I've been developing a first-person sword-combat game called Castle Wars. The combat system has been a little lacking, so today I am going to show you how to make sword combat that feels good. This combat is based off of games like Breath of the Wild, Skyrim, Valheim, and more. I'll go over how to animate, do camera shake, do hit detection, weapon swaying, Lunging, and more.
Thanks for watching!
More Castle Wars:
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Join the Mailing List: https://www.nerdherd.network/castle-w...
Blog Post: https://www.nerdherd.network/castle-w...
Enemies that Fight Back: • First-Person Enemy AI and Combat - Enemies...
Settings Menu: • Adding a Settings System to My Game Using ...
Socials
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Instagram: / castlewarsgame
TikTok: / castlewarsgame
Twitter: / castlewarsgame
Chapters:
00:00 - Video Start
00:22 - Introduction
01:36 - Animation Rigging
02:32 - First Draft Animations
03:30 - Animation Controller
04:26 - Weapon Sway
05:35 - Sword Properties
06:28 - Sheathing
07:28 - Enemies that Fight Back
08:01 - Better Animations/How to Animate Swords
12:54 - Hit Detection Overhaul
14:44 - Lunging Overhaul
17:13 - The Attack Object
18:19 - Sword Drops
21:07 - Outro/Next Time
Music:
Pressure to Party - Julia Jacklin
Acid - Jockstrap
It Doesn't Have to Change - Benches
Tags:
first,person,game,development,unity,fps game,tutorial,shooter,custom games,custom,castle wars,sounds,music,movement,bungie,release,campaign,gameplay,abilities,advanced,dash,crouch,unity tutorial,combat system,animation,swing,blender,zelda, breath of the wild, tears of the kingdom,valheim,valhiem,UI,hit detection,weapon sway,procedural animation,camera shake,maya
#Unity #CastleWars #gamedev