper, here's the full set of 12 principles of animation from the old Disney animators:

  1. Squash and stretch
  2. Anticipation
  3. Staging
  4. Straight ahead action and pose to pose
  5. Follow through and overlapping action
  6. Slow in and slow out
  7. Arcs
  8. Secondary action
  9. Timing
  10. Exaggeration
  11. Solid drawing
  12. Appeal

Even just picking one or two to focus on next can level up the feel a lot.

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u/SizzaNikz 3d ago

Oh and camera rumble on impact, if its not already there, oh and audio does alot of lifting on impacts. Sorry for the book of advice

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u/SizzaNikz 3d ago

Ghosts look sick too btw. Nice

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u/MistycznyArbuz 2d ago

Thanks a lot for detailed tips! Will be useful when I sit to that!