pickleplayer Posted April 23, 2016 Share Posted April 23, 2016 Another 3 months, another trailer. Here it is! The second one. (oh god the video format is huge in this new site layout) "All this time and you've only got 1 more character??" Yeaaa I know. Although I definitely haven't been spending most of my time on working on characters like I thought I would. I still spend most of my time hammering out new bugs that show up in the major systems, adding different hitbox properties, and recently; learning how brains and behaviors work. But man, I gotta say I like how everything is turning out. It's starting to feel like a real smash bros game. But don't get too excited about having a ton of playable characters because there aren't going to be a lot. The original goal was 5 characters, but if this last one takes too much out of me, I may just release it with 4. Characters are hard to make. Although I do plan on adding a lot of characters in through updates after it's initial release. This teaser is about the new character but I never really get a chance to show off the tiny things I'm most proud of. The ledge barriers, the soft-collision player boxes that slowly push players away if they stand inside each other, and even retains the push direction until out of range, even if you pass over to the other side of the character. I'm just gonna go over a list of additions since the last update because this is the only place people will maybe understand what I'm talking about. I added a nice 5 frame key-buffer that lets you press a button a few frames before an animation's "busy" tag wears off and then execute the move when it's finished. This is also in a lot of the newer smash games, I believe. A lot of wickerbottom's specials are really complicated. And all 3 of those spells are part of her n-special, depending on which direction she is holding when the book shuts. So the enemy has to guess which of the 3 she will be using when she brings her book up. The tentacles only target the enemy, but the hitboxes on it's attack work so that the summoner can actually get hit by the first hitbox, but not the second (the one that's actually got some power to it). This makes it so that she can't just stand inside her tentacle's range to avoid being attacked, because if an enemy walks close enough to it, it will play the attack animation and hit her. I don't know about this though, I might change it later. Also, the tentacle will stay up for 5 seconds, then leave after completing whatever animation it was doing. The meteor (dragoon egg or whatever. It's the new book "Joy of Volcanology" from the Shipwrecked dlc) was pretty complicated. Of course the meteor itself has a powerful spiking hitbox and continues off-stage. But if it hits the ground, it actually has a ground-only impact hitbox (it only registers to enemies standing on the ground) so that anyone struck by the meteor directly will only get hit once, but anyone who tries to block it will actually have to block two hits, so it does a ton of shield damage. (I guess I also could have just added extra shield damage to the first hitbox but the second hit has more range and makes it look really cool) The lightning is, eh, just lighting. Also I made a really dumb AI named Harold that knows how to attack, block, punish, and usually jump back on stage if you knock him off. He will grow up to be a great fighter one day. Link to comment https://forums.kleientertainment.com/forums/topic/66586-another-short-teaser-for-smashup/ Share on other sites More sharing options...
Mobbstar Posted April 23, 2016 Share Posted April 23, 2016 Was it always possible to throw other's over oneself? That looks awesome! Link to comment https://forums.kleientertainment.com/forums/topic/66586-another-short-teaser-for-smashup/#findComment-754658 Share on other sites More sharing options...
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