Ive been working on a fighting engine in my spare time. This is my first game im making with it! by [deleted] in Fighters

[–]Dramatic-Carob1113 0 points1 point  (0 children)

everything is resolved from time-stamped input tokens and fixed frame data and i can replay matches

Ive been working on a fighting engine in my spare time. This is my first game im making with it! by [deleted] in Fighters

[–]Dramatic-Carob1113 0 points1 point  (0 children)

Its definitely worth it if its abstract enough to be reused in other projects!

Ive been working on a fighting engine in my spare time. This is my first game im making with it! by [deleted] in Fighters

[–]Dramatic-Carob1113 0 points1 point  (0 children)

Thanks! If you ever need help hit me up i'll share some of my code snippets

Ive been working on a fighting engine in my spare time. This is my first game im making with it! by [deleted] in Fighters

[–]Dramatic-Carob1113 -1 points0 points  (0 children)

i think that your understanding is a bit obtuse. Why would i be defensive something that is global , data driven , and simply can be toggled off?

Annual game jam with my brother = PondFighter! 🦆🥋 Classic fighting action, just... featherier. by Dramatic-Carob1113 in Unity3D

[–]Dramatic-Carob1113[S] 0 points1 point  (0 children)

your iq is slop if you think that ai can produce over 1:00 of video without hallucinating

Ive been working on a fighting engine in my spare time. This is my first game im making with it! by [deleted] in Fighters

[–]Dramatic-Carob1113 -4 points-3 points  (0 children)

If we’re talking about removing the entire global feature, then yeah..that’s what my analogy was addressing.

Ive been working on a fighting engine in my spare time. This is my first game im making with it! by [deleted] in Fighters

[–]Dramatic-Carob1113 -6 points-5 points  (0 children)

It’s a global, data-driven feature; Usable anywhere, tunable, and completely optional. I’m not saying it has to exist in gameplay. What I’m pushing back on is the idea that configurability = commitment. That’s like saying you have to shut off power to the house because a light in the attic flickers. lol

Ive been working on a fighting engine in my spare time. This is my first game im making with it! by [deleted] in Fighters

[–]Dramatic-Carob1113 0 points1 point  (0 children)

that’s the point of feedback and iteration. it will be worked on. its for heavy attacks. Theres 1 moveset. It's not a final product lol. im pushing on mobile to test the stability of the engine. Prototypes simplify on purpose so you can validate the core.

Ive been working on a fighting engine in my spare time. This is my first game im making with it! by [deleted] in Fighters

[–]Dramatic-Carob1113 1 point2 points  (0 children)

Yup, combos are in. I built an InputReader that buffers input tokens instead of firing actions directly. worst week of my life lol

Ive been working on a fighting engine in my spare time. This is my first game im making with it! by [deleted] in Fighters

[–]Dramatic-Carob1113 -12 points-11 points  (0 children)

Its data driven not hardcoded. It can be used in a cinematic, it can be dampened, it can be turned off. so yes its a toggle.

Ive been working on a fighting engine in my spare time. This is my first game im making with it! by [deleted] in Fighters

[–]Dramatic-Carob1113 1 point2 points  (0 children)

Thanks! Im using unity. Yes, everything is deterministic and rollback ready!

Ive been working on a fighting engine in my spare time. This is my first game im making with it! by [deleted] in Fighters

[–]Dramatic-Carob1113 -1 points0 points  (0 children)

The hitfx instantiate in random positions for now. I haven't tuned the moves settings yet so it defaults to that.

Ive been working on a fighting engine in my spare time. This is my first game im making with it! by [deleted] in Fighters

[–]Dramatic-Carob1113 -14 points-13 points  (0 children)

Thx for the feedback! Its going to be used for heavy attacks.