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

⛩️ Tokyo
Based in United States
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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Wonderful is an understatement. I’d play this every day
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Thx friend, there are still quit a few very important parts need to up to a certain quality before I'll build a steam page & open playtest. My times are tight recently, but I'll at least put few hours in it everyday so people can play it sooner.🍻
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For the first time, Luminary shows Very Positive! Our "Recent Reviews" just flipped. We've always had very positive in English or people who played over 2 hours, but All and Recent were always "Mostly". So we are on the right track, onward and upward!
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Must feel super good! and it will hit 500 reviews in no time🍻
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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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dont forget to add illegal blows ;3
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😆Very sharp technique
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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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A few hours on one move is very believable. Was the troublesome part the timing or what happens when it actually connects?
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Yeah, there isn't any timing or aftermath issue, since hand position following the mouse position exactly, and rest of the motion are procedurally generated in real-time then driven by physics simulation. The part I messed up which resulted in this funny looking bug is I confused the order of a few quaternion multiplications when calculate the spine rotation during uppercut motion
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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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Name of game?
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I'll decide it when I setup the steam page within a few month, in the meantime feel free to suggest anything you like
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Replying to @MrForExample
Wow this looks nice how did u get the quality to look that good?
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Thx man To your question, the simplified overall system works as follow: Player controls the boxer's head & hands position on the screen with mouse, then Boxer's movement is entirely procedurally generated base on player inputs & character anatomy, physics component works on top of it to allow boxer physically interact with the environment
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Replying to @MrForExample
Brother, this looks insane. I am also making a boxing game on my end, but I'm using godot. I know there are certain limitations, but it don't matter. I got a great idea for it what I'm working on. Anyways, keep up the good work man
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Thx man, it is my commitment to make the true next gen boxing simulator me & boxing fans are dreamed about. Looking forward to see what you'll make, have a good weekend 🍻
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Replying to @MrForExample
I’ve got an amazing offer for you — let’s talk!📥x.com/messages/compose?recip…

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Hey, I'm not interested in marketing/promotion servers right now, I'm in process of leaning it myself. In any case, have a good weekend🍻
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The Forest Troll is finished! Now we get to decide what those enormous hands are capable of. Got an idea that would make fighting him more brutal or just more fun? Let us know - your idea might become an animation in game! 💪
We've started working on a new creature. Very early blockout - just exploring the overall proportions and silhouette. What do you think its favorite hobby would be?
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Would love to see two of those Forest Trolls boxing each other with their gigantic fists🤜🤛
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Very unique looking boxing game! Best luck on your success.🍻 I'll setup my steam page too once tech demo is almost ready🥊
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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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Really clean, opens the opportunity for multiplayer pad training, one friends wears pads using the catch system to set up shots for the other player. Hella cool!
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😆Interesting idea, let's see within next few months just how well the core game design perform among target audience first, before we even start to talk about multiplayer haha
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Replying to @MrForExample
Once you add a bit of back/forth bounce, it's going to start looking a million times better. The EA UFC GDC talk covers how they implemented it, in case you need some ideas. Much love and good luck.
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Thx man, footwork is a major part which I'll improve a great deal later on, right now NPC's movements is bare minimal & straightforward so I can test the defense moves
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completed @APlagueTale innocence yesterday! absolutely love the voice acting, music, story and level design. only downside was NPCs felt pretty dumb.
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Played the second one a few years back, indeed, it's an awesome experience we don't get often
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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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Looks sick 🔥 will the game have ragdoll physics knockouts?
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Thx🍻 It certain will have, and more than just plain ragdoll-based knockouts
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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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This is insane! That's dedication right there.
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💪Grinding continues
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Replying to @MrForExample
Yeah cause I’d never tell anyone how to make a game bro..but I love good, clean, blocking animations lol! It really makes the game a 1000% better honestly but I trust you’ll create the game that boxing fans have been waiting for..do what you gotta do brodie! We’re rooting for you
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Exactly man, "create the game that boxing fans have been waiting for...", that's something I was dreaming about since a decade ago, and now, a decade later, I finally have the necessary skill & experience to make it come true🍻
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