Rework the footwork system, especially the side steps since it's the basis for create angle🥊
Work on fine-grained motions next, like telegraphing cue before a punch so a punch can be read.
After that, I can finally start to work on NPC and add Damage & Stamina Systems.
@KysanZZZ Appreciate your compliment, I first dream about this idea more than a decade ago, and I worked on it for almost 10 months now, so far the only part those LLM based tools is useful in this project or my other works is help me to speed up certain math & algorithms researches
Rework the footwork system, especially the side steps since it's the basis for create angle🥊
Work on fine-grained motions next, like telegraphing cue before a punch so a punch can be read.
After that, I can finally start to work on NPC and add Damage & Stamina Systems.
Exactly, procedurally generate motions base on player inputs is 10X harder than traditional canned animation based method, especially for the same level of motion fluidity (half sword is probably the ceiling right now). There will be character customization and modding tools later in the development of this project as well.
Glad you can see the real values here, it's always hard to find the good ways to explain a new thing, and even harder to make people accept it, you are actually the first one seems paid attention to that name for the core system.😆
But in essence, the whole system is designed around controls so player can moves their boxer very intuitively like the way they would box in real life.
@HentakuGames Glad you love it🍻, core focus is simulating the sweet science with most intuitive control, so player can use real life boxing skills base on how they mover their boxer
@MTanoia85913 Thx friend, there are still quit a few very important parts need to up to a certain quality before I'll build a steam page & open playtest.
My times are tight recently, but I'll at least put few hours in it everyday so people can play it sooner.🍻
Now block & catch punches also works for bare knuckles✊
Compared to boxer with thick arm and big gloves, defense with thin arm and bare knuckles will physically more likely get penetrated
Testing some defense moves, now we can catch or block jab, cross, hook, uppercut from either side to body or head by simply move the hand to a desirable position and hold it there.
Yeah, there isn't any timing or aftermath issue, since hand position following the mouse position exactly, and rest of the motion are procedurally generated in real-time then driven by physics simulation.
The part I messed up which resulted in this funny looking bug is I confused the order of a few quaternion multiplications when calculate the spine rotation during uppercut motion
Work on punching bag's surface deformation effect when it get punched as @HyperMadGames suggested, somehow accidentally create this bug/effect, figure it look kinda cool, so I'll just quickly record it before fix it😎
Thx man
To your question, the simplified overall system works as follow:
Player controls the boxer's head & hands position on the screen with mouse, then Boxer's movement is entirely procedurally generated base on player inputs & character anatomy, physics component works on top of it to allow boxer physically interact with the environment