Game
Super Smash Bros. Feud
11 days ago

Update ver. 1-28-2025


No, I didn't forget to keep you updated! :)

The Fighter Select screen is proving to be a little more challenging to develop than I anticipated. I've made a lot of progress on it, don't get me wrong, but it's still missing a lot of features. First of all, I did the Back button (Back (Hold)) and the mode switch (Feud VS. Team Battle). Before I add the actual selectable fighter icons, I'm working on the hand cursors, the "coin" tokens and the "cards" (the UI area under the roster where you have your portrait, player number and name, etc.). I am also going to add the Add and Remove Player buttons from Ultimate. If you have, say, one player / gamepad plugged in, the screen will activate TWO cards. Player 1's and that of the first CPU fighter. I won't make them change size like in Ultimate. The Cards WILL have their usual interactive features (turning them off, setting to human/CPU, changing AI level, entering a Player name, etc.) The hand cursor and the Coin button are surprisingly the things that were the absolute easiest to implement.

Aside from that, the easiest part, thank goodness, was the ability to keep track of all spawned and active Canvas objects. I used to have difficulty with pairing gamepads and players, but I think I just figured it out and it wasn't as difficult as I thought. I can manually assign a PlayerID and gamepad to human players (PlayerInput) via PlayerInput.Instantiate().

To my global game object, I added "PlayerConfiguration" objects. Like, for Player 1, the object will store fighter, player name, whether or not the player is human, if the player has a fighter selected and is ready for the match (the Ready to Fight! banner on the Fighter Select will actually depend on that "IsReady" functionality) etc.

Once I have basic matches up and running smoothly, I will add other touchups like animations and effects for cards and stuff.

So for now it's not much, but I wanted to keep everyone in the loop!



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