Dev Log
END GOAL: Make a smash x square brawl dueling game. Have 5 player interaction methods, players being able to combine any 2 to their "a, cstick" and "b" button. Player can move, jump, fast fall and do the player interaction methods which will be shield(0), gun(1), sword(2), pad(3), dash(4). Have a menu to change things like controls, game rules, load out.
Log:
10/26/20 [120] Set up file, got jumping and double jump. Grounding resets jumps
10/27/20 [50] Very basic shit movement, doesn't feel good at all... Work on it tomorrow.
10/28/20[120] Fucking worked on trying to get intelisense to autocorrect code on visual studio code(tried a lot of things to no avail) Switched to Visual studio for a bit, but ran out of free trial... Try to get this working some time... Movement now is faster if changing direction, and has a target speed. It feels good, make it so the target speed and snappiness in the air is worse so it feels like your in the air.
10/29/20[120]GOT INTELISENSE WORKING FUCK YEA HOLY SHIT FUCK YEA IT TOOK WAY TOO LONG FOR NO REASON AND I BET IT WONT EVEN BE THAT USEFULL(ADD SYSTEM 32 IN PATH??!!??). anyway, loitered a little bit and made air movement less fast, doing what air drag does but more complicated for some reason. tuned stage and zones a bit. Tomorrow, experiment with a bouncy pad for pvp interaction(could spawn a bounce pad as method of "attacking") and fast fall by holding down.
10/30/20[135]Tried to implement new input system to support local multiplayer, more complicated than I thought. It works, not correctly. Tomorrow change it so "Move" function is always called instead of just when the Joystick is pressed so it works smoothly. Also after fixing that tune movement again *ugh since now the values range from -1 to 1 instead of just being -1, 0, 1 with keyboard input. Good luck homie.
10/31/20[200]got fast falling, made controls good. Tried to implement local multiplayer and HOLY SHIT NO FUCKING WAY FORGOT TO ADD AN "S" AND TOOK 2 HOURS TO DEBUG. Local multiplayer is not working yet. Set it up, debug tomorrow.
11/1/20[180]All features working. Players can move, jump 3 times, fast fall, local multiplayer. Time to start on gameplay features. Starting with "Spawn bounce pad". Bounce pad is present and you can spawn one by holding button, and it moves forward. No direction, and doesn't bounce enemy. Work on tomorrow.
11/2/20[60] Got a rudamentary attacking system, really shit and only goes in one direction. doesn't stay with player when inactive. tommorow make it 8 way directional, cool down, fix it's position when inactive
11/3/20[100] Bounce pad stays with player, has cool down, and directional in 4 directions. Haven't play tested yet.
11/4/20[30]set up csitck input, figure out how to make it work tommorow. if done , think about how to add more interactive methods, maybe add chargable gun
11/5/20[10]Looked over some code, bad day, do more tommorow.
Todo: get cstick input working, detect player death and keep score, damage scaling player join screen, pause menu, more player interaction.
11/6/20[140] Added Cstick support for attack, slow rotating sun for visual flare, better fast falling. Blast zone resets working, added text ui for score.
Todo: make fast fall once per grounded, make cStick feel better to use/more accurate, add damage scaling, start on adding more player interaction methods(consider making hitbox system + adding gun (CUBE WARS BUT SMASHIFIED?))
11/7/20[30] Fixed Cstick deadzone issue, made it feel better. Fast fall once per grounded is stupid, it is now fast fall if virtical speed is below a certain threashold like in smash.
ToDo: add damage/percent to scale knockback. start on adding more player interaction methods(consider making hitbox system + adding gun (CUBE WARS BUT SMASHIFIED?))
11/8/20[20] Worked on damage
11/9/20[20] Got damage scaling player, Start working on it earlier so you don't stay up late. Past days have been restricted by bed time.
todo: reset damage when respawning, implement knock back based on damage, add new interaction methods(bounce pad sucks).
11/10/20[20] Blast zones work as intended with scaling, bouncieness scaled with damage.
Todo: finish up bounce pad with adding damage when hit enemy. Add new interaction methods(CUBE WARS BUT SMASHIFIED?)
11/11/20[20] Added ray casts to pad, not working yet.
Todo: if you don't finish getting damage done for bounce pad, you never will. move on to gain motivation.
11/12/20[40] Main menu set up. play and option buttons work.
11/13/20[60] fixed some issues with ui, added drop downs for weapon selection, started splitting the bouncepad handler. Finish doing this tommorow and start adding sword.
11/14/20[40] Significant progress with splitting bouncepad handler, keep it up and finish it tommorow.
11/15/20[30] progress with splitting bouncepad handler
11/16/20[30] progress with splitting bouncepad handler
11/17/20[60] quite the bit of progress on splitting bouncepad, doesnt output desired value but the variable is doing what its supposed to do. Feels like starting over on this stuff, but oh well. Improved 4 axis rounding.
11/22/20[45] now cooldowns work in the attack direction handler, now you can start coding pad controller
11/25/20[60] Revised attack direction handler more, drop down menu working fully or atleast partialy,
todo: check for boucepad in dropdown to activate it.
11/26/20[75]actualy got PlayerData thing working with player 1 weapons, pad handler almost done, learned about fundamental stuff i gues
11/27/20[120]Everything is now working as intended as far as i know. You start the game at main menu, select from dropdowns, enter game and your selections will appear next to your score as little images. You can then, if you selected pad, attack with pad with either "a" or "b" attack, and if both you can only attack with "a". Works for both players, pads work as they did before the attack handler splitting, split works.
ToDo: Make it so when you press the button but not hold in a direction, the attack direction handler tells the attacker things. You could do by making it a realy specific Vector2 value, or a better way if you find it.
BUG: press attack, then a direction immediately after and it will bypass lock axis
11/29/20[180]Fixed bug by making it mathf.round instead of ifs like a dumbass, worked lightly for a long time(almost all day) or misclanious stuff like collision, experminenting with platform, etc. We now have dash that stops at the end unless canceled by hitting the ground(wavedashing)
Todo: start on shield or other interaction methods!
12/1/20[60]Started with "Sword" and fixed some issues like holding the c"stick will no longer attack on cooldown
12/2/20[60]there is a hit box and it detects when it hits the enemy player,
need to add visuals, make it do something
12/15/20[45]Hitbox now hits player 2 with velocity change, next time implement intangability and helpless state.
12/23/20[20]Imported some free katana model and set up animation
12/24/20[75]Got all the animations working, connected, and flowing smoothly(almost) between them. Todo: Add logic to only show sword when sword weapon is chosen, perform correct animation when attacking in the direction.
12/28/20[120]Programed gun to now spawn prefabs, keep the ball in one place, and shoot out.
Todo: scale ball with the charge up size, make it so 2 balls don't both spawn back with the player.
12/29/20[80]Gun shoots a charging bullet, hits other player based on size, collides with stage but not platforms.
Todo: Gun Animation, Sheild(intangable state), make player 2 work, options menu, player join screen, balance, done.
1/2/21[80] Set up Gun Animations
1/3/21[70]Finished Gun, one small glitch where bullet doesn't destroy itself when enemy dies, tried to fix it for a while, try to do tomorrow
Files
Get Super Smash balls
Super Smash balls
Super Smash bros style game. Choose your loadout and have an epic dual
Status | Released |
Author | LeminLime |
Genre | Fighting |
Tags | platform-fighter, Unity |
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- Update 1/6/2021Jan 07, 2021
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