Shield and counter/heavy attack demo


The latest download has a new shield system you can try, and on the opposite hand a counter-attack system. The latter is actually an NPC feature of Sword of Moonlight. I think it's very interesting and it's also just the beginning for it. I had to model the animations the best I could with pretty primitive tools and lack of experience. They're not final in other words, but neither are original animations. Maybe these are even a little better. To use these new inputs you need to hold down the attack buttons for a short time and then if you let them go immediately they will do a new attack, or keep holding for a defense/counter response. They hold a lot to discover. The starting weapons all have unique counter animations.

DAY 2 PATCH: http://csv.swordofmoonlight.net/SomEx.dll/1.2.3.5.zip
DAY 2 UPDATE: I've reuploaded a fix for the two longswords because they weren't able to chain heavy attacks like they're supposed to. I discovered this while I was also working on a usability enhancement to let you input a second button press on the heavy attack in case you develop the habit of doing this when attacking after the weapon is raised. This prevents accidentally firing magic but pushes back the window when you can use magic, but this makes sense because raising the shield drains your magic gauge so you shouldn't be able to do magic for a little second since KF requires a full gauge (although I've relaxed this requirement some so it's more human perception friendly) ... and likewise chaining attacks off a heavy attack or counter lets you press the button before the weapons damage frame (so you can play along) without queuing up a new regular attack. Originally you couldn't input subsequent attacks during a counter (so you can "play along") but now this is only up until the damage frame. I'm actually trying to make regular attacks that coincide with monster attacks behave identical to counter attacks, but that's a work in progress. Sorry for this patch, I wish I'd noticed this problem sooner, but I was really struggling just to get animations made for these two additional weapons that I didn't test them enough.

Files

KING'S FIELD 25th PROJECT.zip 38 MB
May 12, 2021

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Comments

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(+3)

Man you are killing it!

so I do love the idea of a mini map but more in the style of  the maps in TES:Oblivion. 

With a twist the map shows up but fades away after time because you forget and have to re open it to bring mini map up. 


Also could try set walking to drop foot prints from what ever boots you are wearing . Would not be to hard to add.

Take the bottom of each foot wear turn to texture export as png with a simple "Photoshop overlay filter you can make texture of each ground texture. That can be linked to the walking sounds.

That can be added to change per boot/textureonly like four or 5 sound types

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"Also could try set walking to drop foot prints from what ever boots you are wearing. Would not be to hard to add."

Believe me it would be very hard to add. You guys get a distorted view of game development by using the likes of Unreal and Unity :)

(Edited: FWIW this basic shield system, etc. took at least 120hrs I estimate to complete.)

P.S. I'm suddenly receiving a lot of comments in the past few days, after none for 200 days... do you know why that might be? Just a coincidence? In any case I left a comment here ( https://itch.io/post/3401711 ) because I found that game/demo via your recent posts when itch.io notified you joined. In reply to your post there, you can help with SOM and this project as long as you can find a way to contribute.

EDITED: Matching the footstep sound to the ground surface and changing up the acoustics will be in the finished (first) version. Although I'd really like to reproduce the PlayStation's sound system because that's probably the only way it will ever sound like the original. It actually has acoustics too, but I think KF2 only uses a generic reverb effect. For some reason the reverb is crazy soupy too. I don't know if that's normal or how it's configured. Probably the latter. But I think it's consistent across the entire game.

(+1)

This is incredible work. Did you borrow or repurpose some of the sword magic animations for the added sword mechanics, or did you cook those up from scratch? The bastard sword defence/counter animation made me think of Seath's Sword's invincibility mode is why I ask. I am having so much fun with this demo! You do not receive the attention or praise you deserve, but the level of dedication and skill here is not lost on me. Thank you for keeping this alive and well. 

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Actually that's a really good idea that hadn't occurred to me. Generally speaking the original animations don't look so great at 60fps and with the way things work, they're very basic, and the arm is distorted so it's like a monkey arm (really short bicep, really long forearm) but it may change in the middle of the animation a little bit because it's soft animation, whereas SOM has to use a rigid animation system for its arm so it can snap equipment to sections of the arm effectively. Before the project is done every arm animation will have to be redesigned from scratch and the arm remodeled and proportions corrected and I haven't decided if I want to use a different (less generic) model based on whatever body I choose for Aleph for VR (I'm starting with the KFIII model for him but don't know if his cuffs there would be best for an arm model.)

Please consider joining the Patreon if you aren't one of the two who joined yesterday. I'd really like SOM to appear less pathetic, by show of popular support. I think Patreon is good because it forces people to get real by doing something more than texting online at least. It's a measure of something more real and I imagine it has a snowball effect in terms of people sitting on the fence being skeptical who don't understand the scope of the effort.

(+1)

I did join the patreon a few days ago, and I've been trying to spread word about this project with friends and in communities that I think will appreciate it. I do have a question about the demo. It's unrelated to the shield and heavy attack topic. Why are there so many Credits in the demo? I think I've found 4 of them now. I also found a second Fire Mask underneath the map while floating around. Are the credits just a place holder item while you're working on stuff? Have they always been there and I just don't remember them? 

(2 edits)

"Credits" are somehow converted into money in the real game. There are all sorts of strange things to find. It's all based on the data on the PlayStation disc. Whatever you see is probably in the original game but you can't get to it, or more likely this mask is the one you see placed in the wall beside the water cave.

