⚔️ ManaBat Combat Update — June 14, 2026
This week I started developing the modular enemy system foundation and made solid progress!
Key changes:
• Enemies are now composed at spawn from base stats weighted attack draws rolled elemental attunement — no more prefab archetypes (melee/ranged/boss)
• New EnemyAttackBrowser editor tool (Window > Enemies) for filtering, searching, and creating attack data
• Combo role tagging (opener/link/finisher) with runtime chaining and stamina-based fatigue system — low stamina creates visible exhaustion and punish windows • Added Line and Cone target shapes
• Phase 7 biome lighting/asset placement work completed, at present
Developing enemy attack library, full enemy AI, status effects, and attunement application still ahead.
Next up: Enemy Attack SO library, enemy spawning, attack behavior (enemy AI development)
Watch the full update: youtu.be/R3xKOFHZjoI#ManaBat#solodev#indiegamedev#indiedev#Unity#CombatSystem#EnemyAI#GameDev
複数回作り込んでいる不具合だけど、どうだろう、そろそろ許してもいいかも?🫠 原因は全部違っていそう。逆に言うとまた現れるかも
Grok 調べ VRChat「join直後・ロード中に(0,0,0)に一瞬現れる」関連の公式修正記録(4件)
・2020年(Patch Notes 2020 複数バージョン) “When spawning into a world, newly joining players will appear at world origin for a moment before teleporting to spawn” docs.vrchat.com/docs/patch-n…
・2021年2月5日 “Fixed issue where Remote Players would get stuck at (0,0,0) when using the CombatSystem in Udon” docs.vrchat.com/docs/vrchat-…
・2021年5月3日 “Less/no more players appearing at 0,0,0 for others during spawn” docs.vrchat.com/docs/vrchat-…
・2024年3月27日 “Users and nameplates no longer appear at 0,0,0 for a moment while loading in.” docs.vrchat.com/docs/vrchat-…
Urian is coming in hot! 🪓
New combat skill in development: Koxi Run. The goal is to combine speed, weight, and pure aggressiveness.
What do you think of the impact? 👇
#GameDev |#IndieDev |#Devlog |#CombatSystem
FF8 was okay.
Enemy scaling and the easy combatsystem/junction are my only criticpoints and maybe the need of the pocket station to get 2 additional GFs :3
This simple video demonstrates the flexibility of my #UE5 combat system.
It's called Generic Combat System.
Want to know just how flexible it is? I've written it all in the post details.
#unrealengine#gamedev#combatsystem#gas#combat#IndieDevs
Like most newbie indie developers, I spend most of my time burying myself in writing code rather than constantly sharing what I've done. 🤣
So here it is! 🤪
Check new feature in thread details.😎
#unrealengine#ue5#gamedev#combatsystem#gas#combat#IndieDevs
Viele neue Details zu #ControlResonant von Remedy:
- Kein Soulslike
- Aggressives Combatsystem, geht in Richtung DmC und Bayonetta
- Mehr Fokus auf RPG-Elemente
- Man kann nicht alles in einem Durchlauf freischalten
- Mehrere Distrikte in Manhattan; eine Art Semi-Open-World
- Viele Sidequests, Secrets und mehr
- Nur ein Ende
- Hauseigene Engine wurde geupdated, Ziel sind 60 FPS auf allen Plattformen
- Man kann nicht komplett auf Fernkampf gehen
- Musik scheint im Spiel wichtig zu sein
- Neon Genesis Evangelion war eine Inspiration, auch Firewatch bzgl. Dialogsystem
- Mehrere Antwortmöglichkeiten in Dialogen, die auch während des Fortbewegens beantwortet werden können
- Remedy will die Welt nicht mit langweiligen POIs füllen
- Jesse ist nicht spielbar
ign.com/articles/control-res…
Got Mandy tossing fireballs mid-combo and finishing fights with big flashy enders 🔥🧹
It already feels wild to play, now I just need UI that shows what buttons you pressed and when you nail a combo.
Nothing beats that “I meant to do that” moment 😂
How do your games reward clean combos?
#IndieDev#ActionRPG#MadeWithUnreal#CombatSystem
OKAYYYYY COMBAT TIME 😤
melee feels GOOD, lock-on feels GOOD, I’m just out here bullying imps for fun now 😂
finishers soon™ fireballs are coming back 🔥
but tell me...
specials you equip… or specials baked into combos? 👀
#IndieGameDev#ActionGame#CombatSystem#Platformer#UnrealEngine