Hellblade: Creating Combat
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by chadackfb@gmail.com
1 hours ago


by derjyn@gmail.com
7 hours ago

$16 for a *very* non-performant material? If this was intended for use in high-detail scenes, not meant for gameplay, one would generally just use a flipbook animation, or looping HD video texture (both of which are higher quality and available for free all over). I love options, but c'mon, that's pretty steep. $5, maybe. And you can loop in materials, using custom HLSL nodes. Also, there are better ways of doing this, all around. Somewhere on the forums, Ryan Brucks (of Epic fame) himself touched on this. I've personally been working on a cool water material (not "material blueprint", thankyouverymuch) and utility functions, and am close to the quality achieved here, sitting at ~180 instructions with everything "turned on". The kicker? It's pure procedural. No textures are needed. So this is cool, no doubt about that. In my humble opinion though, it's not "good". It doesn't run fast, and it's more complicated than it needs to be.

Lee is right - you can use a gradient effect when you vertex paint in your chosen 3d modelling platform (I've done it in max), meaning the wind effect shifts from nothing to maximum along the length of the leaf/branch/whatever.

Hellblade: Creating Combat
4 June, 2016

The developers of Hellblade have shared a new video diary, where they talk about the creation of combat system in UE4.

The creation of the interesting and fun to use combat system is an incredibly complicated task. To achieve the desired goal developers had to work on various aspects of the project, including visual design, movement, animation, physical systems and sound.


Over the past six weeks or so our small team of 16 people has been focused on taking some big strides forward with the look, feel and sound of Hellblade’s combat gameplay. This has included painstaking work from our combat designer to iterate over and over on the feel of Senua’s moves in battle, the blending of motion-captured stunts with hand-animation to bring through both character and realism in Senua’s movement, and the building of an environment in which to demo Senua’s new skills.

Dominic Matthews – Product Development Ninja, Ninja Theory


The video provided above gives a little glimpse on how great combat mechanics are made and what are the details that really define a good battling mechanism. Since the main character is much weaker than all the vikings, she has to rely a lot on speed and technical abilities. This is directly manifested in gameplay with the help of clever moves and glorious animations. The development team has set up hundreds of parameters, talking care of the smallest details in the character’s behaviour. They also did a lot of mo-cap to make every movement as smooth as possible. Game areas were also specifically crafted to the requirements of the battle system. And the final result looks absolutely amazing.

Source: blog.us.playstation.com

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