Wow, I haven’t updated this in two weeks! Whoops. Apartment stuff is finally wrapped up, all that’s left is to move out in a week. Other than that, I’ve been working steadily on the game, mainly on getting grounded attacks finished. On that note, they’re finished!
Actually, it’s all the attack animations that are finished. There’s still an extra thing I have to do in UE4 to make the down strong attack work visually. I’ve spent the last few hours learning as much as I can about UE4’s particle editor in order to finish the down strong attack. Tomorrow it should be put together, and I can record a full animation of what the final attack looks like. Until then, here’s a list of all the grounded attacks so far:
- Jab1 [half speed]
- Jab2 [half speed]
- FTilt (Mid) [half speed]
- FTilt (High) [half speed]
- FTilt (Low) [half speed]
- UTilt [half speed]
- DTilt [half speed]
- FStrong [full speed]
- UStrong [full speed]
- DStrong [full speed]
All attacks except UStrong and DStrong are fully implemented in the game. With FTilt, I also was able to make it so it reads the angle of your control stick and blends between the 3 possible angles. Now you have more than three options for how you want the FTilt to come out. I may change it back after playtesting to only choose one of the three, but for now I like how it looks and feels.
I had a hard time coming up with a good attack for the up tilt, so I did a few concept animations (very rough!) before finally deciding on which one I liked best. Here’s the first concept up tilt (half speed) that ended up not making the cut. Most people I showed it to felt like it was more of a victory pose than an attack, and now I can’t look at it without hearing the Final Fantasy fanfare theme playing in my head. Maybe a version of it will make it into the final game somewhere? Only time will tell.
Also like I said before, the DStrong is not complete yet. In-game what I want it to do is create a little whirlwind around Blue’s feet. Given how powerful UE4’s particle engine is, I’m hopeful that it’ll look really nice! I doubt I’ll be able to make anything on the level of the examples below, but I wanted to show you guys what I mean when I say UE4 can make some incredible particles:
Anyway, other than that I’ve just been fixing a few bugs and making adjustments so the game runs a little bit better. Having all the attacks in is making me really excited, and I often catch myself trying out different combos. It all feels very good to play even without making many adjustments to the moves’ hitboxes and strengths. Obviously once playtesting starts I expect to have a ton of changes to every attack to make everything feel cohesive, but for now I’m feeling pretty good.
Speaking of playtesting, it’s getting so close! There are 18 attacks total (2 jabs, 3 tilts, 3 strongs, 5 aerials, 1 dash attack, and 4 special moves), and so now I’m 7.5 out of 18 until playtesting begins. Ahhh I’m so excited!