My problem is I haven't finalized yet what minimum specs is needed. As I add more graphical effects, it could go higher. But if I ever get to implement some sort of toggle for a cheaper alternative (code that will turn off cloth physics simulation on characters, in which case, the cheaper bone-based animations for their clothes would take over) that could go lower.
Best way to mitigate framerate slowdown for now is to drastically reduce the screen resolution.
But if you're asking what specs I use to test the game. It's:
you have conflicting styles of play, on one hand i want to zoom round really fast and slash up lots of enemies devil may cry style due to the fast movement and a dash but that is stopped by the slow attack times, very small attack radius and no stun locking like abilities. If you want tactical more realistic combat highlight that and ditch the dash and fast speed and vice versa
all the weapons suck to use, they just aren't fun. hammer takes to long to recover from attacks and has terrible range, the spears heavy attack is a short range??? why, its a spear.
this wants to bad to be darksouls but lacks everything that makes darksouls good such as smooth and fluent combat and satisfying weapons with useful differences.
Thanks for trying it out! My reference is more on Nioh and Bloodborne instead of Dark Souls. But just like your assessment, it's not there yet.
Hammer was meant to be useful when you're surrounded because of the wide sweeping arcs, but I too, find limited use in it because I get hit before my attacks connect. I'm thinking I'll add flinch resistance to the player for the hammer so the attack still continues when you're hit. Spear charged attack is an impale, I'll experiment with adding some forward push to help with the range.
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hey underdog, nice stuff, was trying to find your latest progress on the project, hope you are well - (tig and unity forums fellow traveler)
i cant ope the game it closes instantly on mac
Pace needs to be increased I feel like this game could be better if it had faster combat.
My problem is I haven't finalized yet what minimum specs is needed. As I add more graphical effects, it could go higher. But if I ever get to implement some sort of toggle for a cheaper alternative (code that will turn off cloth physics simulation on characters, in which case, the cheaper bone-based animations for their clothes would take over) that could go lower.
Best way to mitigate framerate slowdown for now is to drastically reduce the screen resolution.
But if you're asking what specs I use to test the game. It's:
Obviously it looks good, so good work on that.
you have conflicting styles of play, on one hand i want to zoom round really fast and slash up lots of enemies devil may cry style due to the fast movement and a dash but that is stopped by the slow attack times, very small attack radius and no stun locking like abilities. If you want tactical more realistic combat highlight that and ditch the dash and fast speed and vice versa
all the weapons suck to use, they just aren't fun. hammer takes to long to recover from attacks and has terrible range, the spears heavy attack is a short range??? why, its a spear.
this wants to bad to be darksouls but lacks everything that makes darksouls good such as smooth and fluent combat and satisfying weapons with useful differences.
Thanks for trying it out! My reference is more on Nioh and Bloodborne instead of Dark Souls. But just like your assessment, it's not there yet.
Hammer was meant to be useful when you're surrounded because of the wide sweeping arcs, but I too, find limited use in it because I get hit before my attacks connect. I'm thinking I'll add flinch resistance to the player for the hammer so the attack still continues when you're hit. Spear charged attack is an impale, I'll experiment with adding some forward push to help with the range.