Week Eight: Working Demo!
Earlier this week, I was able to get the project to a point where I consider it to be in a playable state, as unpolished as that is. It took until today to write a new post because I was crazy busy lol.
Currently, every attack I set out to implement is working and easily adjustable. That means stab, ducking stab, slash, ducking slash, slash throw, and stab throw. Swords can be picked up after being thrown.
There are some more interactions with attacking that are probably not immediately obvious, and would be confusing without explanation. When doing any attack, if an attack hits a player, it is pretty straightforward what happens. But when two sword hitboxes collide, it will either trigger a parry (no damage to either side), or it will trigger a disarm. A disarm occurs when a stab gets slashed.
Players have a set number of lives, and when only one player is left alive they will win, and the game will reset to the main menu.
I fixed a couple of issues with the join screen not working as expected as well.
The movement I refer to as simply 'accelerate', which is basically a dash, has a depletion and regaining functionality, but this is not visualized currently. Similarly, the number of swords a player has is not visualized either.
No attack animations exist yet, which makes it rather difficult to really understand what is going on. So probably the number one issue the game is faced with currently is a lack of visual representation, followed by balancing.
In order to help expedite the development process, I am going to start uploading demo files to the rest of the dev logs to get as much feedback as possible as to what is and is not working, especially with regards to balancing
KEYBOARD CONTROLS: WASD: move / aim / duck (downward movement)
Space: jump
G: block
H: slash (hold and release for a spinning throw)
J: stab (hold and release for a stabby throw)
LShift: Dash
CONTROLLER CONTROLS:
Left stick: move / aim / duck
Cross / A: jump
Square / X: slash / slash throw
Triangle / Y: stab / stab throw
R1 / RT: Dash
So if anybody ends up downloading this demo, let me know what sort of issues you run into, things that feel bad or good, things that aren't making sense, etc...
Files
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Shishkabob
Competitive sword fighting game in the style of classic stick fight flash animations, with an emphasis on momentum!
Status | In development |
Author | tantiem |
Genre | Fighting |
Tags | 2D, Fast-Paced, Local multiplayer, platform-fighter, Simple |
Languages | English |
More posts
- A Month of Polish! First MVP availableApr 24, 2023
- Week Seven: Almost thereMar 14, 2023
- Week Six: Menu navigation and attack polishMar 08, 2023
- Week Five: Good ProgressFeb 28, 2023
- Week Four: Setting up for real progress...Feb 21, 2023
- Week Three: RoadblockFeb 13, 2023
- First Two Weeks: An introduction (Shishkabob)Feb 06, 2023
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