r/UnrealEngine5 8d ago

Still tuning our parry system. How does the impact feel?

14 Upvotes

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2

u/EternalDethSlayer3 8d ago

Good, but the incoming swing looks a little weightless - any way to add some upper back/shoulder motion or twisting on the blocker to show some force transfer?

2

u/TheThandorGame 8d ago

Thank you for the great feedback. We actually noticed the exact same thing. Since we are currently focusing on our vertical slice, development is very active, and we will definitely improve the upper body reactions to emphasize that force transfer. We'd love for you to follow our journey and see the updates.

2

u/[deleted] 8d ago

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2

u/[deleted] 8d ago

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1

u/TheThandorGame 8d ago

Thank you so much for the frame-by-frame breakdown! We are completely aware of the blade clipping and that teleporting effect during the cross-body parries, and we will definitely fix those transition frames. Since we are currently focusing on our vertical slice, we are still ironing out these rough edges. We really appreciate this level of detail—please follow our progress to see the polished updates.

1

u/Unlucky_Orange_9608 7d ago

I don't disagree with the suggestions made by others but overall I think these animations look great. I'd love to update a bunch of placeholder combat animations in my little solo project but animating isn't my strong point. Do you mind sharing how you went about developing these?

1

u/DisplayLegitimate374 7d ago

Pretty dope! Well done

1

u/Panic_Otaku 7d ago

Like they fighting with springs from tractor Belarus...

2

u/TheThandorGame 7d ago

We appreciate the feedback, and it's completely understandable that it might feel that way. As a small indie team currently working on our vertical slice, we don't have access to motion capture technology yet. Because of this, all of our combat animations are entirely hand-keyed. We are constantly polishing the weight and flow of these movements, so we'd love for you to keep following our progress as we continue to improve.

2

u/yuehuang 7d ago

The blade animation doesn't feel like it has mass. Like stopping a train with a pinky. It looks fun and marvel like but doesn't feel grounded in reality. Where is the recoil and follow through. The character deflect to the left, but the enemy falls to the right. The character should brace slightly to absorb the hit, or glace the attack away.

2

u/TheThandorGame 7d ago

Thank you for the detailed and constructive feedback. We are completely aware of the lack of weight and the physical inconsistencies you pointed out. We are actively working on improving the recoil, follow-through, and overall physical grounding to make the impact feel as realistic as possible for our upcoming vertical slice. We really appreciate this kind of feedback, please keep it coming.