Devlog? 7? -Back in the Loop?-...(title)
I'm sorry for this just being a straight copy/paste. But this is just to get you guys back in the loop in some way. Kami and I are basically talking about the fighting system atm and I decided to write a story about where I am with it.
-from skype-
I'm sorry for this just being a straight copy/paste. But this is just to get you guys back in the loop in some way. Kami and I are basically talking about the fighting system atm and I decided to write a story about where I am with it.
-from skype-
Quote:[6:02:59 PM] Kamtaku(Zachary Baumhoff): for that clash cancel thing, would projectiles get canceled if an attack hits them
[6:03:48 PM] TheShyGuy: thats what I'm asking. How in depth are we gonna make the attack/defending system
[6:04:24 PM] Kamtaku(Zachary Baumhoff): well personally this game has simplist combat in a way so I'd say not super in depth
[6:05:19 PM | Edited 6:05:26 PM] Kamtaku(Zachary Baumhoff): it's obviously not going to play like a streetfighter game orz
[6:05:54 PM | Edited 6:06:20 PM] TheShyGuy: perhaps there could be a flag that allows a hitbox to not be cancellable. Like for explosive missile projectiles, I'd expect the target to still get hit if they try to 'cancel' it out.
[6:06:49 PM] Kamtaku(Zachary Baumhoff): if it was an explosive missile though wouldn't it explode if it was canceled or not?
[6:08:38 PM | Edited 6:09:08 PM] TheShyGuy: yea it would explode on anykind of contact, but I meant that if we allowed all hitboxes to be cancellable with another, then the target could cancel out the incoming missile + the post explosion if they generate 2 hitboxes fast enough
[6:09:27 PM] Kamtaku(Zachary Baumhoff): ah
[6:09:29 PM] Kamtaku(Zachary Baumhoff): yeah
[6:09:57 PM] Kamtaku(Zachary Baumhoff): the explosion itself shouldn't be canceled unless a shield is used and even then it could probably only do half dmg or something
[6:11:27 PM] TheShyGuy: yeah thats pretty much coded for I think
[6:11:34 PM] TheShyGuy: -defensive collisions
[6:12:22 PM | Edited 6:12:30 PM] TheShyGuy: I just haven't really tested defensive collision bubbles yet though so I can't say its solid atm
[6:12:46 PM] Kamtaku(Zachary Baumhoff): something is better than nothing atm at least, it's not like we're in a rush
[6:15:32 PM] Kamtaku(Zachary Baumhoff): how're the core things coming along in general on that sidenote
[6:23:50 PM] TheShyGuy: I've been focused on the Brawler system for about a week or so. I'm gotta remove some dependencies from the "Moveset API" so that normal objects can take advantage of the system (since it really is just a state machine, but gives good control of scripting states on a per animation frame level + per game step). I already know how to do this, but it's just repetitive type of code that only requires time....and patience lol.
I gotta rethink the way "Actions" are designed. Atm, its just a glorified single function with quite a bit of conditionals/ifs (which sound so ugly, but its not that bad imo if you look at it....but I might just be used to it). I've got an idea of how I'm going to go about it. Oh yea, the point.. Actions and subactions can be thought of as "Action + Animation" (..from Smash bros). Actions control a state at a per game step level, while subactions control the state at a per animation frame level. This is why I've gotta separate Actions so that this can be done correctly (-I didn't think it was necessary back then, but for "special" attacks, it would most likely be needed)
[6:27:18 PM] TheShyGuy: The Brawler system used to be a single file that was going to handle everything about the fighting system. Recently, I split it up into separate files, one for binding collision bubbles correctly to the owner, one for applying physics correctly to the bubbles, and one for parsing and caching colliison pairs. The parser caches all collision pairs and waits till the end of the step to check and categorize all colliisions. Instead of also handling the resolution (applying damage, knockback, etc), I'm still thinking of how to delegate the output groups to an external system so that the Brawler collision system only cares about the input (collision bubbles) and outputs the pair groups (off vs off, off vs def, off vs hurtbox, etc).
[6:36:08 PM | Edited 6:36:27 PM] TheShyGuy: I was going to go in deep with the collision pair categorizing/filtering based on whether the opponent is grounded or not, the offencisve collision priority, etc but its nice to know I don't gotta go there.
I also still gotta think about hwo to do Catch/Throwing characters, but once I separate Actions, that should be easier since I can set the target's Action state directly with Catch collision bubbles (to something like "Grabbed"). Something like this along with the flinch and launched actions will probably be injected into brawlers because it'll never differ.
[6:37:36 PM] TheShyGuy: And I need a gfx for the shielding graphic bubble. Unless we're using the shield sprite, then I just gotta use it.
[6:39:58 PM] TheShyGuy: and thats all I'm aware of that I have to do for the Brawler system... Once thats done, I'll be pretty confident in working on the scripting part of the Character editor because the fighting system will be solid. Which means everyone can start making atleast character content..................
I'm done lol. Didn't mean to write a story. Might as well put this in the devlog so people are in the loop in some way.