Physics Fighter (experiment)
This is super early in development, I started it this afternoon, and it might not go much further. But I thought I'd share (as I was having quite a lot of fun working on it today).
It's an attempt at making a fighting game driven by Unity physics. I didn't manage to make it feel reliable (like any competitive fighting game should be). It felt like a huge amount of time could go into just trying to make things behave sort of the same every time they're triggered, but maybe that's the wrong approach anyway.
Here's the build if anyone is interested. There is no sound at all, and there's bad bits of design (like not being able to jump off another player).
http://www.callofthevoid.com/Builds/Yojimbrawl_Physics_8hours.zip
[Edit] AD and "T"... AND LeftRight and "," ... And Enter to restart level. Escape to Quit.
It's an attempt at making a fighting game driven by Unity physics. I didn't manage to make it feel reliable (like any competitive fighting game should be). It felt like a huge amount of time could go into just trying to make things behave sort of the same every time they're triggered, but maybe that's the wrong approach anyway.
Here's the build if anyone is interested. There is no sound at all, and there's bad bits of design (like not being able to jump off another player).
http://www.callofthevoid.com/Builds/Yojimbrawl_Physics_8hours.zip
[Edit] AD and "T"... AND LeftRight and "," ... And Enter to restart level. Escape to Quit.
Comments
But really, so much to learn from your joints and addforces :)
I gave it a try and I am not sure if I am missing something but I can't get either character to swing their swords :(
AD and "T"... AND LeftRight and "," ... And Enter to restart level.
Added a simple kick to the game. Left player uses the "Y" key, Right player uses the "."
The experiment here is trying have a less lethal option that offers more utility. The shoes now block the sword, which is mostly because of Kill Bill Volume 2, but also because it gives the players a few more options.
http://www.callofthevoid.com/Builds/Yojimbrawl_Physics_Day2.zip
Also noted: The belt colours. The black belt does not always beat the brown belt... interesting. I love a good underdog win... maybe the brown belt has more motivation because he is holding an ancestral sword? :P
Edit: Also noticed the defeated player crumbling.... It would be cool if the limb severance could be localised to the area where damage was inflicted, rather than the whole character crumbling to the ground.
Balance is important here as falling over happens often and could be more central to the gameplay. Perhaps the opponent should be worked off balance before it is safe (because of momentum) to deal a weapon blow. I feel there has to be more investment before a kill is granted.
I also tried to see how high I can jump using only the momentum of my sword. Imagine swinging a great sword that could pull you across the screen. The weapon becomes a means of traversal as well. Even vertically. Like Legend of Kage.
Excited to see where this might go.
My signature moves are the flying kick into slash combo, and the wiffed kick into uppercut (height varied based on timing). I even managed a wall jump of sorts, though this was very unreliable.
The mid game felt really important, as this was the distance you could jump into strike range, so being able to finely adjust your position would be really advantageous. I would love to see some more movement options, like a single tap for a small forwards hop, and a double tap is the leap there is now, just so you could position yourself better before leaping in for a strike.
Also the characters didn't turn around to face each other (after freakishly high wiffed uppercut) after switching sides.
("Physics Fighter" is really just a working title that describes the aim of the project)
It was quite a cool experience.
But yes with a friend it'd be better. But that duel mode/move/whatever it is is a sign of respect for your opponent. Its saying "Yea, we are about fight and it will be messy but hey, we're still people and we show respect. I think something that id like to see more of in fighting games is way that the fighters actually shoe respect to each other. Id like to see a fighting game that doesn't just demand that you beat the living daylights out of your opponent. In UFC 2010 my brother & I would walk to the center of the octagon and manually bump fists as a sign of respect. Maybe showing respect could influence the crowd's view of your character, perhaps in a street fight they'll jump in & give you a hand. Im not entirely sure how one could implement something like a respect code.in fighting games but I think its something that could be cool, maybe...