Full notes
Full SilkRoad Project update
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What changed
- Gameplay
- UI and audio
SilkRoad Project changes
Now that most of the core combat systems are finally in place, this month was all about making them feel right. Rather than adding major new mechanics, I focused on refining the game feel through animation polish, combat responsiveness, and dozens of small improvements that players may never consciously notice, but that make a huge difference when everything comes together.
In this devlog, I talk about the latest improvements to SILKROAD Project's combat system, including:
Polishing and refining the combat animations
Improving game feel through hit stop tuning and animation timing
Making the combat more responsive with buffered dash inputs
Fine-tuning attack montages and combo windows in Unreal Engine 5
Two new Spirit abilities with distinct gameplay roles
A redesigned Poise Break system that creates new juggle opportunities
The invisible details that make a combat system satisfying to play
One of the biggest lessons this month was realizing that making combat feel good often comes down to details that players rarely notice. Buffered inputs, freeze frames, animation timing, and even an enemy's gravity can completely change how responsive and rewarding the combat feels.
At the same time, I finally reached the stage where I could stop treating the combat as a prototype and start polishing it as part of the final game. It feels like SILKROAD Project's combat is finally coming together, and I'm excited to see how much further it evolves once the visual effects and sound design are added.
Source
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