Okay! It’s been a while since I updated last, but I have a lot to show off. First, the HUD:
It’s pretty basic looking, but it took some work (and math) to get it to display properly on every type of display. No matter what resolution your screen is, the percents at the bottom will display properly at the right size and location, as will the markers above each character’s head.
The other thing is much cooler, and more fun! A month ago if you got hit into the wall or ground, you would just sort of stop there, which is boring. Now if you hit a wall or ceiling you bounce off of it. You can also bounce when you hit the ground, but only if you’ve been spiked into it. In that case even if you tech, you’ll still end up in the air, but you’ll be out of hitstun. It’s a neat mechanic I’ve been playing around with, and I’m looking forward to playtesting it further once the game has all its bells and whistles.
Oh, and teching is in the game as well. For anyone not familiar, that’s where you press block before hitting a wall, ceiling, or floor. If you time it properly, you’ll end up stopping your momentum, ending hitstun, and be able to get back into the fight as fast as possible. It’s one of the core mechanics in the Smash games, and it’s a very fun tool.
I’m not 100% done with teching/missed techs yet. There are still the grounded tech options I have yet to finish, but the really hard parts were getting the physics right for bouncing off of walls and slopes. There are still some kinks to work out, I’m sure, but after several weeks of work I’m happy with how consistently the character bounces off of walls correctly. It’s also really fun when playing around with it, so that’s exciting.
This weekend I’ll be busy helping with a move, but once I’m back home it’s back to finishing the rest of the tech options. After that, there really aren’t many more features to create! It’s the final stretch!
Oh, and as a bonus, my brother and I were playing around in the game for a bit. Here’s one of the clips we recorded. There are still things left to iron out, but it looks and feels like the game I imagined when I first set out on this journey.