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Thanks. I am polishing up the feedback in game and working on my thrown in at the last minute guide. Currently the outfit system is broken because the mesh had a fault that ruined it so they are all wearing pretty much the only outfits that were not horribly distorted. I am fixing that too. They grow facial hair as they become burdened at the moment. Thanks for the detailed feedback. The polish is already much clearer. I look forward to trying yours after the polish window closes.

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I’m waiting until the polish window closes to begin rating, so I look forward to seeing the improvements!

Polish is done

The new tutorial page is super helpful. I felt that some of the options were too safe? such as chaining off the swing above, as you are guarenteed a hit 3/4 of the time, unless they have something to counter you. The model variety is great for this kind of game, I’m interested in how it was implimented behind the scenes, eg a bunch of models vs generating programatically. I got some big combos in this time, I think I got one that was like 6 moves long. Does anything happen after a certain number of kills? I got one guy to 13 before he died. Nicely Done!

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13 is good going! I am not sure I have got any that far myself. I am pretty sure that either your dude will die of old age or a game breaking lack of logic somewhere will bring it all down! I am pretty sure there are bugs to be found in old age.

I realise I didn't answer the other question. Basically it's all generated programatically. The fighters are all the same gameobject which is fed info from a master script. The outfits are based on a list of Vector 2s for example with x for style and y for colours way. These are assigned at birth and revealed as the burden grows. Hair/skin/beard colour too. The Moves you collect are all Vector 4s that are randomly generated when you pick a box and then added to the specific Quarreler's list. Basically there is a very large amount of lists going on behind the scenes. A burden of lists! When you select a Quarreler the id information is sent ahead to the relevant gameobjects on the other stages and they clear the previous set up and update to be dressed right etc. Does that make sense?

Ah, that’s pretty cool!