How do 3rd person melee combat games communicate GAME and HIT feel? Combat design is one part rules/goals and one part FEEDBACK. Let’s examine some popular techniques that enhance moment-to-moment interactions. #gamedesign #combatdesign 🧵 - PART 1 -
ANIMATION - In 3rd person melee games, animation readability is the FOUNDATION for game/hit feel. Properties like sound/vfx/etc enhance the animation. Attacks are authored with gameplay CONSTRAINTS (hit timing/attack distance) that focuses the construction of the animation. 1/10
In Street Fighter V, Ryu’s jab hits on frame 2 (or 0.03s) giving the animator literally NO TIME to include certain traditional animation principles. The 12 principles of animation have to be modified or even ignored depending on gameplay needs. 2/10
Melee combat animations showcase personality, intent and motion within a small window of time. EXAGGERATED POSING is a way animators can manipulate the body posture past normal range of “real life” motion. This is key to creating ACTION POSES that catch the player’s eye. 3/10
Nero’s attacks in DMC5 hit FAST. The combat is built around mixing up attacks to achieve a better rank. The player can chain moves together via combo strings and attack canceling. In the video, notice how exaggerated posing allows FRENETIC action to be readable. 4/10
The ANTICIPATION portion of an attack is considered the “wind up.” Generally, its purpose is to reach a pose that flows seamlessly into the FOLLOW THROUGH where the kinetic energy is “stored”. Its other purpose is to communicate attack intent (power, direction). 5/10
The HIT FRAMES are poses that trigger reactions, sound/VFX/cam shake/controller rumble/etc. Tekken 7 has some of the hardest hitting attacks due to animation design. In the video, the mid kick HOLDS the hit pose for a few frames to sell the aftermath of the impact. 6/10
The hit frames FEEL powerful because the end of the follow through frames do not rely on blending or excessive in-between frames. The hit frames are PRECISELY authored to show the transfer of kinetic energy from the attacker to the victim. 7/10
HIT REACTION - Newton’s 3rd law of motion states for every action (force) there is an equal/opposite reaction. Hit feel wouldn’t be BELIEVABLE without reactions that sell attack intent/KINETIC energy. Directionality/displacement are key characteristics for selling a hit. 8/10
In the video, attacks hit from various ANGLES (low/mid/high), POSITIONS (standing/crouching) and STRENGTHS (small/medium/hard). The reaction system supports a variety of attacks. Also, notice how the enemy SNAPS to a dynamic pose for an INSTANT SILHOUETTE change. 9/10
Proper SPACING between the attacker/victim ensures the hit collision makes contact in the “sweet spot.” Most melee games use game physics to IMPULSE the victim backwards a set amount based on attack strength. This kick SETS UP the next attack perfectly due to LARGE impulse. 10/10
VISUAL EFFECTS - Particles can IMPART a feeling of energy release when the directionality, shape and intensity matches the attack strength. In DMC5, Nero’s basic attacks triggers radial particles that are camera facing and can be seen at angle the player attacks. 1/4
In contrast, Nero’s heavy attacks trigger layers of fx that sell strength/directionality. Particle effects size can also be exaggerated to communicate the importance of the hit. In Hollow Knight, getting hit is a big deal as evidenced by the full screen particle impact. 2/4
Designers can use visual effects (VFX) to communicate the player’s power level. In Street Fighter V, there are normal and special attacks where the animations are shared between them, but the VFX is key to making the attacks feel more powerful/unique. 3/4
In the video, Zangief’s normal piledriver has NEUTRAL colored swirls during the piledriver. The EX version adds a unique RED trail along with the UNIVERSAL yellow highlight that signifies EX moves. The animations are shared but the layered VFX makes it feel special. 4/4
SOUND EFFECTS - Authoring sounds in the CONTEXT of gameplay rules ensure the sounds serve a ROLE. SFX can contribute to game/hit feel by conveying player states/enhancing abilities. Stylized/non-diegetic sfx have the benefit of standing out to catch a player’s ear. 1/10
In Bloodborne, Parrying is a risky ability where the player must shoot the gun as an enemy has started to attack. If the player timed it correctly, the enemy will enter a stun reaction. The sound conveys the feeling of knocking out an opponent or “ringing one’s bell”. 2/10
Stylized sounds can also be used to reinforce the THEME of a game mechanic. The Witch Time activation sound CONVEYS the actual functionality of the Witch Time mechanic which is slowing down all enemies. The “powering down” sound is something most people are familiar with. 3/10
Gameplay sounds can also reinforce UNIVERSAL rules. In Sekiro, the parry success sound is the same whether the victim is human or an animal. This RULE makes interactions with all types of enemies less confusing when the player pulls off a technical move like parry. 4/10
Non-diegetic sounds can be used to great effect to convey critical gameplay STATES. In Sekiro, the posture broken sound is used for both player and enemy since the posture system rules are the same across the game. The ominous sounding drum conveys a sense of doom. 5/10
In SFA3, an explosion-type sound plays when the player’s guard is depleted. The player is highly vulnerable during this state. The sound’s design ALIGNS with the player’s state. The sound itself also conveys a sense of destruction. 6/10
In Breath of the Wild, the player can hold the attack button to “charge” up attacks. The longer the button is held, the more powerful the attack. In addition to the animation supporting this build up, the sound conveys PROGRESSION by increasing the intensity of the “ping”. 7/7
GAME FREEZE - Freezing on screen actors is a technique that has been around for decades. Pac-Man, which was released some 40 years ago and, arguably the 1st melee game ever, froze all actors (except the Power Pellets) for ~1s when the player ate a ghost. 1/6
The freeze gives the player a moment to locate the other ghosts and strategize which direction to move in order to eat more ghosts. Pac-Man himself disappears revealing the amount of points gained which provides another layer of positive reinforcement. 2/6
Super Mario Bros freezes all actors when Mario touches a power-up but compared to Pac-Man, Mario’s animation plays out. In both games, the sound of each interaction is played in real time to create arguably two of the most iconic hit feel moments in video game history. 3/6 CONT.

