Will This Combat System Be Any Good? | First Implementation Gameplay Loop - Godot Devlog
Milestone time for my game! In this devlog, I'm finally implementing the core combat system that will define the entire gameplay loop. Watch as I bring my characters to life (and death!) using Godot 4.4
So, am I happy with this system? Is it the final one? Absolutely not. There is so much to improve, but this is a crucial first step. It's the starting point we need to begin testing, iterating, and making the combat truly special.
The combat is based on:
🧠 LimboAI Behavior Tree AI: for more complex and reactive combat encounters.
💥 Knockback & Stagger System: See the implementation of both a light stagger for minor hits and a heavy stagger for powerful blows, adding weight and impact to every attack.
❤ ️ Health & UI: The classic hearts system!
🔊 First Pass Audio Manager: I'm laying the groundwork for the game's audio with an initial audio manager to handle sound effects and make combat more immersive.
Let me know what you think of the direction it's heading!
0:00 - Intro
1:22 - Upcoming devlogs
2:37 - Audio manager
3:03 - Combat AI
4:06 - Health UI
4:20 - Sprite Impact Flash
5:38 - Impact effects
6:28 - Enemy KO Explosion
6:57 - Knockback and Staggering
9:46 - Fighting multiple enemies
12:04 - Outro
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