Wednesday 19 October 2011

So much work done!

Over the past 9 days (since the last blog :p) we have all put in a large amount of work into the project. The list of changes is near endless, with heavy focus on bug fixing, neatening the work, and making sure that everything looks good while functioning properly. My focus has been the fighting engine and event manager.
I have also added in a few new features, such as:
  • Making training mode independent and infinite
  • Storing all of the post match statistics throughout the match
  • Adding in "pushing" with attacks (where if a player is closer than the reach of an attack, they are pushed to the hitbox before damage/move inertia is dealt)
  • Implemented all the animations that Vince has created
  • Added knockback, stuns, and knockdowns to moves
  • Failed counters (where the user is in a stunned state until they can recover)
  • Setting the range of a move to it's actionpoint (a set point defined by Vince in the modeller) rather than manually entering it as needed
  • Separating the physics of the game, so that they can continue to function between matches (specifically gravity, inertia, and friction)
The list of bugfixes and minor tweaks is massive, but the key focus has been making sure the game cannot be abused and player immersion does not get ruined by game breaking bugs.

At the moment, I am finalizing the user manual with appropriate screenshots and updated information, which is near completion and will be ready for tomorrow.

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