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isADRI

isADRI

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isADRI posts

Trailer for upcoming game jam competition

Hey everyone! It's been a while and apologies regarding that as a lot work has been really wild to do, Anyways, To a lot of you, I might have already introduced this game in several ways so you guys already know what it's about, although there are still stuff that's being constantly improved and added that I'm definitely happy to show off.

But also, One of the reasons for this trailer is currently, there is this opportunity here locally that is really promising, As you guys can see, I...

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Working on the perfect demo for Project Impact...

Hi Guys! as some of you are already aware, I've been gradually improving the game bit by bit, the first demo I shared focused on the combat system which introduced all the mechanics combined.

Then for the second demo I wanted to show how a level or sequence would play out.

Although I was happy with feedback and how these turned out. I don't think it's there yet when it comes to an actual game or even a demo. As they say, the demo should be a snippet of what the whole game is go...

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Project Impact Test 0.2 - Tutorial and One Vs Many combat

itch has a 1gb limit and this one is 5 times over that, and response from them isn't really the fastest. So I have to wait

For now here is the link to the game: https://drive.google.com/file/d/1DoESv6FxP3eVe2zMobuG3JlkxtO1O2oT/view?usp=sharing

Hey everyone! it's really been a bit since I last updated, mostly because I did c...

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Project Impact Update Sneak Peak: The Overworld, Bannerlord Style Mechanics, Exploration

As I mentioned, I wanted to discuss on what the scope of project impact is gonna be. I've slowly introduced the ai, the combat, but I really didn't tackle on the loop, and what the game was gonna be inspired on.

So here is the video mentioning those things!

It all started when I helped work on the Wanderer's heart mod that had ship mechanics, crew recruitment and boarding which were very similar to the Mount and Blade Series which I really love.

Some further details ...

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Project Impact Sneak Peak: Pirate Camp Raid, Update 2 of Project Impact coming soon

Hi Guys! Sorry about the wait. I've been hard at work with update 2 of the prototype of my Solo game, and have been doing at the polishing and fixing by myself as well as designing all the various environments in it.

Right now, most of the art style, mechanics and core features is shaping up; and since that's established, I'm at a point where I can also have a thorough video on the scope and the core loop of the game.

The past few months I haven't really mentioned the whole sco...

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PROJECT IMPACT 0.1 - first preview release

DOWNLOAD LINK: https://drive.google.com/file/d/1ODKMNpY5zu-B7ugvt_1-B-M_mcro80Z1/view?usp=share_link


Hello everyone! Sorry for the wait. After 6 months of forming the 1st prototype, learning game development, fixing gamebreaking issues, making another smaller game to tune up; the first Preview build of Project Impact is finally here! View Post

NEW upcoming feature for Siege, with Siegetowers and ballistas

Hey guys, so just a quick update, One of the Game modes of siege was really lacking so far, and I decided to add some improvements with machinery and more maps.

I based this latest map around whiterun but it's gonna have a few changes upon release so there's less issues to deal with of course.

Making some of the new interactable objects really help a lot with understanding possession and spawning better, so this will really come in handy with other Projects such as project Imp...

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Siege RELEASE ANNOUNCEMENT - a simple skirmish game for both Single and Local Multiplayer

The Link to the Game Page is here: https://adriiiiii.itch.io/siege

Hey Everyone! So the past few months I kept showing previews of Project Impact, one of the Games that I have been making for quite some time now,

But since the start of the month I always had a kind of Unease as I really haven't released anything playable for a while, which is honestly not what I'm used to, I...

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Project Impact: Hand to Hand Combat

Here's another Preview I want to showcase as well, 

There's a lot directional based games for weapons and we all do love that! But I also always wanted to have a mode for Hand to Hand fans and Fight fans in general

and yeah we already have fighting games but I really believe they translate well into an analogue type system. A system that prioritizes control, adjustments, a focus on Directions and positioning and all the stuff that comes along with all those elements.  View Post

Project Impact: Weapon Showcase - Rapiers

Hey Guys! Since the Demo's Almost Near, I Just want to Show you all a little Sneak Peak on The gameplay.  

Each Weapon type is unique, The moves and combos aren't just for the looks, but also Impact the Enemy's reactions, depending on how you Mix them up


I plan to release a devlog on what was done since the last update, and there's was definitely a lot of changes, also many optimizations; 


Definitely many problems had arisen, The previous ver...

