Devlog 18 - Punch VFX and Game Feel

Summary

This was a smaller update focused on VFX, polish, and making Jack's attacks feel better.

The main question was simple: how do you make a punch feel powerful in a game where the player is not shooting projectiles?

What changed?

  • Started testing punch VFX ideas.

  • Explored how impact could travel forward from Jack without turning the attack into a projectile.

  • Watched punch and impact animation references, including "top 10 anime punches" type videos, to study:

    • impact frames
    • punch timing
    • hit pauses
    • repeated frames
    • ways to make a single attack feel stronger
  • Started thinking more seriously about game feel and polish.

  • Ran into an animation timing issue when importing animations into the game:

    • the animations play at the correct speed before import
    • they play too slowly once imported
    • this still needs investigation

What I'm unsure about?

  • I still need to find the right balance between a melee attack and a forward impact effect.
  • The attack should be able to hit multiple enemies, but it should not feel like Jack is firing a projectile.
  • The animation import speed issue is not solved yet.

Open questions

  • How much visual force should a punch create?
  • How far forward should the impact travel?
  • How can the hit effect stay readable when several enemies are hit at once?
  • What is causing the animation timing mismatch after import?

Media

Hitbox test A1 V1

Hitbox test A1 V2

Hitbox test A2 V1

Hitbox test A2 V2