Still kind of figuring out the twitchiness.
I've got moving and dodging in, which is exciting. The values need to be tuned, but we're starting to see the core foundations of striking and being struck.
Inspired by Ape Out?
Haha, I just saw the trailer for Ape Out and surprisingly not! The grey walls and the top-down perspective match on point though.
I'm looking to hopefully have the sense of windup and timing for attacks that a twitchy action game might have.
Well that's good a neat look. What tools are you using to make it?
Phaser and three.js. The player’s movement was a skeleton rig in Blender, but it’s populated by cubes rather than weighted joints.
Working on enemy animations at the moment.
Also the GIF is very long lol