Action Combat Demo
After working mostly on mobile games, I wanted to challenge myself and explore what makes action combat feel “just right.”. The demo below is inspired by Hades II from Supergiant Games.
This demo was created from scratch; modeling the character, to animating it, to adjusting every little value in Unity to find the sweet spot. To get it right, I analyzed Hades II gameplay frame by frame. Inspecting exactly how it works, and I’ve constructed my own set of configurations to achieve a similar result. Some examples are:
- Character rotation allowance during attacks, at any given point
- Timing and queuing of input for new actions
- Movement during attacks, whether based on initial direction or current input.
- Animation curves to adjust attack timings directly in Unity
This experience has taught me that great gameplay, especially character controllers, comes from intricately integrating various disciplines and iterating constantly until everything clicks.
Rapid Prototype: Swimming Mechanic
Rapid Prototype: Voodoo’s Mob Control
This is a copy prototype of Voodoo’s Mob Control produced in less than two days.