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In terms of advancement this month, I haven't made too far strides. First off, I mostly worked on animations to get to completing that Crowd Hype system slots so I can finish off coding it. I animated a bunch of grapples and strikes, some good, some crap, but done just to fill out the move slots.

A list of animations I have completed is below, but it's kind of meaningless since I doubt any of these versions will make the final game due to the animation quality, but for the sake of transparency I'll list them.

Completed List:

Strikes:

  • InvertedRoundhouse
  • RearToSideKick
  • Jab
  • Mid Dropkick
  • Mid Kick
  • Overhead Punch
  • Throat Thrust
  • Front DropKick
  • Mongolian Chop
  • Karate Strike
  • Ground Strikes:
  • People's Stomp
  • Falling Headbutt
  • Falling Punch
  • Flip Leg Drop
  • Woman's Stomp

Grapples:

  • Grapple Attempt
  • AtomicBuster
  • Neutron Bomb
  • X-Factor
  • PushSlap
  • ChokeToss

Idle Actions:

  • Ring In
  • Ring Out
  • Animal Taunt
  • Witch Taunt
  • French Taunt
  • Blow Kiss Taunt
  • Pourquoi? Taunt

Animation still takes quite a while for me, which is why I spent the whole month pumping these out. I also spent some time researching the proper forward vector to export as for Unreal Engine, as well as some theory about how the curve editor in Blender works to help push my animation quality a little bit.

FINISHING CROWD METER

The coding of the Crowd Hype Meter System is about 75% complete, I just have to work on animating and adding Ground Grapples, Running Strikes, and running grapples I believe. My next goal for combat is to implement Irish Whips, as well as bouncing off the ropes properly. After that, we'll move into Turnbuckle/Corner stuff.

Once the main fundamentals of combat are done, I can finally work on pinning and completing a match, and that will be a milestone moment for me no matter how long it takes. I'm hoping it doesn't take any longer than April's progress report.

In addition to that, this week I've completely re-written by reversals system for strikes to internally be registered as grapples, this way strike reversals are always aligned to the opponent and victim and don't look weird. If this causes any issues in the long term, I'll switch back to montages with manual repositioning code.

In the brainstorming section, I've come up with more ideas on how to create the RPG-level of character building in a wrestling game. Below, I outline an idea I've been sleeping on for the past few days and I'd love to hear the feedback on it from my loyal patrons. I'm trying to allow the ability to build a roster member how you want, whilst also remaining simple and easy to use.

SKILL TREE CONCEPT

[RESTRICTED TO PATRON VERSION]

What do you think?


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