Game
STRIFESTUCK
5 years ago

DEVLOG: WEEK 1

v - it's here - v


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AMAZING CREATIVE DECISIONS WHICH WE HOPE GET NO BACKLASH WHATSOEVER:

  • Established a CONTROLS SCHEME! It will be fully customizeable so that people
    don't kill us for straying away from the classic
    can use the controls scheme they like the most!

  • Decided on a 4 INPUT BASED COMBAT SYSTEM.
    You will be able to PARRY, ATTACK (LIGHT and HEAVY) and use a SPECIAL, as well as CROUCH and JUMP.
    Fun stuff, I tell you.

  • 4 DEFAULT SKINS for each character, so you don't have to guess which one you are!

[Written by @redencya ]


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FUNKY CHARACTER ART:

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John Egbert - fighter concept art, by @0hellus and @Theatreoflies


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Also John Egbert - walking cycle concept by @L3gislacerator


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Look, at this point it's fair to say it's John Egbert exclusively - talksprites by @Theatreoflies


ESSENTIAL SHAPES AND COLORS (UI):

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PLAYER HUD MOCKUP - by @redencya and @Theatreoflies

[Written by @redencya ]


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THINGS DONE RIGHT NOW, THIS MOMENT, ON THIS CHANNEL, DON'T TOUCH THAT DIAL:

  • physics are in a relatively nice state!
    now there are still tons of kinks to it that are to be straightened out but a lot of it will just have to be picked up during actual playtesting - for a base "works well enough" that will be perfectly fitting for a game entering the playtesting there's not a lot more to be done before the base can be considered built.
    rn a player can jump, and fall down from one platform to another using a button/key combo. the player physics are designed to be highly adjustable, allowing for changes of gravity, jump height, acceleration etc.

  • the control scheme so far can slightly inflexibly use either XInput controllers or the keyboard, it is however a rough start to a more fleshed out bindings system - it will have to involve tons of experimentation with how unity exactly picks up different controllers
    (both xinput and older directinput).
    the hope is that a more extensible binding scheme will be roughly done in the near future

  • a stage can spawn a variable amount of players, in set spawnpoints - it does not yet handle respawning but that should be simple enough to implement

VERY SOON UNTIL WORKED ON:

  • an in-game hud & menu-ing system. with it also comes hooking up the binding subsystem to the menu & making it available for modification, showing health & details of the fighter

  • fighter animations, once the animation frames are done

FURTHER IMPORTANT GOALS:

• a camera system that would follow the fighters around and zoom-in/zoom-out as needed

• implementing some basic attack system that would be later extensible into defining attacks easily

[Written by @SlashedOut ]


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WHAT'S ESTABLISHED IN SOME DEGREE:

  • ZANY DANGEROUS QUADRUPLE COMBO SHOWDOWN messages will be showing up whenever you get that sweet jab in!

  • ENCHANCED GAMING EXPERIENCE thanks to a reliable and totally not evil ANNOUNCER!

  • FUN VICTORY DANCES and HILARIOUS VICTORY QUOTES!

  • YOUR FAVORITE HOMESTUCK MOMENTS - NOW IN THE FORM OF CHARACTER MOVES!

[Written by @redencya ]


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No jams yet, sorry! But we're getting there!

[Written by nobody, there is literally nothing in here yet]


Anyways that's all for this week, have a great day!!

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Next up

We're currently working on JOHN! The first build (including him and his planet, exclusively) will drop someday soon, but for now, enjoy these beautiful talksprites by @Theatreoflies ! PS. Expect a more technical devlog from @SlashedOut in some time :)

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