The percentage will reflect the overall goal (of 12 games each month), like the other 1GAM devblogs on here.1GAM Profile:
http://www.onegameamonth.com/Laughing_LeaderAs a result of
participating in the Ludum Dare 25 Jam (and loving it), I've decided to give myself more positive deadlines by participating in One Game a Month. The idea is to rack up real-life game dev experience, and have more finished games under my belt, while sticking to the level of quality that I want. I was really pleased with my LD25 entry, and if I can make something I enjoy in 60 hours, one month should be even better, right?
I'll be posting small summaries of progressive updates here, with the longer stuff
on my blog.
January - Unlimited Barrage:
For the first month, I've
begun developing a beat-em-up called, "Unlimited Barrage", a 2D side-scrolling action game with emphasis on beating stuff up via combos.
Currently, the attack keys correspond with P/K/S, or Punch/Kick/Smash. You can chain together all three types of attacks, and getting the right sequence will result in a combo finisher (I'll probably add some HUD clues on your equipped combo finisher sequences, with the option to hide/unhide it). So, for instance, if one of your combo finishers equipped is PPPK, inputting that sequence will trigger the combo finisher.
I want to have the combat be easy to learn, with the ability to master it and have a learning curve for the more complex combos and sequences. I want the player's combos to be customizable as well, and for there to be combo and combo finisher unlocks as the player progressing. God Hand is a big inspiration for this game, as I loved the ability to create your own combos in that game (such as equipping all pimp smacks).
The title "Ultimate Barrage" comes from an in-game ability that will be unlocked during certain parts of the game. Doing combos and hitting enemies will fill up a meter, and when that gets full, the player can enter "BARRAGE" mode. While attacks normally drain stamina, while BARRAGING, the player can attack stamina-free until the BARRAGE meter is depleted. I've got a cool after image effect working in the game for when this mode is activated.
Currently Completed:
- Combo System
- Animation States/Transition System
- Most of the building blocks for creating levels.
- BARRAGE/UNLIMITED BARRAGE modes
- After Images
- Basic HP/Stamina Variables/UI
Animations:
- Idle
- Walk ** (Still needs works, as it looks kinda funky)
- Cross/Jab/Uppercut
- Front Kick
To Do
- Add some basic enemies/things to hit.
- Add combo-finishers.
- Create a combo/combo finisher equipping system.
Animations:
- Roundhouse Kick
- Muay Thai Round (Old Style) Kick
- Haymaker (Smash Attack)
- Sprint
- Idle (Tired)