Dreams about dummy - Week 2


Hey it's Vieslav Dev. In this week there happened a lot. We have a pretty nice tempo on creating this game. Many new animations join our team, as well as new mechanics. Also we've reached an agreement that the next character will be... DUMMY! Everyone knows how important is dummy in the fighting game. Like every fighting game has one! More lazy games just reuse characters, but we'll have an actual dummy as a character! (Maybe playable? Who knows :) ). If you're interested in what happened this week check out sections below!

Graphics section:

Last week was pretty intense, because I wanted to make everything that I planned to do and even more. I managed to do all of the movement animations by Tuesday, which made me pretty happy. Next I wanted to make every block animation we need so we could finally play together and test everything in-game. I was really happy with my workflow, because I didn't even believe I was able to finish all of those animations by Saturday and yet I did it. Today I started working on guard break, but sadly I am not able to show you guys my work yet. But don't worry and be patient. You will see it in the next week's devlog.


Programming section:

Like always in my career, I spent most of my time learning about more advanced networking stuff. So now it's "upgraded" multiplayer module. Now the game doesn't crash when server is disconnected. Also I created functional lobby so you don't need to wait for other players to start having the fun! You'll be in the lobby and when someone joins your game, Player will appear in your lobby. Also I added name label to players so you'll be able to see each other nicknames. To sum up my work I created a simple main menu where you can choose if you want to host or join a game, type your nickname, choose max players (so lobby will now when to trigger special event to start the game (more on that when created ;) )), and type the IP address (for now it works through Hamachi/other software creating lan network or just by giving your IPv4 to your friends). I tried very hard to make character recoil on hit, by I wasn't able to do it. I'll try to fix problems with that for the future release, so you'll be able to see the character in action performing some combos.




I also added more animations to character movement, so now it can attack in all directions, and dash whenever it wants to. In our game dash will cancel other animations, so you can cut the time of waiting for an animation to finish.

But for now, it's all we have to say so stay tuned for the next week!

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