Project U.M.
Game Title: None at the Moment
Platform: PC
Tentative Portal(s): Indie City
Description:
This is the first public trailer for a game I am currently working on with a coworker in Unity3D. The long-term goal is to create an episodic, one-player fighting game with RPG elements. Currently we have the main character for the first episode prototyped with basic animations, hit reactions, effects, special command input, etc. As you can see, the build is very early -- the bounding boxes aren't crafted properly and the ability for rather silly-looking infinites exists -- but as the game progresses and more assets are made, things like this will be polished and fixed. We will post more trailers and information as the game progresses as well, so stayed tuned.
Is it only gonna be one player, or will there be a versus mode?
Denvis001 6 months ago
@Denvis001 The "dream" has several parts. One is that it's similar to Capcom's Red Earth. It's meant more to be one-player, but there will be a simple versus mode where you can play as a few characters encountered. At the same time, if we get several of these character-based releases done, we'd eventually want to release a free game that uses the save data from your other games and loads them into the purely versus game where you can face other people's characters.
mattrified 6 months ago
what techniques did you use to be able to make combos?
what about those blue colliders? how they work? what kin of set up is it?
foxter888 6 months ago
@foxter888 The blue colliders utilize Unity's Bounds class which essentially just takes a Vector3 position and a Vector3 size. I then use a gizmo to draw them. It's emulate what most fighting games do for their collision, which is just use simple rectangles that change size and position depending on the frame of the animation. The same goes for attacks. As for combos, I just do is that if a character is being hit and hit again before recovering, it adds to the combo. Does that help?
mattrified 6 months ago