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!
Viewing post in Quarreler's Burden jam comments
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?