IronRobotFightingGame
A downloadable game for Windows
Story
The four horsemen of the apocalypse have grown bored. To pass the boredom by, they fight games of blood sport to amuse themselves. This is a game of immortals, who pass the time by killing each other.
Characters
The characters of the game are Death, Famine, War, and Conquest. They have taken forms that allow them to more easily blend in with the mortal world. Famine, is Mutant. War is Abe. Conquest is Michelle. And Death is Erika.
Mechanics
Players need to fight, dodge, and outwit their opponents in a battle of finesse, to lay the hurt on them, while avoiding taking to much damage themselves. Although, once you get knocked off the stage you will respawn! But you only have 3 lives in total, so make them count!
Gameplay
The objective of the game is to survive,
The more you get hurt, the farther you are flung when you are hurt.
The Gameplay UI will display your health bar as a % number that always goes up!
Use right click to punch, and left click to jab!
Spacebar can jump!
Devlog::
December 22nd: I've spent days iterating upon instantiating objects, and trying to get them to move without it being a global action. I don't know why rigidbody's on a networked object make them act so unpredictably.
December 27th: Successfully am able to finally create a networked instance, and move bodies around without it influencing all global bodies! update on the rigidbody situation: I couldn't figure out have to achieve the functionality i needed through that method. So I found a library to help handle server / client states. Implementing it took a few days, but it works better than i thought.
Link to the github repository of the library i utilized below:
https://github.com/TCleard/PredictionReconciliationNetwork
January 2nd: I have spent a few days implementing new references and methods into the template from the TCleard server / client library. The framework originally only had handling for moving and jumping, but i totally retooled all of their functionality to make the movement more similar to a smash brothers game. I have implemented the ability to be damaged, and hurt, as well as to be moved by taking damage. There is an input lock out system, so that if you take damage, you lose control of your character. The more damage you take, the longer you lose control of your character. Also, my character is no longer a default capsule object, I have imported from Mixamo a wire frame character to help me map out my animation template.
January 4th: My character template is ready to be iterated upon for multiple characters, and it is time I focus on front end presentation, instead of focusing on back end and core gameplay loop.
January 5th: Main UI and character select started to be handled. I think its going to be harder than I expect. Even though I am working from a youtube video.
I have decided to take the 4 characters from this as my base template going forward. They are all models I have also found on Mixamo, so finding more animations for them will be easy. I have implemented my own animator controller for them.
January 8th: It's harder than I expected to implement the character select system.
January 9th: My lobby making system and character select is finally starting to look completed. I'm still having an issue of the client side not properly setting reference names correctly in the new scene, I think it has to do with the server instance changing data, but not calling the method that passes the value on the client.
January 10th: My character select system is finally transitioning into my game play state correctly. I had to add a catch in the player template to account for the same logic to occur on both the server and the client. I hope I find time to iterate on stages. I have managed to create 4 working characters.
Status | Prototype |
Platforms | Windows |
Author | Robot00101 |
Genre | Fighting |
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Development log
- January 10th:Jan 11, 2024
- January 9th:Jan 11, 2024
- January 8th:Jan 11, 2024
- January 5th:Jan 11, 2024
- January 4th:Jan 11, 2024
- January 2nd:Jan 11, 2024
- December 27thJan 11, 2024