- Dec 6, 2017
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- with it being unity?(practically one search away for a backbone of this type of stuff. a lot of people has done this already)Maybe Eromancer likes to polish things first, then add new stuff later? However, I think this has going on for far too long and therefore makes the game somewhat monotonous -- doing the same thing over and over again just to get the new scene(s). Heck, I thought the Charger already got its own seggs animation at this point in their dev cycle! XD
How about you? What makes you think that building a beat 'em up game is "a very straightforward" process, even with templates circling around on the internet?
I have no qualifications in game design or video game programming, so I'd like to know what you think about it.
- IN A WAY, a beat'em up is like a 2D top-down game with how you map things. (with just an additional jumping direction if that makes sense)
- that being said, mapping things up(collisions and such) is very straightforward(TECHNICALLY you would only have to consider X and Y). you wouldn't have much problems with weird collision bugs.(i guess that still depends on how clean your workflow is..) with hurtboxes being simple rectangles
and the fact that they haven't implemented special or complicated inputs yet.. everything is just on press, no input buffers whatsoever. or even auto-combos. the hurtboxes are most probably just static rectangles. from WHAT IVE SEEN the hurtbox doesnt even extend with your hitbox when you attack(or when anyone does something.)
the amount of gameplay they have right now, you can most probably copy paste from the internet. it has basic level of content. directional combo, spammable jabs, jumping, i-frames on dodge, running... literally most of these you can find already.
the game is far from polished thoughMaybe Eromancer likes to polish things first, then add new stuff later?
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