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Project Impact Devlog #3 Setting up Ally Actors for Future Big Skirmishes

Hey guys! Just a little update here, as I'm really happy that I got the base for Folllower/ Ally Actor Code established,

Why it kind of is a major thing is, most of the components really only focus on Referencing the main player, and to make an anchor point that dynamically changes, it required a whole ordeal of Code to function the way I intended it to be,

As I'm expecting and my scope includes big skirmishes that can be handled by even low tier processors, so its tricky si...

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Project Impact #2 - Bosses, AI, Levels all in 30 Days

hey guys! Another Game update; apologies for not really posting that frequently recently, but Here's to let you know that I wasn't idle the whole time.

Key Additions to the game

Enemy Behaviors - Even with the rules of combat somewhat specific; There was still room to allow variety with each type; A dynamic Enemy behavior framework was created to allow me to switch as I design the level, the enemy injury threshold. attack frequency, Combo frequency, Feint freq...

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Project Impact UE5 - Combo Switching, Injury System, Crowd Control

Yow guys, so yeah I was pretty busy this whole month and this was mostly the reason why, Really Planning to polish it soon for a technical demo, My Target is this late november or Early December.

Apart from really wanting to share how it plays, I also want to hear some feedback on this and what everyone thinks on most of the core mechanics.

So yeah, I really hope y'all like it so far. But I definitely appreciate as much suggestions you guys can give!

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Project Impact - A Sneak Peak on My Game Project in Unreal Engine

Yow Guys! So for the past few months, I've been mentioning how Busy I was with My unreal Project, I have been working on a game Solo for the Past few months now.

I wanna share with you a little Demonstration on The Core Concept, mainly the game's Combat System.

This System is Designed from the Ground up, I didn't want to heavily rely on Major addons and Components because I didn't want it to just be an asset flip.

If y...

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Underwater Combat Update

Adjusted Attack Speeds - Controlling and landing combos were harder with the first version since they were too fast, Some New attacks are included now as well. 

New Block behaviors with Corrected upper/lower body blending - the previous version put you only in Idle state even if you pressed the block behaviors since there was none yet, they're here now and compatible with my block behavior mods like directional blocking

Corrected Bow ...

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Impactful blocking Speedfix

There was an Issue with IB's Blocking state that ignores other mod's and the game's vanilla movement type, This is patched in this update so it can work with mods like
Arena Movement by Distar

If you're new and don't know how to get started, check here

https://www.skyrim-guild.com/fundamentals

Installation
1. Install the mod via mod manager
2. Run nemesis Engine and click on the im...

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ABR 6.55 NPC Charged Attack Fix for Both AE and SE Versions

There were issues with The previous Patch for the NPCs when it came to combat locomotion, the bones were distorted after introducing the Directional Combat Mechanic for NPC power attacks,  


It should be Fixed here. They now perform the proper animation if they use weapons/unarmed or on a sword n shield build   

Requirements:  If you're new and Don't know where to Start With Behavior Modding, Check this first: 

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Stealth Behaviors Progress Update - Lean Mechanics

Hey guys! Sorry if I haven't been uploading major works lately, but with countless projects, collabs, and Unreal stuff I've been quite busy, but anyways, I wasn't totally inactive, here's something I've been trying to make while waiting for help on other stuff.

I've posted a while back about Stealth kills, Crawl Behaviors. And here's the latest feature I was able to add to this Stealth Edit.

After seeing and Enjoying the Transversal Beha...

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Bow Behavior Edits & Faster Draw 1.31 Update

Bows and ranged Weapons are the only part of combat behaviors I haven't touched yet and I felt now was the right time.

A simple edit that adjusts draw speeds and the charge time for a perfect shot is more relative to the behavioral changes, unlike before where even if you got fast anims, the time required still remained thesame.

I do plan to do more in the future like proper charged stuff or Bow Combos, although unlike the magic and melee edits; archery is surprisingly much more ...

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Auto Sheathing on Idling

While Studying idling behaviors for my Upcoming Dialogue Behavior Edit - https://www.patreon.com/posts/dialogue-update-62062036 , I figured out how to use Timers in the behaviors that allows me to do Functions such as Autosheathing. A feature you can see in Games like DMC, Final Fantasy, Lego Star Wars. 

