pocchi
@pocchistudio.com
930 followers 160 following 220 posts
I'm working on #FalsePrincessIruruu, a Sekiro-like pixel-art game. Wishlist: https://store.steampowered.com/app/3704290 I'll post #gamedev but also a lot of #rkgk and #music. the other place → https://twitter.com/poohcom1
Posts Media Videos Starter Packs
Pinned
Steam page for False Princess Iruruu is out!

Wishlist here: store.steampowered.com/app/3704290

False Princess Iruruu is a #pixelart Sekiro-like game with lots of combat AND story. I might release a demo soon, so follow for updates!

#gamedev #indiedev
yeah dodging. It's in the game just so you have a way to swap positions with enemies (since it's 2D), but it's inferior to deflection in every other way, so it might be interesting to encourage it. maybe some elements are lost when you deflect so you tactically dodge to preserve it
ah yes encouraging trade blows and consistent damage can be a good way to encourage aggression. I do want all elements to encourage a fast-pace playstyle, but maybe using different responses (i.e. deflection-focused, slash-focused, roll-focus)
oooo the meteor hammer, gotta write that down. gonna be hard to animate but should be worth it XD.

and the kwan dao is definitely gonna show up, I really want to convey the range and power of a big polearm like that
go ahead! I do have the general factions planned out (Qing banner troops, Macau Portuguese mercenaries, Canton pirates, etc.), but I still haven't fleshed out specific enemies in the mid-to-late game so I'm still looking for inspirations.
aesthetics inspired by wuxia and kung fu films, but the combat mechanic is just cuz I like seeing sword sparks XD
uninterruptable* whoops. idk if thats even a word XD
yeah in my case it's attack-dependent, so some attacks are interruptable and others aren't. it'll be a part of the learning enemy movesets to know when there's an opening

some slower enemy might be completely interruptable, while faster ones will get interrupted often but be more aggressive
haha explosions when stacking elements was also something I really want to try. the thing is you won't be able to generate your own buffs (for the most part) and will need to catch it from incoming attacks, so it won't be as common of a mechanic, but I do want to reward players for experimenting
That could work, but might not be as effective in a 2D pixel art game because animation would get choppy and not that much easier to react to.

In a 3D game the animation can be interpolated at slower speeds and you could see telegraphs more clearly.
well, depends on what you want to call it, but deflection is essentially a parry, but it doesn't always interrupt an enemy attack. you'll usually need to chain multiple in a row
ah I see what you mean. It definitely depends more on the kind of game, where it works better for puzzle and games with crowds of enemy.

I'm mostly thinking in terms of smaller fights (my game is *very* 1v1 heavy) so it's harder to balance around that
it actually just lets you kill or disarm an enemy. my game is deflection heavy so it's an alternative way to deal damage and rewards aggression. Poise regens more slowly as HP decreases so you'll still need to do both.

Pretty much the same mechanic in Sekiro if you've played that.
Something similar I'm considering looking into is more just deep snow. Aesthetically I prefer how it looks and it can add some drama to the fight with puffs of snow concealing enemy attacks.
I usually dont like ice that much in as a combat mechanic. Usually it's a freeze mechanic (which has no counter play) or just another damage proc (like frostbite in ER).

In terms of environment I do like slip mechanics in platformers, but in fighting games its usually less fun.
Constant vs stacking is interesting, I'll need to experiment with that.
It's the texture for the particle positions (`ParticleProcessMaterial.emission_point_texture`), not the flame particle itself which is just 6 frames. It's to get the correct area of where the particles can be drawn, which changes every frame.

docs.godotengine.org/en/latest/tu...
since I'm also doing poison and I want to make each effects unique, I'll make it so that poison will do damage over time but burn will do poise damage over time.
Godot creates a 2048x1 texture for the 2D particle mask, which is about 5KB compressed. Since I'm making it dynamic, I'll need one texture per frame, and the player has 900 frames (so far) so its around 3MB.

I'm sure it could be smaller but I'll need to dig more in Godot's code (like why 2048??)
got this flaming sword effect working with some hacky implementation to get dynamic particle emission shapes in godot

not sure how I feel about the performance cost of loading a 3MB emission mask or updating the shape every single frame, but thats an issue for future me XD
although the old one was kinda nice in that its a neutral pose that transitions very well into everything else. the new one being from a side-view is a lot less versatile, so I might need to adjust it further to see what works
iruruu's idle sprite has finally bothered me enough that I made a new one. it was in a perpetual unfinished state anyway but so was like half the old sprites so I never got to it haha
grab counter: if you time a kick into grab attack you'll do a tomoe nage and deal a fuck load of posture damage

this was one of the few ideas I had when I started working on this game years ago, feels great to finally implement it
makes sense haha, as long as you're happy with the results then that's all that matters
yeah it's so short, I could never join cuz I don't have time on weekdays. I usually go for other itch jams thats a week or two so there's at least time to make something pretty