A Month of Polish! First MVP available
So it has been a little while since the last update, but it is for good reason! I have been hard at work trying to balance the game from the feedback I got on the last version I released.
A lot of the feedback I got was that the game didn't make sense, because there was nothing going on visually. So, I spent the last 31 days ironing out some bugs, rewriting the gameplay loop, and adding some visual flair. It was pretty gradual, but I think it was a change for the better.
I made every screen look nice and feel a little more obvious as to what was going on. Player UI, and especially player animations. The original route I was going to go with animations was to use animation layers with the built in animator with humanoids, but it was the first time I had ever done it and bones were misaligned. Instead of trying to waste time fixing that, I decided to just go ahead and rasterize the animations I had already made to lose the least amount of work possible. Aesprite totally saved my life here.
Another glaring issue was that as far as health and stamina were concerned, it was really a guess as to what was going on. Therefore, I spent some time between classes making UI art. I also spent some of that time making a lot of particle animations, most of which are unused due to time constraints. In the future, I'd love to put in all the visual indicators I want, but I'll probably put that off until after graduation.
Another welcoming change was a switch up of some player controller values and map design. This version includes 3 simple maps that try to emphasize some of the movement mechanics I developed.
I also had to change how persistent data was handled, and all that work can be summed up by the three days I spent trying to correctly connect players to controllers between scenes.
I have never polished any game I have worked on, since anything I've produced up to this point was either prototype and unshared, or, in one unique case, shared and had a significantly lower standard of quality.
One thing I'm rather disappointed about is the lack of audio. I got a lot of really high quality sound clips for different actions, but due to (once again) lack of time for finishing, that is delayed
A lot happened, but it is easier to just give it a play to see what is up! Once again, feedback is very welcome - grab a friend and try it out, let me know what issues you are running into, or general bad game feel (maybe even something positive...?).
Supports keyboard / Playstation 4 / Xbox One controllers for sure. Anything else I can't promise anything.
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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
- Week Eight: Working Demo!Mar 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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