Post news RSS First fighting test [HD video]

Alpha 100 has the most important update so far, which is the first playable prototype of unarmed striking. I will describe it in more detail, but first, just watch the video demo!

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Alpha 100 has the most important update so far, which is the first playable prototype of unarmed striking. I will describe it in more detail, but first, just watch the video demo!


Be sure to check it out in HD!

I am starting the combat system with an upgraded version of the Lugaru system, and then I can experiment with new additions like air attacks and grappling.

Compared to other fighting systems, the biggest difference is that you don't attack when you press the attack button. Instead, you hold down the attack button to signal the intent to attack, and then the attack is launched once you're in range. This allows you to concentrate more on tactics and strategy, and less on basic timing and move memorization. It also makes fights look cooler and flow better because there are fewer "whiffed" attacks. There are a few whiffs in the video above, but that is because the system doesn't yet compensate for minor post-attack position changes caused by sliding or hit reactions.

There are three attacks: a spin kick, a push kick, and a leg sweep. You launch the spin kick if you're holding a direction key, the sweep if you are crouching, and the push kick otherwise. You can also control the direction of horizontal attacks by holding the left or right movement key. If you preorder, you can try it out now!

Damage is inspired by the Smash Brothers series, in that enemies get knocked back harder based on how much damage they have accumulated -- this should help allow for combination attacks without complicating the control scheme. This method is reasonable because a fresh fighter can guard effectively and block attacks, but as he gets tired, he starts to let his guard down and take more hits.

There's still a lot of work to for the basic fighting, but this is an exciting step! Most of the basic technical features are in, so now I can focus more on gameplay. For those who preordered, do you have any thoughts about the fighting controls so far?



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Comments
bikkebakke
bikkebakke

combat animation looks cool, hope you make it even more smoother

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cyahas1
cyahas1

this is just the begining man its his first crack at it
just look at the first lugaru and check out its fightin system

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blahblahblah12333
blahblahblah12333

It has a lot of potential, but it sorta looks comical right now. It needs to look more mature/brutal. Just my 2 cents.

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formerlyknownasMrCP
formerlyknownasMrCP

The turning looks a bit too GoKarty for me. Is this game going to use some kind of targeting system? because that could be a good idea.

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cyahas1
cyahas1

it targets on its own hard to explain just play the first game and see what im talkin bout
Wolfire.com

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ZeroSeconds
ZeroSeconds

what would really make it look cool is nice fighting moves with surrounding objects ore using walls and such to create a more awesome feel to fighting in this game (just my thought)

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awesomepossum
awesomepossum

Chuck Norris would be proud!

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Savci
Savci

Interesting. I suppose other species (or what should I call them?) will use different limbs for fighting, though..?

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Verendus
Verendus

Lmao the slow-mo. I think the recovering/standing up after getting hit animation needs to be improved with more frames. :P

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Arxae
Arxae

tbh, i think it needs any frames at all :p there is no standing up animation yet :3

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Mik0112
Mik0112

Looks good, when you get all the final animations in and stuff like that I can imagine a nice lugaru-ish combat :)

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Blandr3ws
Blandr3ws

That was pretty awesome :) Think getting up animation or w/e physics blending solution you do needs a little work but as for the core of the video the kicking, reaction and flow it was super

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Newbez
Newbez

i will soooo buy this game when it releases
p.s. lugaru was awesome

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lethal_vortex
lethal_vortex

preorder ftw:P

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SliderFF
SliderFF

ooh, it remember me a Paul combo, from teken3,wana see more, what next boxing? weapon fight?

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DeltaForce95
DeltaForce95

Only thin gnot happy with his the slow mo after knock down, i hope its not like that for every knock out :\

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linfosoma
linfosoma

I downloaded this alpha to "try it out" and ended up playing for over an hour, it's amazing how fun it is to simply walk around and jump (please keep the momentum based movement, event if it probably needs to be turned down a notch).

I feel that this game could really work with some RPG elements, being able to gain exp and unlock new moves to come back and defeat a powerfull enemy should work really well.

Regardless of what you do, I think it's headed on the right direction, Im impressed to see how far it's come since the last time I tried an alpha.

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TheInsider
TheInsider

Looks great

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fightermedic
fightermedic

i'm impressed

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Helgaze
Helgaze

pretty good! got my attention i must say. keep up the good work!

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Paxton
Paxton

Lookin' smooth.

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vessedeloup
vessedeloup

Nice, it really looks like he's actually punching him, not waving vaguely in his direction like other games.

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Stubby
Stubby

That Grass is HUGE.

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Cazanova
Cazanova

Would it be possible for the rabbit to kick while standing on his hands or ears?

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jeffr Author
jeffr

That would be pretty awesome :)

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Mr.Mellon
Mr.Mellon

why no punches?

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Dra6o0n
Dra6o0n

The Lugaru combat system was pretty old but effective... More hit and run fighting.

Eventually, we'll have Dog Warriors donning heavy armor and weapons, and you expect them to "hold down" the mouse button to attack?

Not all of the creatures in Overgrowth will be capable of rapid quick attacks anyhow. Meaning you need another system to combine it with.

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teh1ghool
teh1ghool

Look at how Lugaru works with the knives and swords. If it's a throwable weapon then there is a key to throw it. If not, then attacking like normal works great. It's as simple as changing the range of the auto attack depending on the range of the weapon.

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AlekZanDer
AlekZanDer

I hope the standing up animation is going to be replaced (or added if it's not yet).

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