Building The Next-Gen Boxing Simulator with Procedural Physical Motion and Precise Intuitive Control🥊🎮

⛩️ Tokyo
Joined November 2022
Rework the footwork system, especially the side steps since it's the basis for create angle🥊 Work on fine-grained motions next, like telegraphing cue before a punch so a punch can be read. After that, I can finally start to work on NPC and add Damage & Stamina Systems.
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Now block & catch punches also works for bare knuckles✊ Compared to boxer with thick arm and big gloves, defense with thin arm and bare knuckles will physically more likely get penetrated
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Testing some defense moves, now we can catch or block jab, cross, hook, uppercut from either side to body or head by simply move the hand to a desirable position and hold it there.
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Was planned to make Uppercut looks cooler for the past few hours, in the end this is how it turned out. Is just one of those days I guess🫠
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Working on Block & Parry🛡️🥊 Seems catch the jab & cross is physically working as expected with a very intuitive control design (move hand fast forward is punch pose, other wise default to defense pose at current hand position) With this design, you can even use long guard naturally without any additional setup, as you can see in the second part of the video (well, not quite there yet, but we're getting there)
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Testing some simple slip & roll counters, with "mouse movement = head & hand movement" plus current basic NPC is too easy to do
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Ladies and Gentlemen, we got our first fight🥊 It took me 8 months of work to reach this point, next would be improving defense & footwork, then work on damage & stamina system, at this pace we'll have the first playable tech demo within next 4 months
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Testing the Feel of Punching Power 👊 (with sound🔊) After worked on varies parts of system relates to physics & motion for the past 2 weeks, finally, seems all different type of punches starting to feel right, it's good enough for now, I need to start work on boxer NPC & other motion improvements so we can finally fight some! I also tested it on a big round punching bag, which is physically more friendly for uppercut, check here is you want to see it: youtube.com/watch?v=N1e190uG…
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Work on punching bag's surface deformation effect when it get punched as @HyperMadGames suggested, somehow accidentally create this bug/effect, figure it look kinda cool, so I'll just quickly record it before fix it😎
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Because the whole motion system is fully procedural, I can add a new boxer within a day, and things will work with bare minimal parameters turning, the end goal would be any player can add any humanoid character they want within a few hours. Physical Motions Fluidity & Impact are not as nearly ass good as the what it can be, I'll keep improving them while working on first iteration of NPC system #gamedev #indiegame #boxing
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