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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 futurea 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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