Birdmask Studio(@BirdmaskStudio) 's Twitter Profile Photo

Just one punch animation, modified by my systems and basic joystick input!!!

I have so much control now on how to blend keyframed animations, with the procedural systems and movement.

I'm gonna be able to do a lot with this.

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Birdmask Studio(@BirdmaskStudio) 's Twitter Profile Photo

Hard to lock on to 3 inspirations for the specific game I'm making, so i'll go with inspirations overall.

Love Twilight Princess combat, Ghost masters concept and Mario's movement polish.

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Birdmask Studio(@BirdmaskStudio) 's Twitter Profile Photo

Added a time slow down effect when you manage to successfully hit the enemy.

Would want to add more visuals, but honestly even just this adds a lot.

Makes the hit's feel weightier, and the retreats feel more planned.

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Birdmask Studio(@BirdmaskStudio) 's Twitter Profile Photo

Was just going to test if I could animate the ragdoll stepping forward then back, ended up coding a whole punch sequence.

Still, bodes well for better combat actions. A heavier punch that is now slow enough to be dodgeable.

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Birdmask Studio(@BirdmaskStudio) 's Twitter Profile Photo

Got a fast and slow punch now, so you can jump around and poke at the AI from the sides.

I'd say next is giving the AI the ability to block then back away.

Once that's in, I'll work on getting the grapple and throwing working, with AI, since that's a good change of pace.

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Birdmask Studio(@BirdmaskStudio) 's Twitter Profile Photo

Trying to get to blunt gameplay, so I've applied the new punch to the AI, and they now have a basic seek and hit loop.

Next I need a faster light punch, then some stunned states.

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Birdmask Studio(@BirdmaskStudio) 's Twitter Profile Photo

Been improving the base movement systems.

I want the punching combat to be weightier so I needed to improve my ability to do full body animations with the mix of physics and script.

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Birdmask Studio(@BirdmaskStudio) 's Twitter Profile Photo

Took a bit of a art day today, got the old prototype scene and put the new ragdolls in after doing it up a bit.

Just nice to do something simple for a day. Plus they work in it quite well.

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Birdmask Studio(@BirdmaskStudio) 's Twitter Profile Photo

The controls and motion for the spinning state are a lot better now.

Still need a proper state for when the is being thrown and stunned afterwards, but it's mostly in.

Now it's polishing how all these states interact with each other.

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Birdmask Studio(@BirdmaskStudio) 's Twitter Profile Photo

Last post of tonight, working on the design of triggering the spin state.

Main thing for the trigger, is the other must be moving a lot, while you stay on the spot.

To assist this the block button now adds resistance to you moving.

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