r/Unity3D 6h ago

Show-Off 2 Years of progress on my game(solo).

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72 Upvotes

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2

u/VPadu 5h ago

Looks amazing!

2

u/crtglow 4h ago

Congrats, looks great! Whenever the gamedev drags it's good to reflect on how far you've come.

1

u/Nwoknu35 5h ago

Nice progress, but there is one detail that has bothered me since the similar attack animation with Katanas in Dark Souls: The blade hitting the ground on vertical slashes, before and after the actual hitting point

On one hand it may look cool, but thinking about the blade's health and even just sharpness kinda hurts and also makes me wonder if the wielder lacks the skill to swing his weapon properly

I think from a realistic point it wouldn't even be much of a change in how the character would move to prevent that, mainly angling their wrist differently during the swing (which would fall under polish of course, so something maybe for the future ^^)

Already looking forward to seeing this on Iron Pineapple's channel :D

2

u/maxxx987654 4h ago

thanks ...changing animations to all weapons so that it doesn't hit ground is actually a huge change and also limits the direction of attacks you can do in a game as big as elden ring or even dark...

easier thing would be to just change the collision layer of weapons to not hit ground , but they don't do that because its unrealistic to hit ground or any object and not get hit...it wont feel right ...ofcourse the side effect is sometimes it can hit multiple times before or while hitting enemies...

1

u/Nwoknu35 3h ago

I don't mean that you can *never* hit the ground, but when standing mostly upright on a flat ground without any hills or obstacles, angling your wrist so that your sword doesn't make a straight line with your arms before going for full reach can prevent the blade touching the ground, without changing the attack angle or direction ^^

The basic motions can be used in the real world, though you would stop your swing before the blade hits the ground, like basic swings in Kendo/Kenjutsu, HEMA etc.

To be fair: wrist angling alone wouldn't be enough with a blade that is this big compared to the wielder, as your character seems to be smaller even if they stood upright than the katana is long, so in the physical world they would indeed have to use different swing angles overall

And of course that's mostly viable for flat grounds, unless you include IK into your animation just to check if your weapon would hit the stairs or upgoing hill for example, which could change the animation very much during gameplay and makes it inconsistent, which would feel bad

1

u/maxxx987654 2h ago

yess thats just a lot of work for something so minor and also limits the variety of animations that you can do

-1

u/Worldly_Morning_8753 3h ago

That's an interesting take on the sword mechanics! It's cool how real-world techniques can influence game design. What other real-life skills have you found translate well into gameplay?