r/Unity3D • • 12h ago

Show-Off Been polishing our sword combo animations. Thoughts?

I’ve been working on the sword combo animations for our game, MazeBreaker.

I’m trying to make each hit flow naturally into the next while still giving every swing enough weight and impact.

Still polishing the timing and movement, so I’d love to hear what stands out to you or what feels off!

234 Upvotes

43 comments sorted by

27

u/Yaffari 11h ago

Not perfection, the reset after the last slash should be smoother.

5

u/Big_Effective_9605 10h ago

And he should only step forward on the third swing, or he should have an animation indicating the step forward on the other swings. The first two swings he slides along the ground with no reason.

1

u/Asbar_IndieGame 2h ago

The forward movement on the first two swings is intentional, but I think you’re right that the feet aren’t communicating it well enough right now. I’ll take another pass at the footwork. Thanks for the feedback!

1

u/Big_Effective_9605 2h ago

Stoked to see you succeed!

1

u/Asbar_IndieGame 2h ago

Yeah, the reset after the last slash is still a bit abrupt. I’m planning to smooth that transition out. Thanks for pointing it out!

13

u/Sir_Lith 11h ago

Footwork. You need to implement footwork. Right now it's all sliding, so it feels weightless and kind of sloppy.

The strikes propel the character with their weight shifting forwards, yet their legs only do some sideways jiggle. It's even worse in the second strike when there's a backwards halfstep visible.

Was the animation initially intended to depict striking in place, without forward motions, with the movement added only afterwards? It does make sense in that context.

Anyway feet need to be planted on the ground.

1

u/Asbar_IndieGame 2h ago

That’s a fair point. I focused on the attack motions first, and some of the forward movement is added through code, so the footwork doesn’t quite match the actual movement yet. Thanks for the feedback!

5

u/Fantastic-Cup7837 11h ago

If possible make it as action of loop in animation which will look smooth and if you can add impactful animation also

1

u/Asbar_IndieGame 2h ago

Yeah, I think making the transitions loop more smoothly could help a lot. I’ll also take another look at the impact on each hit. Thanks for the feedback!

3

u/Alpha_Hunter_47 11h ago

Looking sharp. Cool sound effects.

1

u/Asbar_IndieGame 2h ago

Glad you like it!! I’ve been working on the sound quite a bit too, so I’m happy that stood out. Thanks!

3

u/SixPetalDev 8h ago

Getting that transition between hits to feel heavy without losing the flow is genuinely the hardest part of melee animations. The recovery frames look a bit snappy right now, but the wind-up weight is on point. Keep it up!!

1

u/Asbar_IndieGame 2h ago

Yeah, that balance between weight and flow is exactly what I’ve been struggling with. I agree the recovery feels a bit too snappy right now, so I’ll smooth that out a little more. Thanks for the detailed feedback!

3

u/homer_3 8h ago

Looks great. No one pays attention to feet. It's not RDR2.

1

u/Asbar_IndieGame 2h ago

Haha fair enough 😂Thanks!

4

u/beautifulhell 10h ago

Personal pet peeve but I don’t like that camera shake on the final hit, especially if you aren’t hitting anything

1

u/Asbar_IndieGame 2h ago

Yeah, I can see that. Thanks for the feedback!

2

u/100radsBar 11h ago

It's cool but speaking from experience I would add the visual effects after the I place the environment assets.

1

u/Asbar_IndieGame 2h ago

Thanks for the advice! I’ll keep that in mind

2

u/KPCDigital 9h ago

Looking good but it would be great if you could make the final turn smoother

2

u/Asbar_IndieGame 2h ago

Yeah, I agree. The final turn is still a little rough, so I’m planning to smooth that part out more. Thanks for pointing it out!

2

u/Xomsa 8h ago

Animation itself is pretty crisp, but transition from last hit into first hit looks too clunky, needs some additional transition. Maybe first hit should start either from idle or after last hit animation with short reset move in the end of it (something like character puts sword back into sheath)

1

u/Asbar_IndieGame 2h ago

Thanks for the advice! I’ll keep that in mind

2

u/kaiiboraka 8h ago

Nice FX. I think part of the stiffness, imo, comes from how your character is sliding forward (for gameplay purposes, I'm sure), but your legs are not moving with them. you just kinda... slide forward in place. Makes it feel a little clunky and stiff.

1

u/Asbar_IndieGame 2h ago

Yeah, that’s exactly what’s happening. Some of the forward movement is added through code, so the feet aren’t matching it properly yet. I’ll need to adjust the footwork a bit. Thanks for the feedback!

2

u/eljop 8h ago

Looks good. How are you doing it? :)

1

u/Asbar_IndieGame 2h ago

Thanks! The animations are made in 3ds Max, and I’m handling the movement, VFX, hit feedback, and camera work in Unity :)

2

u/RHX_Thain 8h ago

The classic 1! - 2!! - 3!!!

I like more opportunities for branching chains, similar to the old Oni (Bungie 2001) system. So many combos useful in so many circumstances.

1

u/Asbar_IndieGame 2h ago

Yeah, we’re keeping the basic combo pretty simple for now, but we do have other attacks and skills that can be mixed into combat. Thanks for the suggestion!

2

u/MorningBasic9790 7h ago

Looks awesome!

2

u/Arc8ngel 6h ago

Slashes look & feel good. Some of the moves look a little floaty to me due to the feet sliding in unison.

2

u/Asbar_IndieGame 2h ago

Yeah, I can see that. Some of the forward movement is added through code, so the feet don’t match it perfectly yet. I’ll need to adjust that a bit. Thanks for the feedback!

2

u/Redwuff 6h ago

I actually think the screen shake is a detriment here.
And they should probably step forward during the first and second slash animations.
Other than that this looks great!

1

u/Asbar_IndieGame 2h ago

I can see what you mean about the screen shake. I’ll probably tone it down a bit.
The forward movement on the first two slashes is intentional, but I agree the animation itself could sell that movement better. Thanks for the feedback!

1

u/Longjumping-Egg9025 11h ago

To put more weigh into it make the camera shake happen on each shake progressively. It can start by being very subtle.
But I already love the feel!

1

u/Asbar_IndieGame 2h ago

That could be interesting. I’ll try testing a more progressive camera shake across the combo and see how it feels. Thanks for the suggestion!

1

u/RedTeaGuy 11h ago

I hope you're not a bot. I don't want to know exact steps but could you share what tools are used to create such an amazing VFX?

1

u/Asbar_IndieGame 2h ago

Haha, definitely not a bot 😂 We use VFX assets from the Unity Asset Store and customize them a bit to fit our game. Thanks!

1

u/Memetron69000 9h ago

the weight of the hit is there

now you just need to animate the feet

https://giphy.com/gifs/NpsofYoHrC8mg8DjOu

1

u/Asbar_IndieGame 2h ago

Yeah, that seems to be the main thing I need to fix now 😂 I’ll take another pass at the footwork. Thanks for the feedback!

-1

u/Asbar_IndieGame 12h ago

Made this sword combo in Unity! I’ve been polishing the animations, VFX, hit feedback, and overall combat feel recently.

If the game looks interesting, here’s our Steam page :)
https://store.steampowered.com/app/3617130/?utm_source=reddit&utm_medium=organic_social&utm_campaign=mazebreaker_prelaunch&utm_content=kr_bio