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Hi everyone!

Since there was a lot of internal work, this time I will report in the form of a weekly report. Everything except ④ in the previous report was completed, and the following work was done.

HP gauge implementation

Down and Block implementation

Attack and block start up and stun implementation

Each function still needs to be adjusted, but I want it to look flashy. So next, I will give priority to the implementation of visual effects and combo display UI.

I also consulted with a friend of a fighting game developer and came up with a rough system. There are 4 basic types and 1 special type of buttons used for attacks. Same as Guilty Gear. Command input will be extremely easy to try. Like a smash Bros, you can perform a special move with → + A.

By the way, I drew Pandemonica for the Twitter survey. 

Azazel may also cooperate in the future. The content of the survey is whether or not you usually play fighting games. Perhaps those who are interested in this project are those who do not usually play fighting games. If so, I will make the operation easier.

That's all today. have a nice day!

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Comments

DHYohko

you could also do a thing like GBFVS where simple commands exist but performing the proper sequence gives reduced cooldown for that specific ability.

CrownAxe

I do want to say that simple inputs needs to be accounted for in special move designs since they are usually balanced around their input (such as with invincible moves or command grabs). Can't wait to try the alpha build!

James Beach

yeah I like the idea of easy inputs being implemented alongside motion inputs the way games like Guilty Gear Xrd does with the "Stylish" system, and like Granblue Fantasy Versus with its easy input cooldowns. If a special move is strong (like an invincible reversal, a command grab, etc.) the player should feel rewarded when successfully performing the input. Hell, the reason why Guile's Sonic Boom flies faster and grants better reward on hit and on block than Ryu's Hadouken - despite them both being pretty basic fireballs - is because Sonic Boom's input is more difficult to perform. Just my two cents. also a dash button would be poggers >0<