u/NoviceIndieDev

Made a parry system with poise mechanics for a 2d sidescroller project im working on.

This is my 2nd project that im working on when I get burnt out working on my top down shooter (1st project).

So far I've got the player programmed with a 4 hit combo, basic movement, a parry, and 2 magic attacks (fire ball, and a telekinesis enemy grab. I dont showcase these in the video cause they're half done/broken).

For the enemies I've got 3. I implemented delayed striking animations with differant timing for differant enemy swings/attacks to keep it unpredictable. (Inspired by dark souls delayed enemy swings). The enemies also all have their own hidden poise meter. When player successfully parries an enemy enough to break their poise it causes a stun state, and gives player critical hits on these stunned enemies.

Anyways. Feedback is always appreciated. Obviously this is just a skeleton, but im just trying to make the base combat fun before I go crazy on a story, or aesthetics.

This is Java btw.

u/NoviceIndieDev — 3 days ago
▲ 2 r/IndieGameDevs+1 crossposts

2D twin stick shooter made with Java (2 month progress)

This is my first time making a coding project independently.

This is very bare bones, but I'll mention some of the stuff the video is showcasing in order of presentation.

  1. Slow mo kill cam on last kill.

  2. Class options • Ninja suit: 30% melee damage increase, silent foot steps for back assassinations, and a 10% movement speed buff. (There's also seperate upgrades for the melee to give combo, and finisher).

• Chemist suit: Electric handcannon (replaces melee) with target tethering/chain link function, and charge up for increased damage + chain link max target. Melee is replaced with a flask. (I'm planning on making differant elemental flask types, and hand cannon attachments to bandwagon this set up). The flask is just water, but when enemy is in splash zone/puddle they enter a "wet" state temporarily. Wet enemies recieve increased damage from electricity (that stacks with charge up shock damage multiplier), and also will instantly chain link all wet targets within proximity (no charge up required).

• Explosive suit: Player gets invincibility to their own caused explosions, 50% damage reduction from enemy explosions, and infinite grenades with a capacity of 4/a cooldown of 10 seconds. (Planning on making this upgrade-able eventually along with the other classes. These are just bases.)

Lastly I show a portion of the story mode i started.

u/NoviceIndieDev — 4 days ago