xix
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« Reply #60 on: June 15, 2017, 08:57:54 PM » |
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Ok! So I've got some unique gameplay mechanics to talk about in this post! A lot of this game is footsies. You position your hitboxes in the right way to damage the other person. They have their own hurtboxes AND shieldboxes that you have to maneuver to or around. In general stabs are fast, vertical attacks go over (some shields), forearm swings attack a forward facing enemy's shielded side, and a backarm swing attacks a FFE's unshielded side. Backshields are good in conjunction with sideshields for coverage on ~50% of your horizontal surface area, though you have to be wary of the way you dance - moving CCW vs CW opens up new avenues for attacking and new avenues for being attacked. Anyways...... 1) The Knights' Sword neutral attack is a flurry that goes backhand swing -> forehand swing. The backswing is slow, but it'll go directly into your opponent's unshielded side. Even if somehow you get a sword full of shield, you get a second chance on the return foreswing. For added benefit I recorded a the Aerial Downstab. Also note: gratuitous sparks on shield collision. 2) The Battle Axe's tilt is a long range forehand swing that'll eat shield if your enemy is equipped to defend. I haven't tested this new version in the heat of combat yet, but the stun return on the BattleAxe is going to be low enough that this should be a relatively safe poke. It's also really good to chase down enemies. The neutral is a pair of 360* backhanded swings that get Armored on the second swing. Aesthetic question: do the damage hearts in the right image look like you can pick them up ****? Do the ones in the left one? Does one look better than the other? **** Edit: They're not pickups! They're both "damage debris" and damage indicators. If you have 5 health and you lose 5 hearts, you're dead :-p
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« Last Edit: June 16, 2017, 09:25:07 AM by xix »
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io3 creations
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« Reply #61 on: June 16, 2017, 08:39:49 AM » |
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Hearts? Oh, those are hearts?! Actually, I did realize that those were hearts based on the gif on the right. But at first, I thought that the glowing red chunks were body chunks that you removed from the enemy. I think it would help if the hearts didn't rotate or maybe only around the vertical axis. Also, if something is collectible, it should stay on screen a little longer to give the player a chance to collect them. Right now, those disappear at about the same time I'd expect damage debris to disappear.
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xix
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« Reply #62 on: June 16, 2017, 10:14:13 AM » |
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@io3 The hearts aren't supposed to be pickups! I must've worded the question poorly in the other post. They're just supposed to be damage indicators in the gamespace! Since I'm here, I got a couple more GIFs. 1) This is a demo of the Parry Attacks. They's no "stat" or "value" that makes them a a parry attack. They just rotate the player character in a way that, if they have a shield, you can probably use that to block, and then you can go right into attacking. In general, larger weapons that have backhand swings (CW swings) will Parry Attacks with the backshield, and smaller weapons with forehand swings (CCW swings) will Parry Attacks with the side shield. 2) This is just cool particles and bats dying. Sorry bats.
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« Last Edit: June 17, 2017, 07:35:09 PM by xix »
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io3 creations
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« Reply #63 on: June 18, 2017, 01:19:22 PM » |
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@io3 The hearts aren't supposed to be pickups! I must've worded the question poorly in the other post. They're just supposed to be damage indicators in the gamespace! Since I'm here, I got a couple more GIFs. 1) This is a demo of the Parry Attacks. They's no "stat" or "value" that makes them a a parry attack. They just rotate the player character in a way that, if they have a shield, you can probably use that to block, and then you can go right into attacking. In general, larger weapons that have backhand swings (CW swings) will Parry Attacks with the backshield, and smaller weapons with forehand swings (CCW swings) will Parry Attacks with the side shield. 2) This is just cool particles and bats dying. Sorry bats. Certain things are open to interpretation. Hmm, looking at the hearts again, I'm going to change my opinion. Previously, I was focusing on their shape but now looking at the "full picture" it seems like that those could be pick-up items. Mainly because of the red light around them gives them a certain kind of contrast that makes them stand out as somehow "special", likely as pickup items. Regarding the bats, its hard to gauge their elevation. While their shadow might be an indication, for me it's still not a definite source. Of course, I'd see if I can hit the bats by moving close to them but on the other hand I'd expect bats to also fly up and have different attack patterns. In other games there's at least a simplified oval or actual shadow shape right below the characters and that gives a very good idea of their location and elevation. Since any light source can create a shadow, I'd say having another shadow below each character might help.
