Full notes
Full SilkRoad Project update
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What changed
- Gameplay
- Events
SilkRoad Project changes
Now that most of the core combat systems are finally in place, it was time to stop building new mechanics and start refining what was already there. The goal wasn't simply to add more attacks, but to make every combo feel more satisfying, every decision more meaningful, and every fight more enjoyable to master.
In this devlog, I talk about the latest improvements to SILKROAD Project's combat system, including:
Reworking attack timings and combat rhythm
Expanding the combo system with new combo branches
Designing attacks with distinct gameplay purposes
New charge attacks and combo finishers
Anime-inspired cinematic finishers that reward precise timing
Iterating with placeholder animations before polishing
The challenges of integrating cinematics directly into gameplay
Finding creative solutions through technical constraints
One of the biggest lessons this month was realizing that making combat feel good is often harder than creating the mechanics themselves. Small timing changes can completely transform how the game feels, and sometimes improving one aspect of the combat can unexpectedly make another one worse.
Rather than polishing animations immediately, I intentionally kept them simple so I could experiment freely, make drastic changes when needed, and focus on finding the right rhythm before committing to the final animations.
Source
Changelog.gg summarizes and formats this update. How we read updates.
