Hack and Slash gameplay mechanics

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KuroNigi
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Hack and Slash gameplay mechanics

#1

Post by KuroNigi » Tue Apr 28, 2020 11:24 pm

Separating this one from my other topic since this is generally different from it

Enough Moba, going back to this old project of mine~

A hack and slash game for Warcraft III
Surely I'm not the first one to come up with this kind of game mechanic in warcraft III but all triggers are mine as well as the models and animations shown below the video~

Preview:


Once I polished the triggers, might share it here publicly for everyone who wants to make their own version of hack and slash game in for their map
Last edited by KuroNigi on Thu Apr 30, 2020 10:27 am, edited 1 time in total.

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tobdeg
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Re: Hack and Slash gameplay mechanics

#2

Post by tobdeg » Wed Apr 29, 2020 1:10 pm

Exciting stuff @infernal@
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CCrispypasta
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Re: Hack and Slash gameplay mechanics

#3

Post by CCrispypasta » Wed Apr 29, 2020 10:52 pm

This system is perfect for Devil May Cry maps.

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Re: Hack and Slash gameplay mechanics

#4

Post by ZODD » Thu Apr 30, 2020 12:53 am

looks great would so want to make a DW map lol
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KuroNigi
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Re: Hack and Slash gameplay mechanics

#5

Post by KuroNigi » Thu Apr 30, 2020 10:27 am

CCrispypasta wrote:
Wed Apr 29, 2020 10:52 pm
This system is perfect for Devil May Cry maps.
This is indeed in fact inspired from the Devil May Cry series when I make this @orc6@

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KuroNigi
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Re: Hack and Slash gameplay mechanics

#6

Post by KuroNigi » Thu Apr 30, 2020 2:45 pm

If you guys in fact want to experience the game mechanics, click the link below which you'll be able to download the demo of the map I've been making with this gameplay mechanic

Demo Contains:
-A storyline
-Playable Chapters up to Chapter Four (Akane's Introduction)
-Puzzle Bit in the last chapter
-Multiple Camera Views from different locations
-Boss Fight (Only One type of Boss so far)
-Unskippable cinematics (Sorry for that, Will work on it in the future)
-Battle Results after each end of chapters

Keep in mind that this Demo is old and I haven't touched it for a very long time, the preview above is a separate map where some controls and combat systems are slightly updated from this demo but worry not, the demo has playable gameplay

KEEP IN MIND that you don't have to hold on to the arrow keys to face your enemies when attacking, just let the auto target system do it for you and DON'T ZOOM IN/ZOOM OUT the camera for it may cause problems to the camera and key controls

ALSO, the map is protected BUT I will distribute the separated one which is the preview above so you don't have to copy and extract from the demo which is a very tedious thing to do

Well, I hope you guys enjoy~
► Show Spoiler

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GeneralThor
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Re: Hack and Slash gameplay mechanics

#7

Post by GeneralThor » Sat May 02, 2020 5:41 pm

Woa, very impressive! I liked the DMC vibe, including BGM, animations and actions are very fluid, and the aiming system is different, that's amazing!

Out of curiosity, would you be able to make a system similar to that of Dark Souls or Bloodborne? With camera and target system on the enemy?
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Re: Hack and Slash gameplay mechanics

#8

Post by P4RI4H » Sun May 03, 2020 9:02 pm

GeneralThor wrote:
Sat May 02, 2020 5:41 pm
Woa, very impressive! I liked the DMC vibe, including BGM, animations and actions are very fluid, and the aiming system is different, that's amazing!

Out of curiosity, would you be able to make a system similar to that of Dark Souls or Bloodborne? With camera and target system on the enemy?
I believe there is a system in a map called Monster2, it's inspired by Dark Souls, Monster Hunter, etc type games, obviously it's not this, and you'd have to find a way to mesh to two together.

Cheers.

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Re: Hack and Slash gameplay mechanics

#9

Post by Norenne » Mon May 04, 2020 12:57 am

I do not know how you manage to pull it off when I failed this process with various experiments of mine.
Maybe it's because of my lack of knowledge of Jass or the RenderEdge system.
I am very looking forward for you to teach us how you did it because this is what I am been looking for a long time now.
Discord: https://discord.gg/Z8kaJS4Mtc
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Animation tutorials/questions/mdlvis:
Dennis's Discord: https://discord.gg/Y2MYCVw[/color][/size]

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Re: Hack and Slash gameplay mechanics

#10

Post by KuroNigi » Mon May 04, 2020 9:44 am

Norenne wrote:
Mon May 04, 2020 12:57 am
I do not know how you manage to pull it off when I failed this process with various experiments of mine.
Maybe it's because of my lack of knowledge of Jass or the RenderEdge system.
I am very looking forward for you to teach us how you did it because this is what I am been looking for a long time now.
Woah, it's Norenne~
When I have finally polished everything, I WILL publish this for everyone to use and don't worry about Jass and RenderEdge, all triggers are purely made in GUI and I only used RenderEdge for Fullscreen view because I have no idea how to modify ingame gui haha

I'll let you all know when I'm done~

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