Building The Next-Gen Boxing Simulator with Procedural Physical Motion and Precise Intuitive Control🥊🎮

⛩️ Tokyo
Testing some simple slip & roll counters, with "mouse movement = head & hand movement" plus current basic NPC is too easy to do
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Now block & catch punches also works for bare knuckles✊ Compared to boxer with thick arm and big gloves, defense with thin arm and bare knuckles will physically more likely get penetrated
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Testing some defense moves, now we can catch or block jab, cross, hook, uppercut from either side to body or head by simply move the hand to a desirable position and hold it there.
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Was planned to make Uppercut looks cooler for the past few hours, in the end this is how it turned out. Is just one of those days I guess🫠
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Working on Block & Parry🛡️🥊 Seems catch the jab & cross is physically working as expected with a very intuitive control design (move hand fast forward is punch pose, other wise default to defense pose at current hand position) With this design, you can even use long guard naturally without any additional setup, as you can see in the second part of the video (well, not quite there yet, but we're getting there)
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Ladies and Gentlemen, we got our first fight🥊 It took me 8 months of work to reach this point, next would be improving defense & footwork, then work on damage & stamina system, at this pace we'll have the first playable tech demo within next 4 months
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Testing the Feel of Punching Power 👊 (with sound🔊) After worked on varies parts of system relates to physics & motion for the past 2 weeks, finally, seems all different type of punches starting to feel right, it's good enough for now, I need to start work on boxer NPC & other motion improvements so we can finally fight some! I also tested it on a big round punching bag, which is physically more friendly for uppercut, check here is you want to see it: youtube.com/watch?v=N1e190uG…
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One of my life goal is to create a physics-based fighting game feels as natural as this animation, of course, it would be a huge project I certainly can't do it on my own in my current situation. But I'll just keep going, and see how long it takes.
Mali vs Seol-rangできた。効果音上手くできなかったので今回はBGM付き
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Work on punching bag's surface deformation effect when it get punched as @HyperMadGames suggested, somehow accidentally create this bug/effect, figure it look kinda cool, so I'll just quickly record it before fix it😎
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Because the whole motion system is fully procedural, I can add a new boxer within a day, and things will work with bare minimal parameters turning, the end goal would be any player can add any humanoid character they want within a few hours. Physical Motions Fluidity & Impact are not as nearly ass good as the what it can be, I'll keep improving them while working on first iteration of NPC system #gamedev #indiegame #boxing
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🥊Physics-based fully procedural boxing motion system that would work with any compatible humanoid character. Video below is a test for one of the character with plenty physical parts.🐺 There are still plenty or room for physical motion & interaction improvements, and more importantly, since now my boxing simulation system can easily adding new boxers into it, I can finally start to work on Boxer NPC system and then we can see some simulated boxing matches🛎️ #gamedev #indiegame #boxing
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🥊6 months into development ⚡️Now boxer's procedurally generated motion works with basic physics control setup, from this point forward things will gradually looking more and more exciting! Took quite some experiments to figure out a two way motion & physics system design, i.e., not only generated motion driven physics, but also physics determine the starting point for the generation of the next frame's target motion. 📜Next I plan to make a YT video to better showcase the core intention driven control method, once that is done, besides keep improving the core motion & physics system, I'll add first few male & female boxers, environments, and NPC after that, so we can finally have a fight! #gamedev #indiegame #boxing
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🥊Same physics-based procedural motion system, two distinct styles simply base on how you move your boxer Figure I should record some structured movements this time instead random one like in last video; As this system keeps getting better, I'll be able to showcase more and more boxing styles more easily #gamedev #indiegame #boxing
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🥊6 months into development ⚡️Now boxer's procedurally generated motion works with basic physics control setup, from this point forward things will gradually looking more and more exciting! Took quite some experiments to figure out a two way motion & physics system design, i.e., not only generated motion driven physics, but also physics determine the starting point for the generation of the next frame's target motion. 📜Next I plan to make a YT video to better showcase the core intention driven control method, once that is done, besides keep improving the core motion & physics system, I'll add first few male & female boxers, environments, and NPC after that, so we can finally have a fight! #gamedev #indiegame #boxing
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🥊5 months into development Motion fluidity still not quit there yet, but at least head movement, hands movement and footwork are all procedurally generated by the system in real time according to player input, and they are all works together now, as you can see in the video below when control our guy with keyboard & mouse Next, will add physics component, so this guy can finally hit something #gamedev #indiegame #boxing
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🎯Player will have Precise & Separate control over character's Head & Hands motion. Head and hands position can be controlled separately, while any pose at any given moment would still looks natural, can't achieve this with pre-made animations or blend a set of pre-made poses by curve. #gamedev #indiegame #boxing
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