SamuKata
isADRI
isADRI

patreon


Project Impact Test 0.2 - Tutorial and One Vs Many combat

itch has a 1gb limit and this one is 5 times over that, and response from them isn't really the fastest. So I have to wait

For now here is the link to the game: https://drive.google.com/file/d/1DoESv6FxP3eVe2zMobuG3JlkxtO1O2oT/view?usp=sharing

Hey everyone! it's really been a bit since I last updated, mostly because I did change a LOT since the very first version of the game(https://adriiiiii.itch.io/project-impact)

I'm dropping a showcase and explanation to what I've been doing regarding my projects;

Another demo like a few months back to get feedback from what you think with changes to the gameplay, additional features and also improvements based on feedback from last time.

Some things to keep in mind and what it contains:

1. Current art, quality of models and UI WILL change, I'm not really an artist or a modeler, but I of course would still like to  produce better looking models, UI, environment. I'm already looking for help in this regard, through asking advice from publishers, and just mentorship from devs who focus on the art part of development. For now though bear with me on the current style, and improvements will be made as soon as I get better or get enough help

2. The content is a tutorial level that has both 1 vs 1 and 1 vs many situations, for those will get familiar with the mechanics and want to speedrun or something like that the fastest time to complete is 10 - 12 minutes, and depending on how fast you can learn the mechanics can take around 20-30.

3. After you complete the level, there is a simple challenge mode, which allows you to participate in Duels, Duels can be done in both Single player and Splitscreen, Two Controllers is required for splitscreen.

4. Currently, you can only create ONE main character, but plans to create more will come soon

5. Directional Combat Controls can be swapped based on directional movement(recommended)/or camera movement(legacy controls) if in target mode. More adjustable settings can be found on the settings of the game so you can really customize your experience

6. There isn't really a narrative yet, and while I already have a concept and some lore, story/narrative is highly dependent on gameplay/limitations and artistic changes, so I'm holding out narrative


That's most of the info! I'll be updating the Itch IO page too(https://adriiiiii.itch.io/project-impact)

Just to reiterate:

itch has a 1gb limit and this one is 5 times over that, and response from them isn't really the fastest. So I have to wait

For now here is the link to the game:
https://drive.google.com/file/d/1DoESv6FxP3eVe2zMobuG3JlkxtO1O2oT/view?usp=sharing

Link Provided same as the initial link posted above:

On why I don't make a steam page yet, Mostly presentation related for me, Gameplay wise I'm really happy with the improvements I made compared to where I am, when it comes to the art, I use a lot of purchased assets as some of the objects/features in the game currently assets are better than what I could do. Of course I don't plan for that to be just left like that. So once I am content and I feel I got my art style ready, then I will make a steam Page

Just additional message, I really can't thank you guys enough, I mentioned it in the vid I don't mind repeating it anyways, my job is really only enough for bills and other necessities,

The time and resources to pursue game development or modding is all possible because of patreon.  So thank you guys!

Also for skyrim, or creation engine games in general, on why I prioritize making games right now, the last few mod projects I made before the game took priority, I always said no to most of the suggestions and less receptive of feedback, I hate the phrase "because there are limitations" because I like making stuff, and that's what I did for most of the time, if not impossible, making those mods would have needed a huge heavy lifting, and I can really say this because combining all my projects I've made around 5k animations to fill empty gaps for new behaviors I made, and I definitely woulda done more if that was all it took but there's more than just behavior trees like code, rendering, camera logic, inheritance and honestly the behaviors and AI was the extent with my skill level so I could only keep saying no and that feeling really sucks.

I have more control with making games albeit more time consuming, it feels more rewarding, It's definitely also a solid learning experience, SKSE seems less intimidating but I still won't touch that for now while I'm busy solving weird shit that cause bugs with my game right now.

Anyways guys expect more soon! just leave your feedback here so I know there's one place I can see it.

Project Impact Test 0.2 - Tutorial and One Vs Many combat

Comments

Looks nice but please consider: -Please add camera headtracing (in and out combat). Now pc is soo stiff -Running animation is too fast, akward, ice skating - There is no animation of switching weapons - UI (eg circle) is too big

Adam Adamski

Hey guys so additional mentions, I'm currently implementing the early version hogwarts legacy method with regard to display settings that has no fullscreen yet, and only windowed and windowed fullscreen. Main reason for this was splitscreen mode did not render properly in fullscreen, Looking for a fix tho, another thing, Only DLSS is available for now, I don't have FSR yet, but I'll definitely try to implement it soon!

ADRI


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