Two underdeveloped arts in games
1) spinning the joystick should always be represented
2) every lightsource should be poppable
?) also make everything else poppable
Just finished making a pretty cool dash-move! Only one week into this project. Probably gonna work on it one more week and then release a small demo and go back to my other project. (Alos sorry for not posting in like a month!!)
Some final bit of online-multiplayer testing before I start on enemy AI and it'll be too difficult to sync :v
The rest worked super neat tho only found a couple of bugs this playtest! You can also tech now
Im so happy with the reception this got!! Felt for a long time that this mechanic was gonna be too ambitious but i've figured it out. Added this polevault spin today 👶
I think keep your eyes prepped for a wishlist page this christmas :v
Playing around with having holdable poses for certain actions just for flavor
Long story short the code that makes the idle cancellable leaked into the dodge itself and its too cool to remove.
Mostly bug-fixing stuff so no real visual update this time. I did manage to add wall-jumps, some stupid spin move and a kinda OP double-jump hitbox. Next thing I show will probably fight back! Also sorry for not replying to the comments on my last post. Gonna get around to it!
Being self-indulgent and making a whole secondary moveset for the rare cases you throw your primary and dont pick it back up
Its a nice excuse to animate axe-kicks :v
Time-lapsed it since I had a feeling i'd be doing some very anatomically incorrect things to sell the movement
Played around with hit-stun, since arrows are separate from the player they can freeze stuff independently. Also increased input buffer by 1 frame and it allows inputs during hitstop so you can be frame perfect now : v
Also did you know this whole game is animated with Unity's in-engine animation tool. i dunno why I find it comfy. Made a lil timelapse of animating an aerial kick to show how you can build animations in it.
Aand kinda gave the stop-sign a backstory?
Here's another project! Started working on it about a month ago. Kinda inspired by The Warriors and as always Smash bros. Finally starting to figure out chain physics!
Added shielding and it works funny in my game where vertical knockback gets converted into horizontal knockback on block and WEEEEEEEE
also s i k e its darksouls now for a little bit
(Reuploaded real quick because the quality was like 144p)
Added mechs and teching this week! Next up is probably a targeting system + some way to block/parry attacks
Recently hired
@josstib
as narrative director for the game and shes gotten like 2 months of work done in 2 weeks
Game make no sense but with✨structure and actual planning to be a finished game✨ im very excited
Items having different correlating inventory sounds goes a long way like thats the punchiest hamburger of all time
(also dumb and had in game music on but please listen)
My dumb programming in this game means the AI just fakes controller inputs, so you can technically play as enemies and stuff. First time I slap that script on a player clone and its terrifying??
New hobby is making sure the record scracthes in the OST sync up with the cutscene.
(this game makes sense i promise ignore whats happening in the clip)
Tiny baby fight corp doesnt even have physics wow what a nerd
I cant wait to program this hookshot mechanic and for it to be the hardest thing of all time : D
Slowly creeping in gameplay into the first cutscene, so health shows up (and you take like 70 damage), you get score for teching and next week im animating the parry!
With some extra time these could be quick-time events, tho branching cutscenes is a lot of work.
Gonna be intresting to see how much action you can pack into swimming. First time i've done water stuff in like 4 years :v
Its very snake-y rn please enjoy
Plaaytesting as a boss is super dumb
Lasting hitbox stuff where the weak hit combos is so good why didnt i do this before
(Also coins spawn with the ammount of damage you do, hopefully not too cluttery let me knoow)
Had a bug(?) where you could turn around during jump-squat but it was actually pretty fun so now it can lead into a backflip if you keep the backwards-momentum.
I just moved the camera really close and removed the player model
why it work this well
(not gonna be the game i just got bored after programming loading-zone stuff)
@wilnyl
While you cant see it 99% of the gameplay just know the game has a super unnecessarily detailed facial rig so i can squish the cheeks and do a frown when she lands
Looked at an old-old version of Fight Corp for some inspo forgot how much fun this character was
Also gotta love that the play-doughyness of my old models are still kinda visible in my new stuff
Join my descent into madness with some unlisted project-clips I had going from 2019 (badest) to 2015 (badestest).
Hopefully that'll entertain a bit while I work on stuff!
Hello! Finally made something intresting enough to share. Tried making a hyper-agressive strongman enemy. Probably gonna add more end-lag on some of the moves.
Made lil test aerial tonight!
Would you people prefer an over-head or a ?side swoop? as forward air?
The overhead one launches downwards but since enemy was grounded it goes half-knockback up instead!
(Still working on Fight Corp btw im just on vacation so im practicing animation and some gamedesign)
Never animated FPS stuff before its pretty fun!
Also this level is from fight corp so have a nice sneak peak at a 3D pokemon stadium its gonna have transformations and stuff :0