Hello Everyone,
We are excited to share our first gameplay reveal of Martyr by Dirty Wolf Studios™
watch the video: here
Martyr is a story-driven, third-person action-adventure shooter where, you are cast into a world overrun by darkness, join the ranks of the Hunters of the Citadel. Here lies your oath. Here lies your destiny.
Martyr is currently a two-person project with big plans for expansion, the game is still in its Pre-Alpha phase, with temporary art and experimental gameplay that are subject to change, there’s much more to come in the coming months — we’ll see you after a major update featuring a full boss fight.
Hope you enjoy.
Hi @DirtyWolf-Daniel Welcome to the community. Everything is looking really strong so far! The enemies are interesting and definitely leave me excited to see what other types of enemies you will have. The main character design choices feel very solid.
I do have a couple of suggestions, if you’re open to them. When the character takes a hit, I would love to feel the impact more, something that reflects a more natural physical response to being hit hard. I also like that you allow the gun to move with the character, but you might consider limiting that additional movement to specific actions such as climbing or combat. Having it constantly moving during normal walking slightly diminishes how clever and intentional the mechanic feels.
Looking forward to seeing more!
Hey @CtrlZWizard, thank you for your feedback, we are always welcome to suggestions and you touch on some important parts I had a couple of ideas for this the character getting hit, besides the uneventful animation it lacks impact also in the camera movements, camera shakes or what not so we have a couple of options we might go for, we are currently testing it out to have each attack have it’s own camera shake or we could just make a general hit camera shake and we could possibly multiply the effects based on the scenario the damage magnitude, distance, direction. and as for the moving weapon on the characters back it does need some refinement because it rarely stops completely.
We are currently working on fully integrating the Gameplay Ability System which will change how damage works on the characters entirely, and we will be driving the impact/feel through gameplay cues which will allow for a more robust and scalable system.
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I really appreciate the detailed explanation. I like the idea of scaling the camera shake and impact based on damage and direction, that could really add weight to combat. Looking forward to seeing how the Gameplay Ability System integration enhances the overall feel.