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22 Apr
- PART 2 - #gamedesign #combatdesign Game freeze can also be used as NEGATIVE reinforcement. In Hollow Knight, the game freezes every time the player takes damage. In Bayonetta, the game freezes when she takes damage but only when the she’s past a certain health threshold. 4/6
The CONTEXT of how freeze is used makes sense for the rules of these respective games. Bayonetta is harder to hit and has more health so taking damage isn’t frequent; conversely, Knight’s health is an important resource that needs to be managed against casting spells. 5/6
In Street Fighter V, game freeze is used to inform the players that special attacks have been initiated. Aside from providing an exciting/visceral action, the freeze gives the players time to plan their next action given the highly technical nature of the game. 6/6
Read 23 tweets
7 Apr
What are some techniques melee combat games use to add DEPTH to player actions? Depth = “doing more with less.” Deep mechanics gives the player more possibilities to explore/master. Let’s examine some popular techniques for adding mechanical depth. #gamedesign #combatdesign 🧵
INPUT DEPTH - Input depth requires the player to manipulate button inputs in various ways. A single button input can be pressed/held/released and each of these input types can have timing variance (fast, slow, delay, long) to create a wide array of input timing/feel/intent. 1/10
Devil May Cry combat is built around single button input depth that allows the player to mix up their attacks. This type of depth COMPLEMENTS the combat rating system which encourages the player to mix up their attacks to look the most Stylish. 2/10
Read 25 tweets
22 Mar
How do melee combat systems REINFORCE the fantasy of the player character? These gameplay systems are designed around a set of INTERCONNECTED rules that nudge players towards a certain playstyle or action. Let’s compare some popular melee action games. #combatdesign #gamedesign ImageImageImage
Sekiro replaced the global stamina system from Souls game and implemented a Posture/guard meter. This discourages the player from being PASSIVE; however, the addition of the Parry mechanic allows the player to COUNTERACT this limitation via skill and mastery of each enemy. 1/5
Combat mechanics in modern melee action games have their roots in fighting games. Guard meters have been around for 20+ years and their purpose is to discourage players from INACTION. Since fighting game rounds are time limited, guard meters force the pace of the action. 2/5
Read 16 tweets
7 Mar
How do Hollow Knight enemies provide meaningful challenge with minimal behavior? Each enemy builds on the ones before it, introducing small TWEAKS. These INCREMENTAL changes forces the player to be deliberate. Let’s look at EARLY GAME enemies. #gamedesign #combatdesign 🧵
VARIANTS - Husk Wanderer and Husk Hornhead are perfect examples of NUMBER-BASED variants. Their base behavior is EXACTLY the same except for 3 variables: charge speed/distance and hit collision reach. 1/5
Husk Warrior is a LAYERED variant that builds upon the previous offensive Husks, but adds an entirely new behavior (Blocking) that forces the player to wait for enemy attack recovery to land hits. The player can sneak in hits during sword swings, but requires good spacing. 2/5
Read 20 tweets
28 Feb
How do you realize the fantasy of being Spider-Man while creating approachable combat for the mass market? The player’s core mechanics need to have a LOW BARRIER of entry AND make you feel like a SUPERHERO. Let’s look at Spider-Man’s combat system. #gamedesign #combatdesign🧵
FANTASY - The EXPECTATION of how Spider-Man should FEEL in combat is ingrained in players' minds before they even play the game. Combat mechanics need to showcase Spider-Man’s LORE of Strength, Speed, Agility, Reflex, Balance, Healing properties.
CONTEXTUAL ACTIONS - The visual BREADTH in Spider-Man’s actions does not increase the player’s technical burden or alter acquired muscle memory. The actions change based on Spidey’s state (wall, ledge, ground, air, timed, close/far range), but the button input remains the SAME.
Read 21 tweets
21 Feb
God of War enemies must keep the player ENGAGED over 20+ hours. The first enemy, Draugr, serves an important ROLE (punching bag). Subsequent enemies need to VARY their roles and STRESS TEST the player’s toolkit. Let’s look at some “mid-game” enemies. #gamedesign #combatdesign 🧵
HARD LOCKS - This enemy category ELIMINATES at least one of the player’s tools. The player is FORCED to ENGAGE with another player mechanic. In this video, the Hel-Reaver causes basic axe attacks to bounce off. The player must switch to Barehanded stance to inflict damage. 1/4
While the Hel-Reaver puts the player in a vulnerable reaction when hit, the Revenant EVADES away when the player attempts any Axe attack including Axe throw. The player is forced to use Atreus's arrows to stun her and allow Kratos to land a few hits before she resets. 2/4
Read 10 tweets

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