Golden Xan
Moderator
Staff member
Mallius Odium
Players Playing Bloodbath Demo
Immemorial
Ageless
OG 2020
Grim Scribe
Magus
Vampire Scholar
Harbinger
- Mar 30, 2019
- 349
- 620
- 138
Hi there,
I'm reposting a comment I made on Apocalypse Studios Inc.'s YouTube channel here so that it can gain more reach and so we can have a discussion. I'm picking Deadhaus Sonata to be the next game I'll be accompanying until release. It looks very promising, it has a lot of potential, and I want to help in whatever way I can.
My comment on the video:
"Ok, this does not look bad at all. For an online F2P experience, this game has enough quality simplicity that many people can play with varied hardware configurations without looking bad or restricting players. Abilities are interesting and the excitement is going to depend on the thrill of the fighting experience.
Speaking of the fighting experience, since you're making a somewhat simplistic combo mechanic I advise making one attack flow to the next one as if it was a natural next step in a chain without interruptions or finishers. That lateral spinning the vampire makes with his third left-attack looks like a finisher and breaks the pace of the fighting because it takes a bit too long to end and has a longer recovery period. If you want to make a similar finisher in a simple combo, make it a stronger-looking version of a regular attack with some flare and sound cues to it, but also similar enough that it can chain to the first attack in the combo without making it look like it's starting the combo from scratch. That way you can use the regular attack ad infinitum with much more flow.
This will also make intercalating other powers and combos into a chain more simple because you can easily flow back into the next strike of a chain without breaking its flow.
The movement in the game looks a bit stiff, which is to be expected from a pre-alpha build, but I'd like to give you a couple of tips for making it better in the future. Add very small levels of momentum and acceleration to the character movement in the vectors to make them feel less like toys. This gives the player the sensation that their character is a part of the world, and not just floating on it. You can take it a step further and also add leg movement and feet repositioning as characters rotate left and right when standing still. Take it to the next level by creating separate fitting animations for every movement state (W press, W and A press, W and D press with camera rotation, and so on). All of this is doable in the game without having to create something extraordinary such as a physics-based gravity and force system.
Get inspiration from games such as Prince of Persia: The Warrior Within to see how combat chains can be potentially formed without breaking the flow and how to use the environment in your attacks (I see the potential in Deadhaus).
That's all I have to say for now on this trailer. I'm very much looking forward to Deadhaus and wish I could invest in your Immortal Legacy pack to help you out.
For now, this is the way I can help the most, with my feedback.
Good luck there, guys!"
What did you think of the video? Would you like to add anything?
I'm reposting a comment I made on Apocalypse Studios Inc.'s YouTube channel here so that it can gain more reach and so we can have a discussion. I'm picking Deadhaus Sonata to be the next game I'll be accompanying until release. It looks very promising, it has a lot of potential, and I want to help in whatever way I can.
My comment on the video:
"Ok, this does not look bad at all. For an online F2P experience, this game has enough quality simplicity that many people can play with varied hardware configurations without looking bad or restricting players. Abilities are interesting and the excitement is going to depend on the thrill of the fighting experience.
Speaking of the fighting experience, since you're making a somewhat simplistic combo mechanic I advise making one attack flow to the next one as if it was a natural next step in a chain without interruptions or finishers. That lateral spinning the vampire makes with his third left-attack looks like a finisher and breaks the pace of the fighting because it takes a bit too long to end and has a longer recovery period. If you want to make a similar finisher in a simple combo, make it a stronger-looking version of a regular attack with some flare and sound cues to it, but also similar enough that it can chain to the first attack in the combo without making it look like it's starting the combo from scratch. That way you can use the regular attack ad infinitum with much more flow.
This will also make intercalating other powers and combos into a chain more simple because you can easily flow back into the next strike of a chain without breaking its flow.
The movement in the game looks a bit stiff, which is to be expected from a pre-alpha build, but I'd like to give you a couple of tips for making it better in the future. Add very small levels of momentum and acceleration to the character movement in the vectors to make them feel less like toys. This gives the player the sensation that their character is a part of the world, and not just floating on it. You can take it a step further and also add leg movement and feet repositioning as characters rotate left and right when standing still. Take it to the next level by creating separate fitting animations for every movement state (W press, W and A press, W and D press with camera rotation, and so on). All of this is doable in the game without having to create something extraordinary such as a physics-based gravity and force system.
Get inspiration from games such as Prince of Persia: The Warrior Within to see how combat chains can be potentially formed without breaking the flow and how to use the environment in your attacks (I see the potential in Deadhaus).
That's all I have to say for now on this trailer. I'm very much looking forward to Deadhaus and wish I could invest in your Immortal Legacy pack to help you out.
For now, this is the way I can help the most, with my feedback.
Good luck there, guys!"
What did you think of the video? Would you like to add anything?
Last edited: