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Golel, a Dungeon Crawler RPG.

PompiPompi

Man with forever hair
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Developer
Joined
Jul 22, 2019
Messages
4,420
RPG Wokedex
Game itself looks very solid and the style is coherent. You might want to change the AI-portraits though. I'm not one of the AI-haters but the portraits you use just scream "generic AI output". People will get butthurt over it.
Try to prompt a style that's not heavily overused and more "unique" to your game.

Good luck for further development.
why not use semitic faces (not trolling)
Every chapter has it's own "Biome"
The first chapter is a medieval/forest setting.
So white people.

The people in the camp are suppose to be "viking setllers" like people.
But later you go to the jungle/desert, there the people will look similar to the "biome" you go to.

The second chapter is the jungle, so you will see more "native indians".

Another issue is that I use the assets I can get a hold on, and not a lot of Jewish warriors in CGTrader.
 

PompiPompi

Man with forever hair
Patron
Developer
Joined
Jul 22, 2019
Messages
4,420
RPG Wokedex
The Golel in the first chapter is actually a Mayan one and not Hebrew, eventhough the word is in Hebrew.
To be honest... I still don't have the full story fleshed out yet O_O

Edit: One of the reason I don't have the full story yet, is because I cannot implement anything I want.
I am limited by the assets and the things I can technically implement.
That's why I prefer to implement the biomes first, and string the story later.
 
Developer
Joined
Oct 26, 2016
Messages
2,359
The Golel in the first chapter is actually a Mayan one and not Hebrew, eventhough the word is in Hebrew.
To be honest... I still don't have the full story fleshed out yet O_O

Edit: One of the reason I don't have the full story yet, is because I cannot implement anything I want.
I am limited by the assets and the things I can technically implement.
That's why I prefer to implement the biomes first, and string the story later.
Thats too diverse.

You need to drop everything else right now and focus on a cohesive story and game to match.
 

PompiPompi

Man with forever hair
Patron
Developer
Joined
Jul 22, 2019
Messages
4,420
RPG Wokedex
The Golel in the first chapter is actually a Mayan one and not Hebrew, eventhough the word is in Hebrew.
To be honest... I still don't have the full story fleshed out yet O_O

Edit: One of the reason I don't have the full story yet, is because I cannot implement anything I want.
I am limited by the assets and the things I can technically implement.
That's why I prefer to implement the biomes first, and string the story later.
Thats too diverse.

You need to drop everything else right now and focus on a cohesive story and game to match.
Kind of like Diablo 2.
Doing everything in a forest setting will be less interesting. Even if more realistic.
 

PompiPompi

Man with forever hair
Patron
Developer
Joined
Jul 22, 2019
Messages
4,420
RPG Wokedex
Is there any native language you guys speak, you can get a quick look to see if the translation makes sense?
 

PompiPompi

Man with forever hair
Patron
Developer
Joined
Jul 22, 2019
Messages
4,420
RPG Wokedex
I like the bit where the monster is teleporting. Combat still looks gay though.
In what way is it gay? I mean, it is turn based.
Isn't all turn based gamers are gay?

Combat is brutal, is not as easy as it might look, and you need to have good strategy.
Fighting more than one monster at once, quickly becomes lethal. Unless it's a few weaker monsters you can handle.

What makes it even more lethal, is the fact that consuming healing items, or Mana potions takes a turn as well.
So you can't always heal yourself out of a situation.

Or do you only mean the way the animations look?
 
Developer
Joined
Oct 26, 2016
Messages
2,359
I like the bit where the monster is teleporting. Combat still looks gay though.
In what way is it gay? I mean, it is turn based.
Isn't all turn based gamers are gay?

Combat is brutal, is not as easy as it might look, and you need to have good strategy.
Fighting more than one monster at once, quickly becomes lethal. Unless it's a few weaker monsters you can handle.

What makes it even more lethal, is the fact that consuming healing items, or Mana potions takes a turn as well.
So you can't always heal yourself out of a situation.

Or do you only mean the way the animations look?
I would expect a 3d tactical turn game with animations to have actual stabbing and slashing. It is really limp wristed and gay right now. As you are going for that sort of tactical combat you need to find a way to make the combat more meaty.
 

PompiPompi

Man with forever hair
Patron
Developer
Joined
Jul 22, 2019
Messages
4,420
RPG Wokedex
I like the bit where the monster is teleporting. Combat still looks gay though.
In what way is it gay? I mean, it is turn based.
Isn't all turn based gamers are gay?

Combat is brutal, is not as easy as it might look, and you need to have good strategy.
Fighting more than one monster at once, quickly becomes lethal. Unless it's a few weaker monsters you can handle.

What makes it even more lethal, is the fact that consuming healing items, or Mana potions takes a turn as well.
So you can't always heal yourself out of a situation.

Or do you only mean the way the animations look?
I would expect a 3d tactical turn game with animations to have actual stabbing and slashing. It is really limp wristed and gay right now. As you are going for that sort of tactical combat you need to find a way to make the combat more meaty.
I know that's an issue, think about it like it's old 2D games.
I need to think how to make it work though, because the character would need to move forward to reach the target, and if the target is short, it needs to bend to hit it and etc.
It also makes the combat much faster than long ass animations.
That is also a part of it, I want people to have the option to play it fast. Otherwise it starts getting tedious.
 
Developer
Joined
Oct 26, 2016
Messages
2,359
I like the bit where the monster is teleporting. Combat still looks gay though.
In what way is it gay? I mean, it is turn based.
Isn't all turn based gamers are gay?

Combat is brutal, is not as easy as it might look, and you need to have good strategy.
Fighting more than one monster at once, quickly becomes lethal. Unless it's a few weaker monsters you can handle.

What makes it even more lethal, is the fact that consuming healing items, or Mana potions takes a turn as well.
So you can't always heal yourself out of a situation.

Or do you only mean the way the animations look?
I would expect a 3d tactical turn game with animations to have actual stabbing and slashing. It is really limp wristed and gay right now. As you are going for that sort of tactical combat you need to find a way to make the combat more meaty.
I know that's an issue, think about it like it's old 2D games.
I need to think how to make it work though, because the character would need to move forward to reach the target, and if the target is short, it needs to bend to hit it and etc.
It also makes the combat much faster than long ass animations.
That is also a part of it, I want people to have the option to play it fast. Otherwise it starts getting tedious.
You could have proper hit sounds, hit effects, blood splatter etc.
 

PompiPompi

Man with forever hair
Patron
Developer
Joined
Jul 22, 2019
Messages
4,420
RPG Wokedex
I like the bit where the monster is teleporting. Combat still looks gay though.
In what way is it gay? I mean, it is turn based.
Isn't all turn based gamers are gay?

Combat is brutal, is not as easy as it might look, and you need to have good strategy.
Fighting more than one monster at once, quickly becomes lethal. Unless it's a few weaker monsters you can handle.

What makes it even more lethal, is the fact that consuming healing items, or Mana potions takes a turn as well.
So you can't always heal yourself out of a situation.

Or do you only mean the way the animations look?
I would expect a 3d tactical turn game with animations to have actual stabbing and slashing. It is really limp wristed and gay right now. As you are going for that sort of tactical combat you need to find a way to make the combat more meaty.
I know that's an issue, think about it like it's old 2D games.
I need to think how to make it work though, because the character would need to move forward to reach the target, and if the target is short, it needs to bend to hit it and etc.
It also makes the combat much faster than long ass animations.
That is also a part of it, I want people to have the option to play it fast. Otherwise it starts getting tedious.
You could have proper hit sounds, hit effects, blood splatter etc.
Sure those things can be improved.
The issue is only length of animations. But blood splatters and sounds can be improved.
 
Developer
Joined
Oct 26, 2016
Messages
2,359
I like the bit where the monster is teleporting. Combat still looks gay though.
In what way is it gay? I mean, it is turn based.
Isn't all turn based gamers are gay?

Combat is brutal, is not as easy as it might look, and you need to have good strategy.
Fighting more than one monster at once, quickly becomes lethal. Unless it's a few weaker monsters you can handle.

What makes it even more lethal, is the fact that consuming healing items, or Mana potions takes a turn as well.
So you can't always heal yourself out of a situation.

Or do you only mean the way the animations look?
I would expect a 3d tactical turn game with animations to have actual stabbing and slashing. It is really limp wristed and gay right now. As you are going for that sort of tactical combat you need to find a way to make the combat more meaty.
I know that's an issue, think about it like it's old 2D games.
I need to think how to make it work though, because the character would need to move forward to reach the target, and if the target is short, it needs to bend to hit it and etc.
It also makes the combat much faster than long ass animations.
That is also a part of it, I want people to have the option to play it fast. Otherwise it starts getting tedious.
You could have proper hit sounds, hit effects, blood splatter etc.
Sure those things can be improved.
The issue is only length of animations. But blood splatters and sounds can be improved.
This is the problem with premade assets.

Could you hire an animator to make some better hit animations?
 

PompiPompi

Man with forever hair
Patron
Developer
Joined
Jul 22, 2019
Messages
4,420
RPG Wokedex
I like the bit where the monster is teleporting. Combat still looks gay though.
In what way is it gay? I mean, it is turn based.
Isn't all turn based gamers are gay?

Combat is brutal, is not as easy as it might look, and you need to have good strategy.
Fighting more than one monster at once, quickly becomes lethal. Unless it's a few weaker monsters you can handle.

What makes it even more lethal, is the fact that consuming healing items, or Mana potions takes a turn as well.
So you can't always heal yourself out of a situation.

Or do you only mean the way the animations look?
I would expect a 3d tactical turn game with animations to have actual stabbing and slashing. It is really limp wristed and gay right now. As you are going for that sort of tactical combat you need to find a way to make the combat more meaty.
I know that's an issue, think about it like it's old 2D games.
I need to think how to make it work though, because the character would need to move forward to reach the target, and if the target is short, it needs to bend to hit it and etc.
It also makes the combat much faster than long ass animations.
That is also a part of it, I want people to have the option to play it fast. Otherwise it starts getting tedious.
You could have proper hit sounds, hit effects, blood splatter etc.
Sure those things can be improved.
The issue is only length of animations. But blood splatters and sounds can be improved.
This is the problem with premade assets.

Could you hire an animator to make some better hit animations?
What do you mean better hit animation?
And why is it an issue with presets?
Animations are easier to make than modeling a monster.
I do some of the animations myself.

By hit animations you mean what exactly? The monster being hit? The player being hit? Attack animations?
 
Developer
Joined
Oct 26, 2016
Messages
2,359
I like the bit where the monster is teleporting. Combat still looks gay though.
In what way is it gay? I mean, it is turn based.
Isn't all turn based gamers are gay?

Combat is brutal, is not as easy as it might look, and you need to have good strategy.
Fighting more than one monster at once, quickly becomes lethal. Unless it's a few weaker monsters you can handle.

What makes it even more lethal, is the fact that consuming healing items, or Mana potions takes a turn as well.
So you can't always heal yourself out of a situation.

Or do you only mean the way the animations look?
I would expect a 3d tactical turn game with animations to have actual stabbing and slashing. It is really limp wristed and gay right now. As you are going for that sort of tactical combat you need to find a way to make the combat more meaty.
I know that's an issue, think about it like it's old 2D games.
I need to think how to make it work though, because the character would need to move forward to reach the target, and if the target is short, it needs to bend to hit it and etc.
It also makes the combat much faster than long ass animations.
That is also a part of it, I want people to have the option to play it fast. Otherwise it starts getting tedious.
You could have proper hit sounds, hit effects, blood splatter etc.
Sure those things can be improved.
The issue is only length of animations. But blood splatters and sounds can be improved.
This is the problem with premade assets.

Could you hire an animator to make some better hit animations?
What do you mean better hit animation?
And why is it an issue with presets?
Animations are easier to make than modeling a monster.
I do some of the animations myself.

By hit animations you mean what exactly? The monster being hit? The player being hit? Attack animations?
All of it, basically. You are going for a tactical style yet there is a great disconnect in Golels cause - effect presentation.



You should either rethink what you are doing, or figure out a way to make the combat look genuine.
 

PompiPompi

Man with forever hair
Patron
Developer
Joined
Jul 22, 2019
Messages
4,420
RPG Wokedex
I like the bit where the monster is teleporting. Combat still looks gay though.
In what way is it gay? I mean, it is turn based.
Isn't all turn based gamers are gay?

Combat is brutal, is not as easy as it might look, and you need to have good strategy.
Fighting more than one monster at once, quickly becomes lethal. Unless it's a few weaker monsters you can handle.

What makes it even more lethal, is the fact that consuming healing items, or Mana potions takes a turn as well.
So you can't always heal yourself out of a situation.

Or do you only mean the way the animations look?
I would expect a 3d tactical turn game with animations to have actual stabbing and slashing. It is really limp wristed and gay right now. As you are going for that sort of tactical combat you need to find a way to make the combat more meaty.
I know that's an issue, think about it like it's old 2D games.
I need to think how to make it work though, because the character would need to move forward to reach the target, and if the target is short, it needs to bend to hit it and etc.
It also makes the combat much faster than long ass animations.
That is also a part of it, I want people to have the option to play it fast. Otherwise it starts getting tedious.
You could have proper hit sounds, hit effects, blood splatter etc.
Sure those things can be improved.
The issue is only length of animations. But blood splatters and sounds can be improved.
This is the problem with premade assets.

Could you hire an animator to make some better hit animations?
What do you mean better hit animation?
And why is it an issue with presets?
Animations are easier to make than modeling a monster.
I do some of the animations myself.

By hit animations you mean what exactly? The monster being hit? The player being hit? Attack animations?
All of it, basically. You are going for a tactical style yet there is a great disconnect in Golels cause - effect presentation.



You should either rethink what you are doing, or figure out a way to make the combat look genuine.

You don't know how to explain yourself?
There might be timing issues, that isn't an inherent part of the animation.

What kind of audios are missing? Enemy audio, player audio? There are all kind of audios.
 
Last edited:
Developer
Joined
Oct 26, 2016
Messages
2,359
I like the bit where the monster is teleporting. Combat still looks gay though.
In what way is it gay? I mean, it is turn based.
Isn't all turn based gamers are gay?

Combat is brutal, is not as easy as it might look, and you need to have good strategy.
Fighting more than one monster at once, quickly becomes lethal. Unless it's a few weaker monsters you can handle.

What makes it even more lethal, is the fact that consuming healing items, or Mana potions takes a turn as well.
So you can't always heal yourself out of a situation.

Or do you only mean the way the animations look?
I would expect a 3d tactical turn game with animations to have actual stabbing and slashing. It is really limp wristed and gay right now. As you are going for that sort of tactical combat you need to find a way to make the combat more meaty.
I know that's an issue, think about it like it's old 2D games.
I need to think how to make it work though, because the character would need to move forward to reach the target, and if the target is short, it needs to bend to hit it and etc.
It also makes the combat much faster than long ass animations.
That is also a part of it, I want people to have the option to play it fast. Otherwise it starts getting tedious.
You could have proper hit sounds, hit effects, blood splatter etc.
Sure those things can be improved.
The issue is only length of animations. But blood splatters and sounds can be improved.
This is the problem with premade assets.

Could you hire an animator to make some better hit animations?
What do you mean better hit animation?
And why is it an issue with presets?
Animations are easier to make than modeling a monster.
I do some of the animations myself.

By hit animations you mean what exactly? The monster being hit? The player being hit? Attack animations?
All of it, basically. You are going for a tactical style yet there is a great disconnect in Golels cause - effect presentation.



You should either rethink what you are doing, or figure out a way to make the combat look genuine.

You don't know how to explain yourself?
There might be timing issues, that isn't an inherent part of the animation.

What kind of audios are missing? Enemy audio, player audio? There are all kind of audios.

I'm saying the combat looks shit. Does that clear it up for you?

It does not look like the weapon is even coming into contact with the enemy at all.

I posted that video example to help illustrate the difference of a meaty combat system.

Maybe you could implement ragdoll for hits?
 

PompiPompi

Man with forever hair
Patron
Developer
Joined
Jul 22, 2019
Messages
4,420
RPG Wokedex
I like the bit where the monster is teleporting. Combat still looks gay though.
In what way is it gay? I mean, it is turn based.
Isn't all turn based gamers are gay?

Combat is brutal, is not as easy as it might look, and you need to have good strategy.
Fighting more than one monster at once, quickly becomes lethal. Unless it's a few weaker monsters you can handle.

What makes it even more lethal, is the fact that consuming healing items, or Mana potions takes a turn as well.
So you can't always heal yourself out of a situation.

Or do you only mean the way the animations look?
I would expect a 3d tactical turn game with animations to have actual stabbing and slashing. It is really limp wristed and gay right now. As you are going for that sort of tactical combat you need to find a way to make the combat more meaty.
I know that's an issue, think about it like it's old 2D games.
I need to think how to make it work though, because the character would need to move forward to reach the target, and if the target is short, it needs to bend to hit it and etc.
It also makes the combat much faster than long ass animations.
That is also a part of it, I want people to have the option to play it fast. Otherwise it starts getting tedious.
You could have proper hit sounds, hit effects, blood splatter etc.
Sure those things can be improved.
The issue is only length of animations. But blood splatters and sounds can be improved.
This is the problem with premade assets.

Could you hire an animator to make some better hit animations?
What do you mean better hit animation?
And why is it an issue with presets?
Animations are easier to make than modeling a monster.
I do some of the animations myself.

By hit animations you mean what exactly? The monster being hit? The player being hit? Attack animations?
All of it, basically. You are going for a tactical style yet there is a great disconnect in Golels cause - effect presentation.



You should either rethink what you are doing, or figure out a way to make the combat look genuine.

You don't know how to explain yourself?
There might be timing issues, that isn't an inherent part of the animation.

What kind of audios are missing? Enemy audio, player audio? There are all kind of audios.

I'm saying the combat looks shit. Does that clear it up for you?

It does not look like the weapon is even coming into contact with the enemy at all.

I posted that video example to help illustrate the difference of a meaty combat system.

Maybe you could implement ragdoll for hits?

Do you understand my game is turn based AND grid based?
It is not a free walking action game.
That means the characters need to stay in their tile after the attack.
 
Developer
Joined
Oct 26, 2016
Messages
2,359
I like the bit where the monster is teleporting. Combat still looks gay though.
In what way is it gay? I mean, it is turn based.
Isn't all turn based gamers are gay?

Combat is brutal, is not as easy as it might look, and you need to have good strategy.
Fighting more than one monster at once, quickly becomes lethal. Unless it's a few weaker monsters you can handle.

What makes it even more lethal, is the fact that consuming healing items, or Mana potions takes a turn as well.
So you can't always heal yourself out of a situation.

Or do you only mean the way the animations look?
I would expect a 3d tactical turn game with animations to have actual stabbing and slashing. It is really limp wristed and gay right now. As you are going for that sort of tactical combat you need to find a way to make the combat more meaty.
I know that's an issue, think about it like it's old 2D games.
I need to think how to make it work though, because the character would need to move forward to reach the target, and if the target is short, it needs to bend to hit it and etc.
It also makes the combat much faster than long ass animations.
That is also a part of it, I want people to have the option to play it fast. Otherwise it starts getting tedious.
You could have proper hit sounds, hit effects, blood splatter etc.
Sure those things can be improved.
The issue is only length of animations. But blood splatters and sounds can be improved.
This is the problem with premade assets.

Could you hire an animator to make some better hit animations?
What do you mean better hit animation?
And why is it an issue with presets?
Animations are easier to make than modeling a monster.
I do some of the animations myself.

By hit animations you mean what exactly? The monster being hit? The player being hit? Attack animations?
All of it, basically. You are going for a tactical style yet there is a great disconnect in Golels cause - effect presentation.



You should either rethink what you are doing, or figure out a way to make the combat look genuine.

You don't know how to explain yourself?
There might be timing issues, that isn't an inherent part of the animation.

What kind of audios are missing? Enemy audio, player audio? There are all kind of audios.

I'm saying the combat looks shit. Does that clear it up for you?

It does not look like the weapon is even coming into contact with the enemy at all.

I posted that video example to help illustrate the difference of a meaty combat system.

Maybe you could implement ragdoll for hits?

Do you understand my game is turn based AND grid based?
It is not a free walking action game.
That means the characters need to stay in their tile after the attack.

Which is why I said that maybe you need to rethink.

You want cell based combat but with tactical elements which is at odds with the style of game.

You could still implement ragdoll and have characters stay on a battle square after the attack, even if they get knocked back or whatever.
 

PompiPompi

Man with forever hair
Patron
Developer
Joined
Jul 22, 2019
Messages
4,420
RPG Wokedex
I like the bit where the monster is teleporting. Combat still looks gay though.
In what way is it gay? I mean, it is turn based.
Isn't all turn based gamers are gay?

Combat is brutal, is not as easy as it might look, and you need to have good strategy.
Fighting more than one monster at once, quickly becomes lethal. Unless it's a few weaker monsters you can handle.

What makes it even more lethal, is the fact that consuming healing items, or Mana potions takes a turn as well.
So you can't always heal yourself out of a situation.

Or do you only mean the way the animations look?
I would expect a 3d tactical turn game with animations to have actual stabbing and slashing. It is really limp wristed and gay right now. As you are going for that sort of tactical combat you need to find a way to make the combat more meaty.
I know that's an issue, think about it like it's old 2D games.
I need to think how to make it work though, because the character would need to move forward to reach the target, and if the target is short, it needs to bend to hit it and etc.
It also makes the combat much faster than long ass animations.
That is also a part of it, I want people to have the option to play it fast. Otherwise it starts getting tedious.
You could have proper hit sounds, hit effects, blood splatter etc.
Sure those things can be improved.
The issue is only length of animations. But blood splatters and sounds can be improved.
This is the problem with premade assets.

Could you hire an animator to make some better hit animations?
What do you mean better hit animation?
And why is it an issue with presets?
Animations are easier to make than modeling a monster.
I do some of the animations myself.

By hit animations you mean what exactly? The monster being hit? The player being hit? Attack animations?
All of it, basically. You are going for a tactical style yet there is a great disconnect in Golels cause - effect presentation.



You should either rethink what you are doing, or figure out a way to make the combat look genuine.

You don't know how to explain yourself?
There might be timing issues, that isn't an inherent part of the animation.

What kind of audios are missing? Enemy audio, player audio? There are all kind of audios.

I'm saying the combat looks shit. Does that clear it up for you?

It does not look like the weapon is even coming into contact with the enemy at all.

I posted that video example to help illustrate the difference of a meaty combat system.

Maybe you could implement ragdoll for hits?

Do you understand my game is turn based AND grid based?
It is not a free walking action game.
That means the characters need to stay in their tile after the attack.

Which is why I said that maybe you need to rethink.

You want cell based combat but with tactical elements which is at odds with the style of game.

You could still implement ragdoll and have characters stay on a battle square after the attack, even if they get knocked back or whatever.

It's a game, not a movie.
You want to make a movie, make a movie.
This is a game, the animations are important, but there is always a choice between more cinematic, and better gameplay.
 
Developer
Joined
Oct 26, 2016
Messages
2,359
I like the bit where the monster is teleporting. Combat still looks gay though.
In what way is it gay? I mean, it is turn based.
Isn't all turn based gamers are gay?

Combat is brutal, is not as easy as it might look, and you need to have good strategy.
Fighting more than one monster at once, quickly becomes lethal. Unless it's a few weaker monsters you can handle.

What makes it even more lethal, is the fact that consuming healing items, or Mana potions takes a turn as well.
So you can't always heal yourself out of a situation.

Or do you only mean the way the animations look?
I would expect a 3d tactical turn game with animations to have actual stabbing and slashing. It is really limp wristed and gay right now. As you are going for that sort of tactical combat you need to find a way to make the combat more meaty.
I know that's an issue, think about it like it's old 2D games.
I need to think how to make it work though, because the character would need to move forward to reach the target, and if the target is short, it needs to bend to hit it and etc.
It also makes the combat much faster than long ass animations.
That is also a part of it, I want people to have the option to play it fast. Otherwise it starts getting tedious.
You could have proper hit sounds, hit effects, blood splatter etc.
Sure those things can be improved.
The issue is only length of animations. But blood splatters and sounds can be improved.
This is the problem with premade assets.

Could you hire an animator to make some better hit animations?
What do you mean better hit animation?
And why is it an issue with presets?
Animations are easier to make than modeling a monster.
I do some of the animations myself.

By hit animations you mean what exactly? The monster being hit? The player being hit? Attack animations?
All of it, basically. You are going for a tactical style yet there is a great disconnect in Golels cause - effect presentation.



You should either rethink what you are doing, or figure out a way to make the combat look genuine.

You don't know how to explain yourself?
There might be timing issues, that isn't an inherent part of the animation.

What kind of audios are missing? Enemy audio, player audio? There are all kind of audios.

I'm saying the combat looks shit. Does that clear it up for you?

It does not look like the weapon is even coming into contact with the enemy at all.

I posted that video example to help illustrate the difference of a meaty combat system.

Maybe you could implement ragdoll for hits?

Do you understand my game is turn based AND grid based?
It is not a free walking action game.
That means the characters need to stay in their tile after the attack.

Which is why I said that maybe you need to rethink.

You want cell based combat but with tactical elements which is at odds with the style of game.

You could still implement ragdoll and have characters stay on a battle square after the attack, even if they get knocked back or whatever.

It's a game, not a movie.
You want to make a movie, make a movie.
This is a game, the animations are important, but there is always a choice between more cinematic, and better gameplay.

Exactly. These are all points you should be telling yourself.
 

PompiPompi

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Exactly, that is why I prefer the smoothness of playing over the animations looking cinematics.
I am not sure you even play games in recent years or watch other people play games.
It's like you are talking in weird manner.
 
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Exactly, that is why I prefer the smoothness of playing over the animations looking cinematics.
I am not sure you even play games in recent years or watch other people play games.
It's like you are talking in weird manner.
Do you mean, because I don't have or want a VR headset?
 

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