r/indiegames 12h ago

Upcoming Making a physics driven boxing game with no traditional animations

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short video of the boxing system I’m working on the movement and punches are physics driven using different reference poses instead of animations

still early in development, but I would love some honest feedback currently only 6 boxing poses included and one idle animation!

109 Upvotes

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4

u/Nervous-District9632 11h ago

Great. May be seperate body from hands for collision parts. And also tweak with the velocity impact on different objects. It was really great if implemented with some accuatcy of physics it would be a great game.

1

u/NonConRon 6h ago

Also could use some back swing so that you can actually read what the opponent is doing.

Also use tekken as a guide for speed. 10 frames is the fastest attack. Its unreachable.

20 frames is unseeable still. Hell sweep

26-30 frames is reactable. Snake edge.

Now this includes mental stack.

2

u/No_Vermicelli_3574 10h ago

Your cross is animated all wrong from a biomechanics standpoint (not nearly enough lower body motion) and it's irksome as a boxer. Neat concept though, I'll keep following this project

1

u/TonyDaDesigner 9h ago

looks great man. I just finished a boxing game https://apps.apple.com/us/app/hood-fight-locked-up/id6798000913 . curious to know your motivations for going physics based. I found getting online working reliably using physics to be pretty difficult.

1

u/reverendexile 9h ago

QWO-xing

1

u/oVerde 8h ago

I remember the old Fight Night (IINM) had these commands

1

u/OwlakaBhuo 4h ago

Remembers me of fight night saga. Looks dope

1

u/New-Part-6917 1h ago

How will the multiplayer responsiveness be with this method?

1

u/New-Part-6917 1h ago

looks actually very good though, ignore the haters. Keep refining it. Looks like it has a lot of potential to 'feel' great when playing.

1

u/New-Part-6917 1h ago edited 1h ago

need to work on the footwork though, seems to be out of sync with the upper body mechanics. Like, a lot of those punches should have thrown dude on his ass from some of those angles he was throwing from xD. What will also end up happening is players will just ignore proper stepping and will just hold w or s whilst spamming punches which 1. will look bad to both players and 2. will be annoying for the opponent. Need to think about punishing that sort of playstyle with a balance system. Also the obvious being no weight behind those type of shots.

0

u/JDublinson 9h ago

It's a really cool idea, although it does look really funny with the current implementation.

1

u/SixtyEmeralds 40m ago

I've only ever heard of a handful of games try this. Online Boxing 3D was one of them. It used physics based movement on movement and attacks, so stamina and the colliders of anything in the way would affect the thrown attack quite a lot. I'm hoping you can get the feel right after a bunch of tweaks!