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xix
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« Reply #64 on: June 19, 2017, 04:29:12 PM » |
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Thanks io3! I forgot about the bat elevation situation. For the players, I have an unshadowed pointlight. I copied that and put it on the bats. I think it helps identify where the bat is on the horizontal XZ plane. Essentially its an anti-shadow. Bonus, when I finally add movement to the bat it'll show its distance from the bat to the ground plane. Also, anyone reading: I'm finally putting together the character customizer. Please get at me for desired hair styles and body colors. Currently I got: Mohawk Long Hair Short Hair Bald + Big Ears (ears are a hair type, right?) I'm going to add: Oxtails Pigtails Afro Flat Top Medium Hair Ponytail (Samurai or High School girl? Or High School Girl Samurai?) Top Knot Beerdad (gonna be spelled this way in game) Buzzcut Bun I'm sure there are other hairstyles. Please suggest.
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IncrediCorp
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« Reply #65 on: June 21, 2017, 10:15:09 AM » |
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I also find that it takes a little effort of concentration to understand the morphology and animations of the characters, but afterwards we get used to it. I like the rendering, especially the shadows!
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xix
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« Reply #66 on: July 05, 2017, 04:44:24 PM » |
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Pixel Noise
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« Reply #67 on: July 08, 2017, 09:28:57 AM » |
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Been away for a while and just getting back to checking on devlogs - I love the aesthetic of the cards and character creation! I think it looks like a good approach.
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xix
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« Reply #68 on: July 15, 2017, 05:36:11 AM » |
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xix
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« Reply #69 on: July 19, 2017, 06:59:24 PM » |
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Started a real title screen. Pixely not pixely is the area I'm looking to be, but I hope that it isn't too... unwieldy. This guy is called Brave Cat. Has a lot of HP and Speed, but he can only carry two items at a time. There's a mechanic where you can ignore stun if you're going fast enough, so BC here will mostly be hiding in bushes and popping out for big damage. This guy is Bonehead. He has good magic and decent HP (more than the Wizard), but he doesn't have much carry capacity, either. Once more spellbooks get into the game, he'll probably trade down damage for versatility. Rain Hat is a beefier, slower, mildly magical dude. His itemset in the works, but he's kinda cool to look at.
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xix
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« Reply #70 on: July 19, 2017, 07:14:40 PM » |
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Also! I'm going to be at 2DConn up in Minneapolis August 12th. If ya'll are in the MSPTwinCities area please come hang out and say hi! Zaibach, are you going to be there?
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xix
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« Reply #71 on: August 14, 2017, 04:25:42 AM » |
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Sorry for the lack of posts. 2DCon went really, really well. I'll probably try to do Gamer's Rhapsody or whatever they call it next.
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freank
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« Reply #72 on: August 14, 2017, 04:30:32 AM » |
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amazing light effects!
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My last game: Supporter of
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joey4track
Level 1
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« Reply #73 on: August 14, 2017, 07:39:34 AM » |
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Such an interesting game and dev log, keep up the good work!
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xix
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« Reply #74 on: August 18, 2017, 01:03:08 PM » |
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Started doing some balance testing: https://twitter.com/LUNARSIGNALS/status/898593607611031553On that note, I'm putting together a small beta group. If you're interested send me a message. Requirements: 1) Have a local multiplayer group to play with (2 is a must, obviously, but the game runs up to 2) Fighting Game Fan OR Streamer IF you have a Mayflash Gamecube -> USB adapter, I'm *super interested* in your opinions. I really want this game to run like butter magic on a Gamecube Controller. I just haven't been able to move from PS4/360/One to Gamecube yet because controllers are $$$.
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xix
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« Reply #75 on: August 19, 2017, 08:14:09 PM » |
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**Edit: Tip for embedding video, don't use youtube's shortened URL. use h ttps://youtube.com/watch?v= and the key for video glory.
Still looking for beta testers. If (you got a weekly/biweekly/monthly group) && (are FGC || are a streamer) I got some fun stuff for you.
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« Last Edit: August 19, 2017, 10:05:06 PM by xix »
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s_harriton
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« Reply #76 on: August 19, 2017, 08:16:55 PM » |
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Cool vid!
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xix
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« Reply #77 on: August 20, 2017, 04:33:28 AM » |
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Btw, thanks for the kind words, guys. I'm pretty happy that the gameplay and the art are finally getting to where I want them to be. I just neeeeed some beta testerssss. PM me pleaaase.
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xix
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« Reply #78 on: August 20, 2017, 04:00:13 PM » |
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xix
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« Reply #79 on: August 22, 2017, 05:23:03 AM » |
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