Adding physics combat to my action game | Withersworn Devlog
Combining physics with action combat can be a dangerous and daunting task but there is great potential fun and strategy in its use. Lets try and see how it works out! ➤ Wishlist Withersworn - https://store.steampowered.com/app/22... ➤ 2024 Test Room Demo - https://asarge.itch.io/withersworn ➤ Patreon - / asarge ➤ Twitter - / andresargeant ➤ TikTok - / andre_sargeant ➤ Discord - / discord ➤ Music GameChops - Zelda & Chill Trilogy by Mikel • Zelda & Chill Trilogy Minuet of Forest / Lost Woods (Ocarina of Time) Dragon Roost Island (Wind Waker) Korok Forest (Breath of the Wild) Song of Healing (Majoras Mask) // Video Description Not many spectacle fighter action games attempt physics combat (and for probably good reason). I think it is both fun and lets games reach a whole new dimension of immersive gameplay. Not only that but with the giant colossal enemies it can also make for some cinematic dynamic encounters. A very exciting exploration! // About Hi, I'm Andre Sargeant otherwise known as Asarge. I'm currently solo developing the high fantasy, fast mobility action game Withersworn. I also worked as the artist and animator on the pixel action rpg Aethyr. I'm a bit new to learning programming and 3D but will try my best to deliver the greatest game I can! Software: Engine - Unity URP 2022 LTS Programming - Visual Studio Code 3D Modeling - Blender Textures - Substance Painter 2022 Illustration - Procreate PC Specs & Hardware: GPU - NVIDIA GeForce RTX 4070 Ti CPU - Intel i7-13700K RAM - 32GB Mouse: Logitech G502 Keyboard: Logitech G512 SE Chapters 0:00 - Physics Gameplay 1:16 - Active Ragdoll 3:23 - Rope Simulation 4:25 - Behavior Objects 6:57 - Colossal Boss Physics 8:31 - Updated Grapple 9:21 - Additional & Future Changes #devlog #indiegame #gamedev #unity

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