ARCHETYPE_GENESIS - initialize -ABOUT THE GAMEArchetype Genesis is a fighting game I am developing that I hope will be "accessible" but still interesting enough to play. Mechanically I am aiming for something between SF/KOF and anime titles like Under-night or Guilty Gear.
The game controls with 4 buttons - Light, Medium, Heavy, Smash. I want the combo routes to be intuitive, but will be trying to design things so that there is some room for creativity. The main combo route for most characters will be L->M->H and then some directional input of S. The idea is that ending combos with S will produce different states for combo extension. Or you could cancel into a special, a super, etc. Probably closer to Granblue Fantasy VS than GG in practice.
PROJECT GOALSThe original goal was simply to experiment and learn how to develop a fighting game, however the progress I have made has motivated me into pushing this into an actual product. Unfortunately I lack financial resources at the moment but I am trying my best to put a team together. I am capable of putting in my share of the work, I just need to find the right people to work with.
TOOLS USEDUnity/Visual Studio
Texture Packer
MOST RECENT UPDATESUpdate #4 -
https://forums.tigsource.com/index.php?topic=68988.msg1428103#msg1428103Update #3 -
https://forums.tigsource.com/index.php?topic=68988.msg1423658#msg1423658Update #2 -
https://forums.tigsource.com/index.php?topic=68988.msg1417135#msg1417135SIDE NOTESSide Note #1 -
https://forums.tigsource.com/index.php?topic=68988.msg1425103#msg1425103CURRENT PROGRESS (FROM ORIGINAL POST)I have most of the "staple" FG mechanics implemented like normals, input buffering, special moves, etc. I've setup a barebones workflow within Unity for creating character specs that are paired with a generic behavior that produces character-specific behavior.
What I hope to have ready to show up in update 0.2 is:
- Crumple state
- Wall bounce/splat
- Standard Game rules with timers, health bars, etc