May Game Dev 013: Download and Play

Get the game here.

Rag Doll Fight 1

You can download it for Mac OSX, Linux, and Windows.

I love how easy it is to build for other platforms in Unity!

I got rid of the control screen and figured out how to just use the Unity Input Manager. So now when you start the game, you can set up the inputs however you like. I would like a custom in-game input manager, but that’s for another game and another time.

Enjoy! Tell me what you think! Remember, this is a game that I threw together in a month. Don’t expect anything epic or unbreakable. 🙂

May Game Dev 011: Nearly there but gotta work out the kinks.

I’ve worked on it quite a bit, but I’m at a place where I think I should leave it.

I really don’t like the way the animations play out. Next time if I’m doing a fighting game, I’ll have to draw out all of the animations with sprites. I can see why it’s been done this way more often. Obviously 3d is a different story, but still the animation can’t be done with bones alone and look nice.

Tomorrow’s the last day. I’ll fix up a few bugs here and there and then post it. Not bad for a month’s work for a fighting game. It’s really a lot to think about in terms of hitboxes and interactions. Not as simple as you might think.

I think I’ll call it “Rag Doll Fight 1”

 

May Game Dev 010: The Start of a Game Controller

I’ve been working a little bit to get a main game controller and the text up and running to the game with a countdown timer.

So far so good!

Again, learning more about unity, and how easy it is to talk to each component and set things nicely. It feels like writing a web page… except better.

May Game Dev 009: Getting hit animations working!

I managed to solve a few more problems and figured out how to test which side the character was getting hit. The answer was so simple, yet my online search lead me to all kinds of complicated ways of doing it.

My way was simply using the “bounds” of the box colliders and comparing their centers. Easy enough. I’m only testing for right and left right now, but it’s easy enough to extend it out into 4 or 8 directions if I want to really get jazzy. Right now I’m happy with what I have.

I’ll have to extend out the animation to the rest of the parts of the body. Right now I simply have the torso hit working. Easy enough to extend out the player controller.

Here’s what it looks like so far. Its starting to shape up.

Up next is building out the getting hit animations. After that, I’ll build a few combo moves and build a KO animation.

Then, I’ll build a simple 3 round game system with a win and lose case to make a real game.

After that I have to create a simple character select.

And finally, I’ll rework the art to make it pretty.

I’m a little past the halfway mark for the month. I’ve learned lots so far, and can’t wait to dig into Unity deeper.

 

May Game Dev 008: Health bars and hitboxes working!

Que Felicidad!

I now officially have a way in which to measure winning and losing the game. It’s by no means perfect, but I got something up and running, and I understood a bit more about unity and the physics and colliders.

Unity is a BEAST! But it’s also a pleasure to work in. I’m getting much more comfortable writing out code for it.

The sad thing is, I want to code pythonically with very expressive property and method names, and I want to stop using CamelCasesForEverthing. But oh well. I should write expressively, but the camel case will have to remain in order to not confuse myself or others reading my source.

Thanks to a wonderful tutorial from this guy inScope Studios on Youtube, I was able to understand a lot more about how to make better object oriented code for Unity. I was also able to make beautiful health bars that work really nicely! I also found out what lerping variables can do. (Linear Interpolation).

I made the bar smoothly fall and change color as the player takes damage.

Here’s a quick video of my progress so far!

 

May Game Dev 005: Flying Kicks and Layered Animations

Wow! Did I learn a lot today! Layered animations are awesome! So basically, I was trying to figure out how to do a jumping kick so the player could kick at any stage in the jump cycle. And then, boom! Layered animations!

I just had to animate one of the legs, not the whole spine, otherwise I’d jump twice as high by accident. Easy enough. Also, I needed to turn the exit time off for the transition into the jump kick. Perfect! A nice feel! I was also playing around with the colliders. Here’s a sample of my progress so far!