To be honest I was always planning on replacing them, they were SEVERELY outdated anyway. They don't even use my shiny and new updated shaders and the like! And while I would just re-take them, right now I'm right in the middle of re-factoring a lot of code and switching from checking stuff in Update loops to using Events to clean code up for performance reasons. I want this game to run as smoothly as humanly possible, since it's going to end up so HUGE.
Also, right now I still have my custom Ground Collider to work on, too, so I can't test this massive re-structuring just yet.
But I CAN say I've ported assets for MANY fighters now. This includes: sounds and voices, models, textures, animations, etc! Close to 3 and a half GB of compressed data in specifically marked unitypackage files to reimport later as needed!
What have I done since, you may ask? I did something I should have done ages ago: I'm using Inheritance more in my C# code. As of right now, everything that can "attack", use audio, etc can use AnimCMD, and its timers, variables and commands! Yes, I've made it "generic" and usable by Fighters AND NPCs AND items, etc too! Also, no more convoluted Fighter controller with 20 modules inter-referring to each other all over the place. I found it to be unmanageable and close to impossible to maintain, so I used another system.
I created a new inheritance schema for objects in Feud: SSBFEntity, which itself is a basic MonoBehaviour. Next in line is SSBFAnimCMDUser, you guessed it, inherits from SSBFEntity. SSBFAnimCMDUsers next up branches into a few types: SSBFFighter, SSBFItem, SSBFExternalProp (articles and weapons), SSBFAssistCharacter, etc.
For any "fighter type bosses", I will reprise the way they implemented the Giga Bowser boss battle in Super Smash Bros. Ultimate: I will make a generic Health Meter that takes in a, you guessed it, a SSBFAnimCMDUser! That way, enemy types, etc can have a health bar, technically!
Next up, my Input coding. I'm planning to scrap Fighter_InputModule completely and trying to implement button press info in the fighters' Animator controllers themselves. This way no more ball-breaking to figure out how to implement different button combos and the like, save for those who need very specific stuff like command inputs. I also plan to create the CPU code using "Virtual Inputs", which will be code used to execute moves via the animator as well.
I've also come up with 2 secret new game modes. One will be for Single Player while the other will be a Multiplayer mode!
Finally, I'm seriously considering redesigning one of Feud's most currently BOOOORIIIIIING aspects: the damage meters! As you saw in the old screenshots they look like very dull versions of Ultimate's meters. I'm going to challenge myself to come up with something better! I hope you'll look forward to it!!
Considering the state of Feud, this is one of the bigger info dumps I've posted yet. And we're nowhere even remotely close to the real meat of the game. But we're only starting to get the feel for the surface before we begin to START scratching it!
Stay tuned!
~TF.
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