There are so many features to implement. For example, this demo won't include another zone until I can get around to making SOM seamlessly "stream in" the data without loading screens. SOM works more like Shadow Tower in that regard. Things that seem simple aren't. Like for shields there's probably about 30 to 50 large scale details that have to programmed. Looking at it it looks simple but the devil is in the details, as they say.

Edited: Oh yes! Thanks for joining up with Patreon. I really hope it takes off. I hope others notice these comments and are less shy to take part and see others joining up with Patreon and so feel more confident. I'd like to be proven wrong that no one believes in King's Field. My hopes so far have been pinned on people who don't even know about it because significant interest and support from King's Field fans hasn't happened so far.

(+1)

So I tried this out, this adds so much already. I don’t know if purists might find this annoying as an addition (although I suppose nothing is stopping them from just playing normally) but this is already shaping up to be exactly how I want to play King’s Field US.

Would it be possible to backport your additions into King’s Field 1’s port? I only say this because I admit to also wanting the minimap in some compacity. I know that’s a dev tool but maybe that could also be an optional change? A minimap that fills out when you get maps/go to new areas?

(2 edits) (+1)

SOM has an automap system but it doesn't fill itself out as you go, although that would be a good addition. It's the funky looking map. The reason it's funky is the tiles need to be assigned 3x3 icons but right now they're all the same icon so you just get a sense of the shape of the map from it. You can turn this on with Alt+Alt+M but I call it a "Rescue" in the INI file because I don't think it enhances King's Field, but it's easy to get lost on maps, especially those made by novice game developers who don't appreciate how essential landmarks are to making 3D spaces navigable.

If by "KF1" you mean the sample game that comes packed in with SOM, sure I'll eventually add this to its arm model. I'm not sure when I will get around to it. It only has 3 attacks that I'd have to design counter-attack animations for that hopefully work with all kinds of weapons (it uses the same horizontal swing for Crescent Ax as for katana so it may prove difficult.) I'm slow to do upkeep work on the pack-in models, it's hard being the only person interested in developing SOM.

P.S. These extended "attack" features are just shaping up. They're going to become much more refined and elaborated over the course of the next few years or so. The Action button is fully mature by comparison, if anything it's doing too many functions, I wish that some of it could be offloaded onto the hand/attack buttons, but that will require a way to holster weapons so hands don't always swing them. The counter-attack isn't a novelty, it will be a primary way of doing sword fights that are more true to life, or true to movies. Controller vibration is coming soon and it's going to be integral to playing the game instead of just an effect. It's going to be how you can respond to situations faster than is possible by waiting for something to appear on screen and consciously responding with your controller and waiting for the response, which is all very slow and impossible, so vibration will be key to overcoming this technology/physiology loop latency problem. KF is abstract so you can think of the vibration as an abstract representation of your character's senses.

Edited: Thanks for responding BTW. You're the first legit responder. I'm always surprised how flat my work lands online. I don't know why people don't engage more and seem skeptical if anything.

(+1)

Oh I didn’t know the automap was a default feature, I haven’t played around much with SOM itself. Maybe it’s not an enhancement for KF fans but I am dreadful when it comes to KF navigation so it’s almost mandatory for me. Even something as small as just the shape helps out a ton. If not I’d be looking up maps and that’s not the most fun alternative.

And yeah I was referring to the sample game, although by most accounts I was assured it was a remake of the original KF1, but if not it’d at least be interesting to use. I like the idea of adding a more methodical and complex combat design into a game with relatively simple combat system - but also a game that encourages that sort of ideal. I generally also prefer the smoothness that SOM provides over the PS1 originals, mainly in movement, running etc. Maybe one day someone could try Shadow Tower for it, but I doubt that very much!

As for the lack of response, I think it’s just the unfamiliarity with SOM and KF in general. Often when something is unheard of or rarely talked about, it almost seems suspicious. I think as far as itchio and other things are concerned you could try and give yourself your own unique group name instead of just using sword of moonlight. Maybe it’s also the long paragraphs and such, you’re working on a lot and have a lot of specific ideas and that could be hard to take in all at once.

Well, I actually develop/maintain Sword of Moonlight, so that's the name that makes the most sense! The automap is an original feature, as are the regular maps, however they were limited to using them as an item in the game, whereas you're remarking on this clickable pop-up display that's a new enhancement, as is the smooth experience and solid visuals.

SOM is about continuing King's Field, so it makes perfect sense to further it along its natural trajectory instead of trying to limit it for some misguided rationale (that seems crazy to me but it's something I often hear, that it should be frozen in amber, I find people's reactions strange more often than not) and as for this project my goal is to preserve the art and scenario in terms of its essence. As for the rest it goes by whatever is default for Sword of Moonlight.

Would it be possible to attach the automap functionality to the item? That’d be cool, like you have to use a map item or something to gain it?

And yeah it’s understandable that you want to express where you’re taking the project. I think most people can see it as an improvement patch (SoM) of sorts, or overhaul, remake (of KFII) etc.

That's how maps work by default. It's a cheat to pull the map up that way. But it just shows you the map in the Use Item screen like King's Field does it. Before the project is finished It will be possible to bind any item (incl. maps) to a button like pressing Start to use an item in KF. But I don't know if it's good to officially support a real-time map. That feels like one of those things modern games may provide that shouldn't be on the table. But you can use the Alt+Alt+M system to turn it on and it will be remembered after you turn the game off so you never have to do it again. Or bind it to buttons like in this demo.

Edited: It occurred to me you may have been asking about adding a new item to KF2? Or at least I may have misunderstood because I'm too close to the technical side of it. We can work out something later.