Just a simple mod that automatically sheaths the weapon When idling after a f...

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Recovery System Update - Compatibility Fix

An updated version to the Recovery Mod I made earlier. An Issue that causes the new Ultimate Dodge Mod - https://www.nexusmods.com/skyrimspecialedition/mods/63000 to not Work.

There was a problem with the conditions of the input events to not send but it should be fixed now.

To those who aren't familiar, this allows you to recover out of any staggers and even modded stagger mods lik...

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Universal Recovery System

First off, Big Credits to my Friend MikeNike for helping me with adding special annotations for his Reaction Animations! To those who can, it would mean a lot to give him the support he deserves.! His quality is definitely one of if not the best out there.

There's a lot of stagger systems right now and they're all really good but ...

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K.A.R.S. - Accurate Reaction System Preview

So Me and Dtry want to bring Reactions to the next level. I'm happy with the whole system with Project Impact Right now and all its features but I know that it can still improve.

Kickass Accurate Reaction System or Simplified as KARS utilizes Precision as a framework to Detect direction of impact and play the correct animations from there.

So a swing from the right will make NPCs react/sway to the direction of the follow through

Dtry also plans to implement Per annotation ...

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Directional Attack And Block Update for AE and SE - Impactful Blocking Direction Detection and Recoil

Immersion Update to My Favorite Combat system Right now,  I plan to add almost all features I have made for Third Person into First person,  But I decided to put them inside the main systems such as attacking and blocking since there's barely any FP behavior mod and making them standalone for compatibility was not necessary,  This implements Impactful Blocking to Directional Blocking. also For Precision Users implement a Smart Recoil System that selects if attack animation is f...

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Faster Draw - Realistic speeds For both Third and First Person SE and AE Compatible

Credits to my friend Austio, the TRASH animator for assisting me with testing all  equipment setups  An Update to my mod that simply increases Unsheathe Speed for all weapons, previous versions made it as fast as the unsheathe speed of games like Resident Evil 5 and 6.  But this aims to make it more realistic and not too comical, each weapon type has its own different speed including a different speed for dual wield.  Also this time First Person weapons ha...

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Simple Smarter Draugr Behaviors

for those that still use my Creature behavior Edits, Install the version attached here which omits Draugrs from the patch to make them work together

I want to overhaul My old Creature Behavior Edits mod but I want to focus on Each Creature Specifically and Not just use Basic Edits.  So I start with the most simple creature behaviors which is the draugr, so right now we are still limited with no new animations and custom rigs are still ways off,

So this tries ...

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ABR 6.53 for SE and AE

Saved by Dtry yet again!  I've posted the AE version on Discord for testing for a bit, although may be some haven't Gotten to see that. I'm Notifying everyone here as well.

But also, for SE users like me. This fixes the Keyboard/Controller Issues from the custom Keys/Custom mapping when it comes to the Standalone Heavy Key, the Gripswitch and Charge attack Switch Keys

Installation:
For Newcomers Who have no Idea what this is or How this is installed then Check:
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For Honour and MMA in skyrim: Showcase Update

Mostly Done with the behaviors, Here's what I've been working on while waiting for further Inquisitor Feedback

so For Honour In Skyrim - Why?

Action Based Combat -
Kingdom Come Combat -

Dragon Age Combat - ✓
Bannerlord Combat -  

 Learning all kinds of game systems has totally helped me further my knowledge in games development, That's really my main goal ...

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Inquisitor 4.2 Update

Addresses a lot of issues that have been reported in the last few days.

the Ward locomotion should be fixed now, I reverted the ward behaviors to allow full motion like with the self concentration behaviors.

added an MCM menu that allows you to toggle between vanilla and aimed movesets for the aimed and concentration spells. Should work with Gamepads as well

I also discovered the hold to tap limitation was because the hardcode dependency relied on the spell's charge time s...

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Impactful Blocking 1.8 update

So I introduced a few updates which concepts I really liked like the timed block and block transition, but it was really clunky so right now while I dont have enough good animations for it yet, I took them out and focused on the basic things.

I did remove the alternate combo since we now have elden counter. But let me know if the problem is still there since ZBT sometimes registers reverting as a new edit so it never resets to default.

Player Reactions are shorter but you still ...

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